the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 2.3.2

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,172
Update 03/01/23 (2nd update!): V5 is up here
Update 03/01/23: V4 is up here
Update 02/23/23: V3 is up here
Update 02/22/23: V2 is up here

2.3.2 is still a couple weeks away
as I still have a few more things I want to get into it, and my schedule isn't going to line up nicely for a patch day for a bit. This is theoretically the last patch before we disappear for awhile to work on the 3.0.0 patch, so I want to get as many bug fixes into this as possible.

This patch is primarily bug fixes, with 3 major changes that I want to point out so folks can keep an eye out on them:

1. The Disease system is getting the first part of a major overhaul that will be completed in 3.0.0.
2. Nukaworld assaults should now work correctly with SS2 (ie. you should be able to complete Home Sweet Home and keep doing raider activities).
3. Workshop Framework's assault system had some major reworking under the hood to better prepare for 3.0.0

Disease System

The changes that you should see in this patch are that incurable diseases should no longer appear before the Hospital is unlocked, and the higher end diseases are now tied to the player's entire empire population - so until the player reaches certain size thresholds, the higher severity diseases will not show up. Currently this is set at 5%, which means that until you reach 40 settlers (across all settlements) only level 1 diseases will appear. This should make it much easier for players engaging with the disease system to keep it under control until they unlock the tools to handle it.

There are some new systems coming in 3.0.0 related to diseases and medical stuff in general - so if you see anything about "Treatment Costs" or "Medical Treatment" activation options - it means I failed to lock out the new code correctly - and that should be considered a bug to report in this thread.

Nukaworld Compatibility
The changes I made to allow this to work may have unexpected consequences, so very interested to hear what player's experiences are when using the two together.

Workshop Framework Assault Changes
The Workshop Framework assault code powers the Gunner raids that occur in the middle of Chapter 2, it is also responsible for the entire gameplay loop in Conqueror. So if you happen to be playing SS1 and Conqueror - you will be very interested in testing out this beta to make sure I didn't break it. SS2 players, if you find anything wrong with the Gunner raids, let me know - the problems I could see possibly happening from the changes would be things like objectives not completing or the assault itself failing to complete.

Full Patch Notes: https://docs.google.com/document/d/11Fbf4l6ZGqJTTeitb0QFMRwjixD4q9YhOj43JbaPeis/edit?usp=sharing

Download Public Beta 2.3.2

As usual with the Public Betas, please keep responses to this thread relevant to what's covered in these notes so I can stay focused on what we're trying to patch for this cycle. Also, please do not post issues unique to this beta outside of this thread.

There will almost certainly be another build next week, will update this thread as soon as its up.

-kinggath
 
Last edited:
What's the point that "Old Man And A Gun" triggers, so I can check that his rifle is 'fixed' now? Was it after "Dark Horizons" or "Hostile Takeover"?
 
99% certain its Dark Horizons.
Yep, that was it.

Looks to be fine now. (see attached image).

I'll go through and double-check those other Git tickets of mine that got marked Closed over the past couple weeks, and only post in this thread again if I discover any more issues.
This is a new install of the game so fresh I forgot to even set the ini files up correctly, so I can actually provide savegames now too for the other stuff.
 

Attachments

  • ScreenShot0.png
    ScreenShot0.png
    1.1 MB · Views: 48
Last edited:
  • Allegiance Decor for HQ’s Medical Lab is now correctly locally positioned.
I dispute this claim. It's still putting the Medical Lab banners on the wrong quadrant for me even in a save that hadn't even been to HQ yet on this patch.
Link is to a save file standing in HQ at the Medical Lab's "Room Controls". Even after a refresh, it's still putting the Medical Lab's "Dynamic Flags" Decoration on the quadrant occupied by the Infirmary.

(also, what in the actual heck did I do to the Virtual Resources in that save? all i did was run all the quest-skip cheats from Sanctuary then fast-travel to HQ...)
 
Another one!
  • Updated the AI for the main hostage in the quest “Casting a Line” to prevent the character from staying in the hands up position after the encounter has concluded.
He appears to be not animating correctly at all for me now. Ran several times, he's just standing there several yards away from where he's meant to be kneeling. That's him there in the white shirt + black open vest, he's been in that EXACT spot every time.
Now this might be because I cheated past the first two quests so I don't actually have the number of settlers to fill all the other 'hostage' spots? Lily (the only actual valid target for a hostage) is in the correct spot though...
 

Attachments

  • ScreenShot1.jpg
    ScreenShot1.jpg
    1.1 MB · Views: 19
the Disease System fixes are highly welcome from me as it was at the point i was basically turning it off because I'd be like 3 settlements in, and they were all having outbreaks and stuff. so, anything that reduces this in the early stages is welcome and will make it easier to deal with/live with.

not sure why i got the giant highlighted text
 
Last edited:
  • Allegiance Decor for HQ’s Medical Lab is now correctly locally positioned.
I dispute this claim. It's still putting the Medical Lab banners on the wrong quadrant for me even in a save that hadn't even been to HQ yet on this patch.
Link is to a save file standing in HQ at the Medical Lab's "Room Controls". Even after a refresh, it's still putting the Medical Lab's "Dynamic Flags" Decoration on the quadrant occupied by the Infirmary.

(also, what in the actual heck did I do to the Virtual Resources in that save? all i did was run all the quest-skip cheats from Sanctuary then fast-travel to HQ...)
Somehow we ended up with two copies of that decoration project in the plugin and one of them doesn't work- just confirmed fixed for next build in my save!
 
Uploaded V2 with a fair number of additional bug fixes, patch notes updated as well with V2 sections for SS2 and WSFW under each.

The most notable I think is a fix for Workshop Framework exporting that was likely causing some vanilla items to return that weren't meant to.
 
  • Eddie Winter holotapes are now moved to the CPD locations, previous these were copies which would not trigger the quest to advance.
I understand this change for most players, but that's going to leave those of us that don't want to do the CPD questline with no way to progress Nick's quest without console commands. is there anyway to have working copies of the holotapes in both the vanilla cells and CPD cells?
 
I understand this change for most players, but that's going to leave those of us that don't want to do the CPD questline with no way to progress Nick's quest without console commands. is there anyway to have working copies of the holotapes in both the vanilla cells and CPD cells?
They only move after you trigger our locations to appear - otherwise they remain in the vanilla location.
 
Uploaded V3 with some more bug fixes - celebration time we are finally under 100 reports remaining on the internal git! I'd say about 50 of them are "nice to haves", ie. super polish level stuff. (For context, we have had about 1100 confirmed reports come in since SS2 launched, so sub 100 feels pretty amazing.)

Biggest changes that I would love to have some eyes on are:

- Changes to Who Can ASAM to try and either eliminate the Blood Bug combat, or at least make sure it doesn't end up resulting in Stodge and co hostile to the player before they had a chance to play out the encounter.

- Changes to End of the Beginning - the changes I made were very subtle, made to try and get the quest objectives to encourage the player and Aiden to go to the roof via fire escape, but I may need to change Aiden's AI package a bit to make that work reliably. In addition to checking that Aiden's path correctly blocks the front entrance, want to be certain I didn't break Jake's plan with my changes.
 
Laser Artillery will now attempt to teleport the NPC to them when the player arrives at the settlement instead of waiting for the NPC to path to them. This was done as the pathing is extremely unreliable and the building plan is not effective without the NPC sitting in the artillery.
Can something be done so the NPC also won't leave the Laser Artillery during combat? Had that happen recently - NPC just leaves and runs into enemies with bare fists.
 
What about fixes to the invisible active disaster events (fires and infestations) where the disaster event is active but the actual event isn't properly enabled? I saw in one thread that KG fixed the fires but the infestations were still TBD. I also searched through the patch notes from 2.3.2 and prior patches but I don't see any notes pertaining to this issue.
 
What about fixes to the invisible active disaster events (fires and infestations) where the disaster event is active but the actual event isn't properly enabled? I saw in one thread that KG fixed the fires but the infestations were still TBD. I also searched through the patch notes from 2.3.2 and prior patches but I don't see any notes pertaining to this issue.
The notes for V2 specifically mention the Infestations hopefully not doing that any more; as soon as this download finishes that's what I'll be verifying.
My ticket on the Git for the Fires doing it is still marked as "needs a savegame to verify"; I'll throw a save up for that too and hopefully it'll be resolved if I can force it to happen.
 
Just verifying changes here:
  • Those Allegiance Flags on the HQ Medical Lab are finally in the right spots (had to Refresh the room but that's whatever)
  • The 'broken Basement Infestation Event' from the save I provided did get retroactively fixed to work; I'm not sure whether it was changing floors, popping in and out of Build Mode, or waiting 24 hours that did it
  • I either can't trigger a 'broken Basement Fire Event' or whatever was done to fix Infestations fixed Fires too
 
- Changes to Who Can ASAM to try and either eliminate the Blood Bug combat, or at least make sure it doesn't end up resulting in Stodge and co hostile to the player before they had a chance to play out the encounter.
personally, I always found this one amusing, I showed up once to stodge being destroyed by everybody else. showed up another time to them all being hostile to me. showed up another time to them all attacking old Paul. every time I would lead the giant mutant duded around the corner to fight them for even better hilarity and good times. normally after killing all the surrounding enemies, they would calm down and talk again.
 
Top