Difference between revisions of "SSConqPatch"
From Sim Settlements
(→Version 4.0.1) |
|||
Line 1: | Line 1: | ||
+ | ==Version 4.0.3== | ||
+ | '''Ophelia's Toys''' <span style="color:green; font-variant: small-caps; float: right;">Released - 8 March 2019</span> | ||
+ | *Fixed a bug where Jammer could become unresponsive with the message “Individual is busy.” when you tried to speak to him. | ||
+ | *Killing your gang members will no longer cause your entire gang to become aggressive with you - (they respect your ruthlessness and assume the guys you’re taking out deserve it). | ||
+ | *Fixed an issue where Jammer could get stuck in a dialogue loop if you lost too many raiders during a defense attack on your main base. | ||
+ | *Fixed an issue where Jammer would wander the streets of Concord instead of hanging out near the playground equipment after the Museum is cleared, but before taking over settlements starts. | ||
+ | *Fixed an issue where Jammer would yell the wrong lines during combat, depending on what stages of his quest you had completed. | ||
+ | *Added lots of new dialogue to Jammer. | ||
+ | *Slave collars will now correctly stay equipped when the settlement unloads. | ||
+ | *Slave collars can now be used on any non-unique NPC as long as you aren’t detected, you will be prompted to assign them to a settlement. | ||
+ | **This feature is highly experimental. You cannot currently assign those slaves to plots, nor will they auto-assign, but you can manually assign them to beds and vanilla objects. | ||
+ | **Once the feature is better tested, we’ll look into redoing a lot of code in both Sim Settlements and Workshop Framework to better support non-workshop NPC assignment. | ||
+ | *Enslaved NPCs can now be commanded outside of workshop mode. | ||
+ | **Enslaved NPCs from before this patch should be re-equipped with their collars in order to add the ability to command them outside. | ||
+ | *Fixed an issue with the sound effect that plays when you unlock a feature from Conqueror. | ||
+ | *Added several new quests and story sequences. These will unlock as you capture additional outposts and vassals, and then return to your main outpost. | ||
+ | *If you’ve already captured many settlements, these sequences should unlock on each subsequent visit to your main outpost. | ||
+ | Fixed a bug where certain pre-started City Plans could end up with a second Workshop object. | ||
+ | *Outposts controlled by your gang will now correctly play more ominous arrival music if using a City Plan. | ||
+ | |||
+ | |||
==Version 4.0.2== | ==Version 4.0.2== | ||
'''Planning For War''' <span style="color:green; font-variant: small-caps; float: right;">Released - 22 February 2019</span> | '''Planning For War''' <span style="color:green; font-variant: small-caps; float: right;">Released - 22 February 2019</span> |
Revision as of 20:21, 8 March 2019
Version 4.0.3
Ophelia's Toys Released - 8 March 2019
- Fixed a bug where Jammer could become unresponsive with the message “Individual is busy.” when you tried to speak to him.
- Killing your gang members will no longer cause your entire gang to become aggressive with you - (they respect your ruthlessness and assume the guys you’re taking out deserve it).
- Fixed an issue where Jammer could get stuck in a dialogue loop if you lost too many raiders during a defense attack on your main base.
- Fixed an issue where Jammer would wander the streets of Concord instead of hanging out near the playground equipment after the Museum is cleared, but before taking over settlements starts.
- Fixed an issue where Jammer would yell the wrong lines during combat, depending on what stages of his quest you had completed.
- Added lots of new dialogue to Jammer.
- Slave collars will now correctly stay equipped when the settlement unloads.
- Slave collars can now be used on any non-unique NPC as long as you aren’t detected, you will be prompted to assign them to a settlement.
- This feature is highly experimental. You cannot currently assign those slaves to plots, nor will they auto-assign, but you can manually assign them to beds and vanilla objects.
- Once the feature is better tested, we’ll look into redoing a lot of code in both Sim Settlements and Workshop Framework to better support non-workshop NPC assignment.
- Enslaved NPCs can now be commanded outside of workshop mode.
- Enslaved NPCs from before this patch should be re-equipped with their collars in order to add the ability to command them outside.
- Fixed an issue with the sound effect that plays when you unlock a feature from Conqueror.
- Added several new quests and story sequences. These will unlock as you capture additional outposts and vassals, and then return to your main outpost.
- If you’ve already captured many settlements, these sequences should unlock on each subsequent visit to your main outpost.
Fixed a bug where certain pre-started City Plans could end up with a second Workshop object.
- Outposts controlled by your gang will now correctly play more ominous arrival music if using a City Plan.
Version 4.0.2
Planning For War Released - 22 February 2019
- New raiders in your gang should no longer become radiant quest givers for generic vanilla quests that use default settler voices.
- Fixed a bug that may have caused your main outpost to be attacked more frequently than it was supposed to.
- The menu to change your main base should no longer say “Attack Settlement?” as the confirmation.
- Fixed a bug where under certain circumstances, after telling Jammer nevermind, he would proceed to setup an attack anyway.
- Fixed a bug that may have prevented some players from ever receiving the prompt to name their gang after capturing their second Outpost and returning to Jammer.
- The Scouting perk is now unlocked immediately before selecting the first raid target. Previously, this perk would only come up if you attempted to raid without any targets, which led to many players never receiving it.
- Attackers will now be given a temporary AI package to patrol around the settlement after an Outpost is conquered. This will resolve an issue where if your workshop scripts were backed up, they could end up wandering back to the settlement they were originally from.
- Added the War Planner’s Desk.
- This is a new furniture object you can build either in the Crafting menu, or the Sim Settlements > Furniture menu if you are using the mod Settlement Menu Manager.
- Much like the City Planner’s Desk, this enables many new controls. It’s possibilities will be expanded throughout the life of Conqueror.
- Raid Board - This object allows you to run attacks against other settlements.
- Outpost Map - This object allows you to change your main base, convert regular settlements to Outposts under some circumstances, dismantle outposts and convert them back into settlements or completely abandon them.
- Ham Radio - This object allows you to donate caps and resources to encourage more recruitment of troops.
- Dead bodies will no longer be permanently left behind from Assaults.
- Unique NPCs should no longer have their names changed when enslaved.
- Fixed several issues that could cause enslaved NPCs to stand up and attack you or your raiders after setting up a Slaver Outpost.
- Companions will longer be automatically made into Enslaved when setting up a Slaver Outpost where one of them was living.
- Spawned defenders, such as Gunners, will no longer be aggressive towards neutral characters such as merchants or brahmin.
- Enslaving an NPC should no longer cause them to become aggressive to you and your gang members.
- Fixed a bug where Jammer could sometimes have his lines suddenly interrupted when you were supposed to select a settlement in the next scene.
- Jammer will now also accept packs and cartons of cigarettes towards his recruiting efforts. (His voice line remains the same, requesting chems and alcohol).
- Jammer now correctly recruits daily instead of every other day.
- Fixed an issue with the “Flee” AI package Conqueror was using, so that children, visitors, and other bystanders will run away from the settlement instead of hanging around watching the fight as if nothing is happening.
- The Conqueror progress HUD will now attempt to re-display shortly after loading a game if a save and exit had occurred before it finished. On saves started after this patch, it should do so reliably as new starts of the quest will monitor for the game to load.
- If Conqueror is installed after the normal startup sequence, and the startup wizard is used, it will no longer prevent your full UI from being displayed.
- Users who experienced this already should find it corrected shortly after installing this patch.
Version 4.0.1
Jammer Unjammed Released - 1 February 2019
- Quest objective to “Report back to Preston.” will now correctly fail if he is dead.
- Jammer uses a new custom AI package that shouldn’t be edited by other mods, and therefore shouldn’t fail to update for some players after taking the first Outpost.
- If Jammer doesn’t make his way to the first Outpost immediately after you capture it, something has gone wrong and you should report it as a bug.
- Skipping talking to Jammer before clearing the Museum should no longer result in him remaining permanently on the roof.
- Added several backup methods to ensure Jammer correctly moves into the first Outpost to prevent things from interrupting the quest line.
- Added several checks to ensure that player’s don’t incorrectly become aggressive with Preston’s gang when they didn’t intentionally attack them to the point of bleedout.
- Added several checks to ensure that if the player killed certain rival gang members before speaking to Jammer, they would still correctly update the quest objectives to count them later.
- Fixed a spelling mistake in the Executioner perk name.
- Fixed an issue where Jammer could get stuck in a dialogue loop if you canceled the selection of, or failed your first attempt to attack a Vassal settlement after you set up your first Outpost.
- Fixed an issue where Jammer could allow you to run attacks, even though you didn’t have enough recruits alive.
- Fixed an issue where dead recruit bodies would teleport to Jammer after starting a new raid.
- Made several small changes to reduce the likelihood bodies of NPCs killed during assaults will fail to be cleaned up by the game engine.
- We have been unable to replicate this in testing, so the fix is only theoretical at this point.
- Fixed a bug that could cause the City Plan Starter to fail to launch on a new game, depending on which order things triggered in the game.
- Failed assaults will no longer get stuck in the Quest list of the Pipboy.
- Failed assaults currently stuck in the Quest tab will be cleared out after the next assault is completed.
- Conqueror will now attempt to force start up all of its controller quests, as many of the issues being reported are due to the game failing to start up important quests at the beginning of the game. This is a common issue with Fallout 4 when using a lot of mods with controller quests.
- Raider Recruits are now protected when not on attacking or defending a settlement. This will prevent them from being randomly killed by things like radiation.
- Civilians and Settlers should no longer die suddenly at the end of an attack.
- Raider Recruits should no longer turn up dead when meeting them to start an assault.
- Civilians are now correctly flagged as protected.
- Civilians have had their health reduced by 50%. This was done as they are far too bullet spongey, and the majority of the difficulty from assaults is meant to come from the hired guards and mercenaries, not the Civilians themselves.
- New Raider Recruits should now correctly be named Raider Recruit and not just Raider.
- Visitors will now flee during attacks triggered by Conqueror.
- Cleared several accidental dirty edits from the esp.
- Injured settlers should no longer be marked by quest markers when you have most of the enemies taken out during an assault, it’s meant to only mark the people you still have to deal with, and should now do that correctly.
- Made several changes to the prestart City Plan code to attempt to prevent certain settlements, such as Egret Tours Marina from being owned immediately.
- The prestart City Plan system now has several options to show you progress. This will be especially useful if you’re on a lower end machine, or have a lot of script heavy mods running. In these cases, you might want to avoid leaving Vault 111 until everything has completed.
- At the bottom of the options screen is a new Progress Notifications section, where these options can be turned on/off.
- While running, the prestart system will now display progress messages in the corner so you can track when all of the background activity has settled down. Followed by a pop-up confirming it has finished everything.
- If HUDFramework is installed, an additional option for a Progress Meter will be available. By default, the messages will be disabled when HUDFramework is found, but you can turn on or off any combination of the progress notifications.
- Fixed an issue where if Jammer was interrupted after you selected a raid target, but before you selected your crew size, he could get stuck in a loop telling you to meet up for an attack that never actually started.
- You will now be warned if using Sim Settlements Lite (which does not support Conqueror), or if your versions of Sim Settlements or Workshop Framework are out of date compared to your installation of Conqueror.
- Jammer should now correctly be assignable as a leader to Outposts.
- Jammer has a new Major Trait called Rabble Rouser, which guarantees at least one new recruit each day (so long as your Outposts have enough beds/residential to support additional recruits).
- Fixed an issue where Jammer could have a long pause when you tried to talk to him in your Outpost.