Difference between revisions of "SSConqPatch"
(→Version 4.0.3) |
(→Version 4.2.9) |
||
(47 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
+ | ==Version 4.2.9== | ||
+ | '''All Your Base Are Belong to Us''' <span style="color:green; font-variant: small-caps; float: right;">Released - 24 July 2020</span> | ||
+ | |||
+ | *Fixed a bug where entering the USAF cell, after receiving the quest to visit Dakka, could cause any Personal Guards to be silently killed and removed from the game. | ||
+ | *Fixed a bug where player controlled NPCs could be silently killed and removed from the game if they happened to be too close to Saugus or Dunwich during the Into the Depths or Soliciting Saugus quests. | ||
+ | *The quest Room for Improvement will now count any previous Chem Yard building plans you already have in your main base. | ||
+ | *Pandora’s scouting system will no longer mess up the dialogue camera and her reports can now correctly be accessed via the Bounties option on the War Planner’s Desk. | ||
+ | *Assaults can now be targeted against and from Interior settlements, or between settlements in different worldspaces (ex. Attacking a Far Harbor settlement from the Commonwealth). For these, no distance checks are done. Non-interior settlements in the same worldspace must still be within the normal distance requirements. | ||
+ | **Warning: Assaulting an Interior settlement may cause some unintended behavior, or poor raid experiences as they likely are not configured with the appropriate attack points that other settlements are. | ||
+ | *Jammer and Ophelia each have a custom Interior Residential building plan that is unlocked after each first arrives at HQ. If you arrive at a settlement where they are using a residential interior plot that is not built or only level 1, they will switch to these building plans automatically. | ||
+ | *Personal Guards will no longer show the Exit Power Armor option when in Power Armor. | ||
+ | *All soldiers without the NoPowerArmorUse keyword will now have an additional power armor related option on the Manage Soldier menu. | ||
+ | **Assign Power Armor: This will enter command mode for the sake of assigning power armor ownership. The NPC will enter the power armor and be flagged as the owner. While the owner, whenever an assault starts, they will be snapped back into their power armor if they aren’t in it already. | ||
+ | **Unassign Power Armor: The NPC will exit the power armor and no longer be flagged as the owner. | ||
+ | *Fixed a bug with the NukaWorld Patch that would make a new game appear to be stuck. (In reality there was a debug message box that you couldn’t see to know you needed to click past) | ||
+ | *Fixed a bug where soldiers that lacked the appropriate salute animation would attempt to do anyway, warping their body. | ||
+ | |||
+ | ===Version 4.2.9a=== | ||
+ | *The quest Room for Improvement now correctly expects the Drug Den building plan instead of the Chem Yard industrial building plan. | ||
+ | *Fixed a bug where after a Hostile Takeover a settlement was no longer eligible to be retaken as a Vassal. | ||
+ | |||
+ | ==Version 4.2.8== | ||
+ | '''The Motivation Stick''' <span style="color:green; font-variant: small-caps; float: right;">Released - 3 July 2020</span> | ||
+ | |||
+ | *Raids against player-controlled Outposts and Vassals are now calculated independently by faction. This means that if a player sets up outposts with multiple faction packs, each can be attacked periodically. Previously, there was a single timer limiting frequency across all. So for example, if the player controlled 2 different faction empires, each could potentially be attacked in the same day. | ||
+ | *Civilians and Settlers can now be moved out of Outposts into Vassals or normal settlements. | ||
+ | **To enable this ability craft a Motivation Stick from the War Planner’s Desk and equip it, then click the Move option on those NPCs outside of Workshop mode. | ||
+ | *Bodies from pre-conquered settlements that were assaulted should now be correctly cleared from the game world shortly after the cell unloads. | ||
+ | *Special Units being used as Personal Guards should now correctly be counted when setting up an assault. | ||
+ | *Fixed a bug that could cause recruitment to get stuck if you lacked enough recruitment resources for special units. | ||
+ | *Fixed a bug that could prevent attacks from occurring against your main base. | ||
+ | *Robots will now correctly be killable by assaulting forces. Previously, only the player could deliver the killing blow. | ||
+ | *Captive NPCs using the Slave Collar system should no longer turn on their captives temporarily when the player fast travels to a settlement they are in. | ||
+ | *Reduced distance Maul has to walk during the quest Burden to Bear to help better time his meeting up with Ophelia and the player. | ||
+ | *When a Vassal is captured, if Control Vassal Settlements is OFF (which is the default setting), that settlement will have its Involvement settings set to low. This will ensure that changed plot types will still upgrade over time, even if the settlement’s happiness falls due to needs not being met. | ||
+ | *Outpost Report now includes the current leader. | ||
+ | *Tweaked Bounty manager code slightly to attempt and fix an issue where Jammer would always tell the player a bounty was available, even when there wasn’t. | ||
+ | *Personal Guards will no longer loot and equip Super Mutant Behemoth boulders added by Super Mutant Redux. | ||
+ | *Triggering the assault system through Jammer’s dialogue will now correctly warn you if you have Personal Guards from another faction pack. | ||
+ | *Updated the sound files for many of Pandora’s voice which had reverb issues previously. | ||
+ | *Pandora now has a dialogue loop after all of the current live quests are complete, similar to the other characters. This opens up two new gameplay mechanics: | ||
+ | **Send a Scouting Party, which will mark random settlements as eligible raid targets. | ||
+ | **Soften a Target, which will take out a small number of turrets and/or guards right as an assault starts on that target. | ||
+ | *NPCs involved in occupying settlements, or spawned as defenders during assaults, should now be less likely to assault random domestic animals such as Brahmin and Rad Chickens. | ||
+ | *Fixed a bug in the NukaWorld patch file that could still cause Conqueror claimed outposts to be lost if you turned on the gangs. | ||
+ | *Companions should no longer attack Aiden during the final scene of the quest “Raucous Reconnoitering”. | ||
+ | *Fixed a bug where settlers that were actually Synths would not be handled correctly during an assault which could result in them turning on the player even when they otherwise should not (such as when being rescued by Liberator factions). | ||
+ | *Plots and other Sim Settlements items will now be unlocked immediately if using Conqueror at the start of a new game, they are locked in the base Sim Settlements to keep the mod dormant until you use it, but with Conqueror installed the mod is fully active from the get-go. | ||
+ | |||
+ | |||
+ | ==Version 4.2.7== | ||
+ | '''Unleash the Code!''' <span style="color:green; font-variant: small-caps; float: right;">Released - 6 June 2020</span> | ||
+ | |||
+ | *Fixed an issue that would prevent a repeatable bounty from actually triggering follow-up quests. | ||
+ | *Modified the way faction building skins are applied so they are threaded while conquering a settlement, this should result in a faster turnaround time when taking over settlements that previously had faction skins. | ||
+ | *Fixed a bug where after receiving the quest “Tapped Out” from Jammer, if you spoke to him again it would immediately proceed with the main quest line without needing to actually complete that quest. | ||
+ | *Packed Raider’s City Planner Desk will now correctly deploy as that desk type instead of as the default desk. | ||
+ | *Squad commands should work more reliably on NPCs that were awaiting commands in an unloaded area. | ||
+ | *When a Liberator faction frees enslaved settlers, their collars will be removed shortly after they stand back up. | ||
+ | *The prebuild system will now warn the player if they don’t have any additional City Plans installed beyond any included with Conqueror (currently only the NukaWorld Red Rocket plan is included). | ||
+ | *Once Headless Gunman quest is started, if the player doesn’t have the materials to commence the quest, Ophelia will transition them to her main dialogue loop so players can still get access to side quests. | ||
+ | *If Ophelia ends up in combat while waiting for the player to meet her for the final stage of Headless Gunman she will now correctly return to her waiting position. | ||
+ | *Restored some missing Jammer idle lines. | ||
+ | *If version 1.0.9 or higher of Workshop Plus is installed, an extra option called Track Items will appear on the soldier menu to add a quest marker to all items the NPC is assigned to, activating this option again will turn them off. | ||
+ | *Fixed a bug that could prevent the scouting perk from working correctly. | ||
+ | |||
+ | |||
+ | ==Version 4.2.6== | ||
+ | '''Canary in the Save File''' <span style="color:green; font-variant: small-caps; float: right;">Released - 8 May 2020</span> | ||
+ | |||
+ | *SoldierManager auto assignment code will now skip running if a previous call is still being handled. This will prevent an issue where a large queue of script calls get backed up if the an empire has a large number of unassigned people. | ||
+ | *Fixed a bug that could cause the base Sim Settlements autoassignment code to conflict with the Conqueror autoassignment code in Outposts. | ||
+ | *Fixed a bug that was only granting the worker production bonus to the first worker in each outpost. | ||
+ | *Fixed a bug that was causing resources to start 10 points higher than expected. This is related to the previously mentioned worker production bonus bug that was fixed. While this sounds like a nerf, the net result is a substantial buff if more than 3 workers total are used across all outposts. | ||
+ | *The Scouting perk will now be given as soon as the player activates the Raid board on a War Planner’s Desk in an Outpost. *Previously there were other under-the-hood requirements that would delay giving the perk in some cases. | ||
+ | *Fixed a bug when attacking settlements pre-conquered with the War Options would cause some of the enemy NPCs to only go to a downed state instead of being killable. | ||
+ | *Fixed a bug where attacking settlements that had a vanilla unique NPC in them (such as Abernathy Farm), the assault would become stuck even after killing all enemies. This issue would only affect a settlement controlled by a faction using the War Options system. | ||
+ | *Fixed a bug where pre-conquer enemies could wander far away from the settlement and make it nearly impossible to find them during an assault. | ||
+ | *Improved speed of City Plan prebuild system. | ||
+ | *Dramatically improved speed of capturing outposts and vassals. In most tests, the time was cut in half or more from the previous patch. | ||
+ | *Added quest to hook into the new Canary Save File Monitor mod for monitoring for data loss. | ||
+ | *Fixed a bug that could cause Special Units to have their custom gear replaced by the armory. | ||
+ | *Back to Work option from Town Meeting Gavel will now correctly work in Outposts. | ||
+ | *Updating Personal Guard settings from MCM will now correctly apply those changes to current Personal Guards. Previously those settings would only be applied if all guards were dismissed and reassigned as Personal Guards again. | ||
+ | |||
+ | ==Version 4.2.5== | ||
+ | '''Rise of the Script Extender''' <span style="color:green; font-variant: small-caps; float: right;">Released - 10 April 2020</span> | ||
+ | |||
+ | *Prebuilt city plans will now attempt to use building plan skins and VIPs as defined by the original city plan designers if installed. | ||
+ | **Note that Skins and VIPs have not been recorded in City Plans up to this point, it is a new feature added in 4.2.5, any future city plans, or updates to existing will allow this feature to function. | ||
+ | *War Planner’s Desks placed by City Plans should no longer trigger the convert to outpost message automatically. To access this option again, activate the map on the desk. | ||
+ | *Fixed a bug that would prevent mod added settlements from working with the prebuild system if more than 51 settlements were detected total. | ||
+ | *Fixed a bug that could cause duplicate settlement records to show up during the prebuild selection. | ||
+ | |||
+ | |||
+ | ==Version 4.2.4== | ||
+ | '''Color by Faction''' <span style="color:green; font-variant: small-caps; float: right;">Released - 20 March 2020</span> | ||
+ | |||
+ | *Naming the gang scene will no longer occur during triggered dialogue events. | ||
+ | *Warning about no warriors or guards being at an outpost, will no longer occur when taking an Outpost if non-Personal Guards survive the assault as they will be moved in shortly after. | ||
+ | *Fixed a bug where the first group of soldiers spawned would fail to be recorded correctly in Conqueror’s data stores, which could prevent them from working correctly. | ||
+ | *Fixed a bug where special units that cost below 100 resources could not be recruited unless the faction had at least 100 resources available. | ||
+ | *[Faction Pack Authors] Added a new script “SimSettlements:FactionPackHelpers:WorkshopObjectSpecialUnitSpawner”. This can be added to an object meant for the player to build in workshop mode and will spawn, queue, or become a special unit. | ||
+ | **The script includes a number of options for configuring behavior, read the descriptions in the Creation Kit for each property to see how they work. | ||
+ | **If the object is built in a settlement NOT controlled by the corresponding special unit faction, the special unit will not be spawned. | ||
+ | **If the faction lacks enough Wages/Rations/Equipment but has enough recruitment resources, the special unit will be queued instead of spawned. | ||
+ | *Fixed a bug where Pandora’s Gambit quest could be triggered by running through the area the main scene occurs before the appropriate objective to go there is given. | ||
+ | *Reduced the upper-left corner notification spam that occurs during the startup wizard of Conqueror’s prebuild. | ||
+ | *When attempting to start a raid, if lacking at least 5 warriors, the message will say More Warriors Needed instead of Not Enough Attackers. If the player controls less than 5 soldiers total, it will instead say Not Enough Soldiers. | ||
+ | **This was done to help make it clearer that the player needs to assign more soldiers the Warrior role. | ||
+ | **The first time this occurs, a pop-up will explain that only the warrior role can be used for assaults and suggest changing soldier roles. | ||
+ | *Added Abandon Vassal option to the Manage Empire menu on the War Planner’s Desk in a Vassal. This will allow for releasing a Vassal from a faction’s control and converting it back to a normal settlement. | ||
+ | *Jammer now offers the Drumlin Diner side quest after Show Me The Goods starts which should make it more likely players are actually given a chance to do the quest for Jammer. | ||
+ | **Previously, this would only occur if you finished Show Me The Goods without dealing with the Drumlin situation, which was a poorly chosen order given the fact that you pass Drumlin on your way to complete Show Me The Goods. | ||
+ | *If you have killed all 3 of the raider bosses before turning in Show Me The Goods, Jammer will now acknowledge it and skip right to the raiding portion. | ||
+ | **This is not meant to be a shortcut, just an immersive acknowledgement of things already completed. You will not get the individual quests to do so, nor the XP associated with them. | ||
+ | *If any of the 3 raider bosses Jammer normally sends you to kill are already dead, but not all 3, he will acknowledge the kill without sending you on the corresponding objective. | ||
+ | **Due to the way things are paced out, if Tower Tom is already dead, it makes introducing Willie One-Eye not fit at this point and so you’ll need to find out about him through the Bounty Board after capturing the first settlement and setting up the War Planner’s Desk. | ||
+ | *Added several missing lines of dialogue from Jammer that are meant to occur at various locations during the quests he’s traveling. | ||
+ | *The quests Pounding the Pavement and Burden to Bear will delay themselves if a dialogue event is in progress. | ||
+ | **This will prevent an issue where a key character for a quest scene was busy doing something else preventing the quest from playing out as expected. This was especially problematic for Burden to Bear as Ophelia would fail to show up and allow the quest to proceed under some of these circumstances. | ||
+ | *Fixed an issue with Jammer where the various points in the early quests where players had an opportunity to decline his offers and get him to go hostile weren’t functioning correctly. | ||
+ | *Soldiers recruited at a settlement with an Armory will now immediately be given their appropriate gear, rather than needing to wait until their first assault. | ||
+ | *Increased XP gains for Personal Guards by about 35%. This may receive additional tweaks in the future as additional feedback comes in. | ||
+ | **The goal is to ensure the risk of taking mortal soldiers is worthwhile, while avoiding making it too easy to power level a squad of soldiers. | ||
+ | *Ambush markers will no longer be counted as beds when the City Plan prebuild code is determining how many settlers to populate with. | ||
+ | *Fixed a bug that would have prevented auto-applied faction building skins from being automatically removed after another faction took control of an Outpost/Vassal. | ||
+ | *Vassal settlement flags can now be controlled from the City Planner’s or War Planner’s desk in that settlement. | ||
+ | |||
+ | |||
+ | ==Version 4.2.3== | ||
+ | '''The Final Revolution''' <span style="color:green; font-variant: small-caps; float: right;">Released - 21 February 2020</span> | ||
+ | |||
+ | *Squad commands will now be cleared if the area they were given in unloads. This will prevent issues where NPCs added to a squad after a command was last given would run towards that command point even if it was far from where the player is currently. | ||
+ | *Dismissing all members of a squad will now correctly clear the tracking of that squad faction so that another faction’s NPCs may be used as Personal Guards instead. | ||
+ | **This will allow players running multiple faction empires to switch between which faction’s guards they are using. | ||
+ | *Personal Guards are now immune to radiation. | ||
+ | **This will prevent an issue where rads build up and eventually kill off the guards since they are mortal. | ||
+ | *Personal Guard slots are now correctly given every 10 levels instead of every 20. The pop-up explanation has been corrected as well. | ||
+ | *Autoloot Controls are now correctly available in the City Manager holotape. | ||
+ | *Fixed a bug that could cause enemy corpses killed by you or your companions to remain permanently in the world. | ||
+ | **If you had this issue, shortly after your next combat the alias persisting those corpses will be cleared. | ||
+ | |||
+ | |||
+ | ==Version 4.2.2== | ||
+ | '''Me and the Boys''' <span style="color:green; font-variant: small-caps; float: right;">Released - 31 January 2020</span> | ||
+ | |||
+ | *Factions will no longer ever be used against themselves during assault/defensive raids. | ||
+ | *[Faction Pack Authors] Leaving both Friend and Enemy lists blank will now be the equivalent of telling Conqueror you’d like absolutely everyone to be a potential enemy to your faction. The exception is with liberator factions, which won’t attack one another without being explicitly added to a faction’s enemy list. | ||
+ | *After assigning them a new role, Soldiers will now play a quick animation, and if configured with an appropriate topic they will say it. | ||
+ | **[Faction Pack Authors] You can override this animation, it is called OverrideSalute under a new SquadSettings section of your Faction Control Data object. | ||
+ | *[Faction Pack Authors] If you have custom voiced NPCs, you can set up a custom dialogue entry on the Player Dialogue tab set to the keyword WorkshopParentAssignConfirmTopicType. You can see an example of how to set this up on kgConq_Dialogue_Raiders. | ||
+ | *The Soldier Manage menu will no longer pop-up immediately again if you successfully change roles or outposts for a soldier. Instead, Conqueror will assume that’s all you wanted to do. Most other actions in the menu will still pop-up the menu again to allow you to further configure without a second activation. | ||
+ | **This change was made because those actions can occasionally take a while and it’s not very intuitive when the menu pops up again after you’ve already moved away from the soldier. | ||
+ | *When changing Outposts via the Soldier Manager, the available Outposts will now only be those from the faction the NPC is from. This should fix an issue where if you were running multiple faction empires you could send soldiers between them and then those soldiers would become unusable. | ||
+ | *Pandora should now correctly be immune to Fall Damage during her intro scene. | ||
+ | *Soldier management menu now requires you to be fairly close to your soldier for it to become active. | ||
+ | **This will make it less likely you accidentally activate it when ordering your squads. | ||
+ | *Added Personal Guard system. This allows you to take a group of your faction’s soldiers with you as companions. This is a highly detailed system with lots of options defined in the new Personal Guards section of the holotape/MCM. | ||
+ | **To recruit a Personal Guard, use the alternate activation menu on any of your faction soldiers, at the bottom you will find a new option called Add to Squad (the Personal Guards system is the first part of a much larger planned squad command system - hence the name of this option). | ||
+ | **Personal Guards will gain experience alongside you toward their rank-ups. Unlike Training Yards, Personal Guards can rank up all the way to max rank while traveling with you. | ||
+ | **By default you may have 3 personal guards at a time, with an additional slot opening up every 20 levels (ie at level 20 you can have 4 guards, level 40 you can have 5 guards, etc). This number is also increased by each rank you have in the Inspirational Perk. | ||
+ | **Personal Guards are mortal. This can be disabled. To help reduce senseless deaths from bad teleporting/pathing, they are made immune to fall damage. | ||
+ | **Personal Guards will automatically loot kills you, they, or your companions make. They will take chems, grenades, ammo, and bottle caps, the looting occurs about 15 seconds after combat stops and attempts to distribute around them evenly - if each guard has a unique ammo type it will prioritize giving that ammo type to that guard. You may disable any or all of these autoloot options. | ||
+ | **Personal Guards and those that have been killed can be tracked in your Pipboy (so you can locate them when they wander off, or find their bodies and reclaim their gear). This tracking can be disabled to hide this quest entry. | ||
+ | **Personal Guards can be dismissed from anywhere and they will make their way back to their home Outpost. | ||
+ | **Personal Guards can be controlled just like a companion, issuing commands by activating them to tell them where to go, to Stay, Follow, etc. | ||
+ | **A balancing option is available called Personal Guards Split Your XP. This reduces your XP from kills based on the number of Personal Guards you are traveling with, the idea is they are making the game easier and therefore you should gain less experience. This is disabled by default. | ||
+ | **A balancing option is available called Personal Guards Use Ammo. This makes Personal Guards consume ammunition like you do so that you will have to keep them stocked. This is disabled by default. | ||
+ | **Personal Guards do not provide any benefits to your empire scores, such as Control. They also still require their typical Wages/Rations/Equipment. | ||
+ | **Personal Guards will come with you during Assaults unless you dismiss them before setting up the Assault, and therefore are counted towards your max if you initiate an assault with any in your party. If you dismiss them after you trigger an Assault, they will automatically be sent to the battlefield with everyone else (this is to prevent an issue where if you started an assault with only your personal guards and then dismissed them all that you would automatically fail the assault). | ||
+ | **When a Personal Guard dies, the Outpost they were last stationed at will suffer a Morale penalty the same way a death during a raid or assault does. This is the equivalent of one additional soldier dying in the latest raid or assault. Just like a death during a raid or assault, the penalty remains until the next Assault or Raid involving that Outpost. A Cemetery type recreational building plan will reduce this penalty. | ||
+ | **Both normal and Special Units may be used as Personal Guards - though Special Units do not have ranks and so do not gain XP, though they will still reduce your XP from kills if you have that balance option enabled. | ||
+ | **When returning to an Outpost matching the faction of your Personal Guards, if an Armory is found, your Personal Guards will update their equipment to match their rank based on the Armory level - the same way your soldiers will equip at the start of a raid based on rank and armory level. | ||
+ | **[Faction Pack Authors] There is a new property called bAllowAsPersonalGuard in the FactionUnitData object that configures your Special Unit so that you can prevent certain unit types from being Personal Guards. For example, Vertibirds should probably not be Personal Guards. Additional options will be added to this system in the future for you to control. | ||
+ | *Rearranged Conqueror section of the City Manager holotape so that Conqueror now leads to a series of submenus to organize those options. | ||
+ | *[MCM Users] Conqueror now has it's own section with subsections to match the holotape. | ||
+ | *You will now be warned if you capture an Outpost or Vassal and your settings result in no Guards or Warriors being automatically assigned. | ||
+ | **This is much more likely to happen when using the Personal Guards system as they will participate in the assaults but will never be auto-moved to the new location. | ||
+ | *Fixed a bug where winning the fist fight against the raider gang would never result in your recruiting them. | ||
+ | *Added 2 new craftable items at the War Planner’s Desk called the Squad Command Menu and Squad Command Mode. These are items you are meant to favorite to bring up either the control mode or a menu for ordering your Personal Guards. (For MCM users on PC, you can do all of the things this offers via MCM and some of them can even be hot-keyed for more fluid action in-game). | ||
+ | **Squad Command Mode goes directly into command mode as if controlling a companion, except that all of your personal guards (and companions if you have that option enabled) react together to the commands. | ||
+ | **Squad Command Menu brings up a menu of options to control/configure your Personal Guards. This will be expanded in the future, but for now the menu includes the following: Rally to Me - this makes the squad run to your current position, and then shortly after will follow you again; Hold Position - this makes the squad stop what they are doing and stay put until you issue them another command; After Commands - this lets you change whether your squad should follow you after completing their command, or wait there for additional commands; Follow Distance - this allows you to change the distance the squad will follow you; Aggression - this allows you to change how the squad reacts to enemies nearby; Movement - this allows you to set what your squad should do between commands, currently the options are Follow or Hold Position. | ||
+ | **Squad Commands work a little differently than individual commands, because when you leave the issue command mode by pressing your cancel button they will still finish that command - unlike in vanilla where canceling out of the mod cancels the command. This allows you to quickly issue a command and then exit the mode and get back to combat or your own movement, without worrying that your squad is just following you again. | ||
+ | **An additional setting is available in the Conqueror options under Personal Guards to make your companions and other follower type NPCs from outside Conqueror also react to the Squad Commands so that you can treat your entire group like one unit without having to issue commands to each NPC individually. | ||
+ | *Soldier menu option will no longer appear as an activation option during combat. This will ensure the Stimpak option becomes available when appropriate. | ||
+ | *Re-conditioned several of Jammer’s dialogue lines so that killing the raider gang leaders before getting the quests to do so doesn’t cause any issues. | ||
+ | *Using the Enslave command from Conqueror slave collars will now correctly trigger the Shock Collar option for the Nuka World quests when used on the appropriate NPC for those quests. | ||
+ | *[Framework Only Version] Put in additional checks to ensure Jammer does not appear. If he is still appearing, this is almost certainly due to a mod conflict - he currently starts in a holding cell and is only moved into position if a global called kgConq_FrameworkOnlyVersion is set to 0 (for the Framework edition, this is set to 1). | ||
+ | *Fixed a bug in Workshop Framework that could prevent certain assaults from completing correctly. | ||
+ | *After installing the latest version any assaults that were stuck should complete within a minute or two. | ||
+ | *Added “Description” option when choosing to recruit Special Units from the menu which will show a description of what the Special Unit does. | ||
+ | **This will require updates by Faction Pack authors for the option to appear for their units. | ||
+ | *[NukaWorld Players] The optional NukaWorld patch should now prevent completing Open Season from dismantling all Conqueror empires. | ||
+ | *[NukaWorld Players] Shank should now allow you to raid settlements controlled by Conqueror factions - including those set up by the War Options at the start of the game. | ||
+ | *Fixed a bug that would cause Civilians spawned during setup to always ally with the occupying faction if War Options were used. This would cause them to turn on the player even if the occupying faction was a Conqueror (which should normally cause those NPCs to ally with the player or flee). | ||
+ | *Attempted to fix the feature that would make settlers use the thankful dialogue after being rescued from Conquerors by a Liberator faction. | ||
+ | *Fixed a bug that could cause new NPCs to spawn immediately after an assault on a settlement, these NPCs would be hostile to the player and killing them could then cause the other NPCs in the settlement to also become aggressive. | ||
+ | |||
+ | ==Version 4.2.1== | ||
+ | '''Sharpshooters''' <span style="color:green; font-variant: small-caps; float: right;">Released - 3 January 2020</span> | ||
+ | |||
+ | *Fixed the compression with a pair of sound files so they will play correctly on Xbox. | ||
+ | *Fixed an issue that could cause Brutus’ intro to replay every time you spoke to him. | ||
+ | *Fixed a bug in the quest Raucous Reconnoitering where Aiden’s minutemen would never become hostile to the player unless the player attacked one of them. | ||
+ | *Fixed a bug where plot turrets could turn on the occupying NPCs if the War Options were used. | ||
+ | *Fixed a bug where the dialogue camera would fail to stop when talking to Ophelia about her suspicions after the quest Wheels Within Wheels. | ||
+ | *Jammer and Maul will no longer engage in random combat leading up to the main scene in the quest Pandora’s Gambit. | ||
+ | *Jammer will now be teleported to the appropriate scene location after the first time the player returns to HQ after Pandora’s Gambit. This will make it less likely AI pathing can interfere with this scene starting as the other characters are already configured to teleport into place when the player approaches Jammer while he is standing near his scene marker. | ||
+ | *Adjusted Ophelia’s AI package during the first sequence at HQ after the quest Bottleneck Blues so that it’s less likely bad positioning in the settlement prevents her from reaching her scene marker. | ||
+ | *Fixed an issue between Pandora’s Gambit and Wheels Within Wheels where Jammer could end up traveling back to his location in the final scene of Pandora’s Gambit. | ||
+ | *Attempted to fix a bug where the raider Sarah would not be recruitable from Drumlin Diner if you initially declined her offer at HQ. If you had experienced this issue, head to Drumlin to speak to her and you should receive the dialogue options again so you can choose to accept her help. | ||
+ | *Killing an enslaved NPC with the detonate option should no longer trigger other NPCs in the settlement to turn on the player. | ||
+ | *Modified the quest Quantum Quarry Quandry to attempt to eliminate a bug where random raiders outside of the quarry, such as the edges of Concord, are included in the quest objectives. | ||
+ | *Made some adjustments to the final scene in the quest No Quarter for the Wicked to make it less likely that the radio box is not in the correct location (which makes the scene hard to follow). | ||
+ | *Fixed an issue where losing a lot of gang members during the first defense quest against the Gunners would prevent Jammer’s quest from proceeding immediately (it would previously require speaking to him once and then sleeping 24 hours). | ||
+ | *Improved Brawl recruitment from during and after the Kingpin perk is acquired. | ||
+ | **Other raiders will now gather around and occasionally cheer during the brawl. | ||
+ | **After knocking out the leader, you’ll need to speak to them to trigger the pop-up to send the gang to one of your outposts. (Previously the pop-up came up without the NPC speaking their line.) | ||
+ | *Jammer no longer refers to “Slag” if he is already dead leading up to the quest Soliciting Saugus. | ||
+ | *Minutemen Sharpshooters will now start appearing in Minutemen attacks on HQ after their first appearance during Soliciting Saugus. | ||
+ | *Minutemen Sharpshooter units now do substantially more damage with rifles and have a 15% chance to apply a knockdown effect when they hit. | ||
+ | **These changes should make this unit what it was intended to be, which is a high priority target that could devastate the player’s gang if left unchecked for long. | ||
+ | *Finishing Willie One-Eye’s side questline now grants the “Eye in the Sky” perk. | ||
+ | **This perk causes Willie to occasionally snipe enemies that get too close to you when you are in the same general area as him. | ||
+ | **If you had previously completed his quests, you will be granted the perk as soon as you load your game after this patch. | ||
+ | *Added dialogue cameras to several of Willie One-Eye’s interactions. | ||
+ | |||
+ | ==Version 4.2.0== | ||
+ | '''War, War Always Changes''' <span style="color:green; font-variant: small-caps; float: right;">Released - 13 December 2019</span> | ||
+ | |||
+ | *Fixed a bug where Hostile Takeovers would cause a settlement flag to be dropped wherever the player was standing at the moment it occurred. | ||
+ | *The Your Gang faction will no longer be used as attackers and defenders during raids and assaults. Instead a generic raider gang faction will be used. This was always supposed to be this way, but a bug in the configuration would sometimes cause the incorrect faction to be used. | ||
+ | *If you use a Liberator faction to attack another Liberator faction, the settlers will side with their current occupants (meaning they will fight against you in assaults). | ||
+ | *Added War Options to City Plan startup Wizard. | ||
+ | **This will allow you to start any number of settlements pre-conquered by a faction. | ||
+ | **The goal of this is two-fold: 1. Provides additional variety in the way the game world starts out to make exploring more interesting. 2. For players engaging in the assault mechanics of Conqueror, it ensures your scouting is more meaningful as you’ll get an actual view of which factions you’ll be dealing with when you attack. | ||
+ | **You can take over the settlements from them in 3 ways: Killing all of the NPCs, using the Conqueror assault system, or doing appropriate vanilla quests that ally a settlement to you. Note that if a settlement was locked behind a vanilla quest, killing all of the NPCs does not bypass those quest requirements. | ||
+ | **Turning on this system will unlock a number of options to determine which settlements and factions are used. | ||
+ | **Any Faction Packs you have installed will be available for this purpose, so long as they have their faction configured to be used as NPC Defenders or Attackers. | ||
+ | **By default, any Factions with quest-based requirements will not be used, but this can be overridden in the options. | ||
+ | **By default, only settlements with City Plans available will be used, and only if the settlement doesn’t have any known quests associated with it. This was to reduce the likelihood of someone accepting the default options running into issues. Settlements without City Plans can still be used by adding them to the selection from the options. | ||
+ | **Settlers will automatically ally with Liberator factions but will be considered captives/hostages to Conquerors. | ||
+ | **Liberators will be neutral towards you while Conquerors will be aggressive. There are options to override this behavior and choose whether each is Neutral or Aggressive by default. | ||
+ | **All spawned guard NPCs will belong to their vanilla factions, if applicable, and therefore should act the same way to you as other members of those factions. So if you make enemies with a particular faction, the NPCs in settlements they pre-conquered should become your enemy as well. | ||
+ | **The spawned guards are not of the settler type, and so cannot be taken Captive, nor will they work as Vassal civilians. Which means that attempting to use Establish Vassal or Establish Outpost and Take Captives will only keep the settlers alive, not the pre-spawned guards. (This is a limitation we’ll likely overcome in the future as the capabilities of Workshop Framework are expanded.) | ||
+ | **This system works independent of the pre-built City Plans, so you can setup Factions to control the settlements as is without using City Plans. To do so, simply remove all of the settlements or City Plans from the Pick Settlements/City Plans option which you can access from the top most menu. | ||
+ | *[Faction Pack Authors] This new system makes some of the fields you may have ignored prior- more useful. Below are some of the properties and how they impact the system. | ||
+ | **CivilianForm/SettlerForm: If these are configured, they will override the default NPCs that are spawned when City Plans are used as well as your faction during startup. This means that if you would like to see your faction only have their members, you could fill these out with a version of your guard NPCs but with the WorkshopNPCScript added. Or if you leave them blank, like we’ve done with the default Raiders and Minutemen, then the normal NPCs will still be spawned (for Raiders/Conquerors as Captives for Minutemen/Liberators as Civilians being defended). | ||
+ | **CaptiveOutfit: If this is configured, the Civilians/Settlers will be made into captives and put to work. If not configured, the Civilians/Settlers will be hostages. For example, the raiders have a slave outfit configured, but for something like Supermutants, it might make more sense for them to be hostages. | ||
+ | **Decorations/Flags: These will be used immediately and can help sell the look of the settlements as if they are controlled by that faction in more than just troop presence. | ||
+ | *Changed the text of the pop-up message on a new save to “Would you like settlements to act as independent cities and faction outposts?”. | ||
+ | |||
+ | |||
+ | ==Version 4.1.7== | ||
+ | '''The Commander's Toolkit''' <span style="color:green; font-variant: small-caps; float: right;">Released - 22 November 2019</span> | ||
+ | |||
+ | *Added tracking system for different NPC types in Outposts and Vassals. | ||
+ | **You can access these settings in the City Manager Holotape under Tools > Tracking - Soldiers as well as in MCM under Conqueror Tracking. | ||
+ | **Using this, you can mark any combination of NPC types to have them show up with quest objective markers. | ||
+ | *Fixed a bug that could sometimes cause Civilians to be counted towards other soldier role types. | ||
+ | *[Faction Pack Authors] Added new Role called Leadership. NPCs with leader cards, or that have the kgSIM_Tag_LeadershipActor keyword added will be added to this role when living at an Outpost or Vassal. | ||
+ | **This role is not assignable by the player. | ||
+ | **Leadership NPCs will count towards the Civilian population as far as needs are concerned, but will not flee during defensive raids in a Conqueror-type faction controlled Outpost (which is what Civilians will do). | ||
+ | **This role will be expanded in the future to alter gameplay in other ways. | ||
+ | *When the Town Meeting Gavel is used to call the Gather Around option in an Outpost or Vassal, you will be presented a second menu to gather everyone, or specific soldiers based on role or rank. | ||
+ | **Note this only grabs the soldiers housed at that settlement. | ||
+ | *Fixed a bug that could cause Headless Guman quest to advance before you had turned in all items, which would then break the follow-up scene if you had not yet captured a Gunner. | ||
+ | *Added additional male raider voice to the pool. We now officially have more voices than NukaWorld! | ||
+ | *Fixed conditions on several raider dialogue idle lines so your gang members can now comment on shortages in Wages, Rations, and Equipment; as well as if your recruitment resources get below 500 or your Warrior count gets below 15 (ie. the resources needed for full recruitment in a day and number of warriors needed for a full assault squad). | ||
+ | *Capturing an Outpost with the “and Take Captives” option will now unassign all captives from defense objects and replace them with any Warriors moving in - in the same way taking a Vassal settlement does. | ||
+ | *Fixed a bug in the quest Unwelcome Guests where a second scene would fail to play if Ophelia didn’t get close enough to Jammer after the battle. | ||
+ | *Fixed aggression setting on the new Raider leaders that were introduced with patch 4.1.5, so that they will now engage with enemies without having to be shot first. | ||
+ | *Fixed a bug as Unwelcome Guests is starting up, but before the initial scene where activating Ophelia could force you into 3rd person and lock most of your controls until you forced yourself back into 1st person. | ||
+ | *Unwelcome Guests and Burden To Bear now use our scene repeater system to ensure that if a raid or other enemy attack occurs during the important scenes that advance the quest, they will attempt to restart. | ||
+ | *Cleared out several cases where Conqueror raiders were still being assigned Nukaworld voices instead of using the new ones we provided. | ||
+ | *Fixed an AI package that would frequently cause NPCs to wander away during important scenes. | ||
+ | **This was likely the culprit causing scenes during the quest Burden to Bear to become screwed up. | ||
+ | *Fixed a bug that would prevent the impostor raiders from being renamed once identified. | ||
+ | *Fixed a bug that could cause groups of recruitable raiders to pile up in large numbers. | ||
+ | *Fixed a bug that could cause groups of recruitable raiders to stop responding with dialogue, making them unrecruitable. | ||
+ | *Outposts and Vassals now have a minimum required control score of 50 (this can be satisfied with a single guard). This is to ensure that even settlements without any production plots still require a presence to maintain control of. | ||
+ | *Fixed a scene between Jammer and Ophelia that would normally occur shortly after completing the Wall Buster quest that could get stuck due to positioning issues. | ||
+ | *After all components are collected, and Gunner sent, Ophelia will now have a quest objective on her during Headless Gunman to help you find wherever she is within your HQ. | ||
+ | *The quest Blast From the Past now has a 30 second timer on start. If the scout cannot find his way to Jammer in that time, he will be teleported to him to ensure the quest can start even in a complicated settlement design. | ||
+ | *Blast From the Past dialogue will now trigger the dialogue camera immediately, instead of waiting for Jammer to acknowledge your presence. This should make it less likely you accidentally walk away and break the scene once it starts if you didn’t happen to overhear them start talking. | ||
+ | *Jammer will now run to his scene markers during the search phases of Blast From the Past so you don’t have to wait as long for him to try and path into position. | ||
+ | *Raider farm unlock will now wait until you have finished conversation with Jammer after turning in the first Vassal quest, rather than popping up overtop of his dialogue. | ||
+ | **If you know of any other points in the questline where a pop-up happens over top of dialogue, please contact kinggath to get this resolved as we now have a simple way to do so. | ||
+ | *Flagged a scene where a raider complains to Jammer about farming as an event. This will ensure no other quests or events fire at the same time as it’s still running. | ||
+ | *Putting a captive to work will now show that as the confirmation message on the settlement select screen. **Previously it would show “Confirm Guard Duty?” as the text. | ||
+ | *Rebuilt the collision and navmesh for the 2x2 Martial building plan “[CQ] Blockade by Cpt.COOTS”. | ||
+ | *NPCs should no longer attempt to equip specific weapons while working the Blockade or Shooting Range building plans in Conqueror. This should prevent undressing them, which could happen if they lacked an appropriate outfit record assignment (usually would occur due to mods messing with leveled lists incorrectly). | ||
+ | *The Manage Empire menu on War Planner’s Desks in Vassal settlements can now be used to assign/dismiss Commanders and view settlement reports. | ||
+ | *Starting a new City Plan will now clear any Faction Decorations placed due to Conqueror. | ||
+ | *Altered the code used to bring back Warriors after a Vassal assault to make it less likely they are dropped from the sky. | ||
+ | *Companion combat is stopped when you attempt to enslave an NPC so they don’t kill the NPC. | ||
+ | *Fixed the objectives on “A Contradiction in Jurisdiction” so they should work correctly regardless of whether or not you had already drained the quarry. | ||
+ | *Fixed a bug where after a Hostile Takeover, the player would immediately be given control over the settlement again. | ||
+ | *Conqueror factions can now directly establish an Outpost in a settlement if all current residents are already members of that faction, without the need for an Assault (simply use a War Planner’s desk map in that settlement). | ||
+ | *Message confirming your commander was assigned will now correctly refer to them as a Commander when assigned to lead a Vassal or Outpost. | ||
+ | *Removed several debug pop-ups that made it into release by mistake. | ||
+ | *Fixed a bug where the armory would not equip outfits after the armory exceeded level 1. | ||
+ | *Fixed a bug in Bottleneck Blues where Ophelia wouldn’t show up at the first blockade unless the player fast-traveled far enough away from her and also not too close to the meeting point. | ||
+ | *The quest Bottleneck Blues will now try and handle the scene at the end in a better way for players in Power Armor. | ||
+ | *Fixed an issue that could prevent certain Special Units from showing up for assaults. | ||
+ | *Special Unit numbers will now be corrected periodically in the background. These could become out of sync due to deaths not being detected correctly and thus the system could report that you had too many available. | ||
+ | |||
+ | ===Version 4.1.7a=== | ||
+ | *Fixes a bug that could cause Jammer to get stuck in a "This person is busy." loop forever. Will resolve itself shortly after getting near him. If it doesn't, try sleeping for 24 hours in another cell and then return to your HQ. | ||
+ | |||
+ | |||
+ | ==Version 4.1.6== | ||
+ | '''Pandora's Box''' <span style="color:green; font-variant: small-caps; float: right;">Released - 1 November 2019</span> | ||
+ | *Jammer’s questline continues! If you’re caught up with the content up to this point, and have at least 10 settlements controlled by Jammer’s gang, the next time you arrive at HQ, a conversation between Jammer and Ophelia should start up the next round of quests. | ||
+ | *Removed a debug message that would pop-up when using the City Plan startup code. | ||
+ | *Fixed Rook and Skeezit’s Outfit records. They were previously using outfit records for other characters which could cause them to be changed if other mods altered those records. | ||
+ | *Flagged many of the Conqueror quest NPCs as essential, as we’ve begun work on expanding many of their quest lines and don’t want you guys missing out on content due to a stray bullet… | ||
+ | *Added a new event to the Soldier Manager quest “PlayerChangedNPCRole” which will fire whenever the player manually changes the role of an NPC in an Outpost/Vassal. | ||
+ | *Adjusted configuration of the random recruitable raiders event to prevent them from being interrupted before the player can complete them if the player is in the area but hasn’t spoken to them yet. | ||
+ | *Fixed a bug that could cause one of the new Commander NPCs introductions to conflict with a scene in Conqueror’s questline. | ||
+ | *Jammer and Ophelia will periodically comment that a new bounty is available at the board when you approach them so you don’t forget to check for new quests. | ||
+ | *Added several pop-up messages to explain various Conqueror mechanics introduced with patch 4.1.0. | ||
+ | *Added several new scenes with Jammer and recruits to explain some of the Conqueror mechanics introduced with patch 4.1.0 in an immersive way. | ||
+ | *Patrolling soldiers between the same settlements will now attempt to group up instead of travel individually. This Grouping is triggered each time you arrive at a settlement, so may take a little while before all of the groups are fully synced up. | ||
+ | *Special flavor and informational scenes from Jammer’s questline that playout at HQ are now prioritized higher so that you will be more likely to see them when they are relevant to that point in the main story. Previously, they could happen at any time after the appropriate quests were completed, even if they were no longer relevant to the story. | ||
+ | *Fixed a bug that could cause the Ms Nanny from Jammer’s questline to remain dormant forever. | ||
+ | *Fixed a bug in Maul’s AI package that could cause him to stop interacting with anything at HQ and just stand around with his weapon equipped. | ||
+ | |||
+ | |||
+ | ==Version 4.1.5== | ||
+ | '''Rise of the Commanders''' <span style="color:green; font-variant: small-caps; float: right;">Released - 11 October 2019</span> | ||
+ | *Altered code by City Plan startup system to improve the speed of stage 4 by about 25%. | ||
+ | *Fixed the Soldier Follow setting in MCM. | ||
+ | *Added new Commanders functionality. | ||
+ | **Commanders are similar to the Leaders system introduced with Rise of the Commonwealth, but allow you to assign certain NPCs to manage Outposts and Vassals in order to gain benefits. | ||
+ | **The benefits provided by commanders are generally all focused on the Conqueror mechanics. | ||
+ | *Added new Commander options for all vanilla and DLC companions. Each companion has a unique set of traits to give you benefits in your Outposts or Vassals when you aren’t traveling with them. | ||
+ | *[Addon Pack Authors] A toolkit update to the Faction Leader’s Toolkit explains how to configure any unique NPC to act as a Commander. | ||
+ | *Added new options to the War Planner’s Desk - Manager Empire menu: “Assign Commander” and “Dismiss Commander”. | ||
+ | **Assign Commander: This will present a list of your faction’s controlled settlements, after selecting one, you will be presented with the Leader assign option for that settlement. This is functionally identical to the version on the City Planner’s Desk, except this will only display Outpost specific leaders aka Commanders. | ||
+ | **Dismiss Commander: This will present a list of your faction’s controlled settlements, after selecting one, the leader/commander will be dismissed there. This is functionally identical to the version on the City Planner’s Desk. | ||
+ | *Jammer will now be automatically restored to the main outpost leader role for your gang if he is unassigned. | ||
+ | *Fixed several of the custom raider voice lines that had been conditioned incorrectly and therefore would never have been spoken. | ||
+ | *Added additional female raider voice to the pool. (Welcome Melissa Sheldon to the project!) | ||
+ | *Restored several missing combat dialogue lines from Bedlam. | ||
+ | *Fixed a bug that could cause Jammer and the Scout’s conversation that trigger the quest Blast From the Past to get stuck. | ||
+ | *Removed a debug message that was mistakenly left in from the previous patch when you started some assaults. | ||
+ | *Added new keyword “kgConq_PreventAutoAddToAssault”, this will prevent an NPC from being selected for assaults. | ||
+ | **Added this keyword to Jammer, Ophelia, Maul, and Ms Nanny to prevent a bug from occurring where they could be brought to a raid if not enough Warriors were found. | ||
+ | *Added several new unique NPCs that will approach and introduce themselves to you over time as you proceed through Jammer’s questline. These NPCs are recruitable and can be assigned as Commanders to your Outposts/Vassals. | ||
+ | **If you have at least 3 settlements captured for Jammer’s gang, the next time you arrive at HQ, a scene should start with Jammer and a random Raider Recruit to introduce you to the concept of the “Underbosses” and give you access to one of them right away. | ||
+ | *Fixed a bug that could cause various soldiers to be flagged as Workers until you changed them back to another role. | ||
+ | *Fixed a texture issue on the Buzz Off building plan that would occur if you didn’t own Nukaworld. | ||
+ | *Fixed a texture issue on the Chem Yard building plan that would occur if you didn’t own Nukaworld. (Refresh the plot to fix this issue in your game if it was affecting you). | ||
+ | *Removed a lens flare light from the Chem Yard building plan. (Refresh the plot to reflect the update) | ||
+ | *Added new subplot type for Recreational plots: Training Yard. | ||
+ | **This new subtype causes the assigned soldier and any warriors without assignment in an Outpost to slowly gain experience towards their next rank to a max of rank 3. | ||
+ | **The Shooting Range building plan from Conqueror is now flagged as a Training Yard. | ||
+ | **Conqueror will attempt to auto-update any existing Training Yards to apply the new benefit, if you find that your assigned soldier or other unassigned warriors in those Outposts are not gaining experience, change the building plan back and forth or scrap the plot and rebuild it to ensure the new Training tag is accepted. | ||
+ | *Soldiers will now stop running around panicked shortly after a raid has completed on an Outpost/Vassal instead of staying in that state until you return. | ||
+ | *Fixed a bug that could cause the quest Rite of Succession to fail to start after the completion of Into the Depths, leaving everything stuck. | ||
+ | **If you experienced this bug, either roll back to before you completed Into the Depths, or if you left all of the characters in position at the top of the Quarry, you can return to them and use the console command: startquest kgConq_MMC13_RiteofSuccession which will attempt to resume things where you left off. | ||
+ | |||
+ | ==Version 4.1.4== | ||
+ | '''Liberation Immersification''' <span style="color:green; font-variant: small-caps; float: right;">Released - 20 September 2019</span> | ||
+ | *Changed the message that appears when trying to convert a settlement to an Outpost and all Faction Packs are unusable to explain what’s happening. | ||
+ | **For example, if you attempt to claim a settlement with settlers living it in and only have a Conqueror faction available - it will remind you that you can only claim empty settlements for them, and additional must be claimed through an assault. | ||
+ | *Fixed several issues that could cause log spam in non-Outpost/non-Vassal settlements. | ||
+ | *The Gunners are no longer flagged as a Liberator in the non-playable faction data. This means they will correctly bound the settlers when a Liberator faction assaults that settlement. | ||
+ | *Assaults by Liberator factions will no longer seed settlements with other Liberator factions unless they are explicitly declared as an enemy to that faction by the Faction pack. | ||
+ | *Settlers should now always be correctly bound during a Liberator assault against a Conqueror faction, this should eliminate an issue where the settlers would sometimes turn on their would-be rescuers in the middle of the assault. | ||
+ | *Liberator factions will no longer cause the settlers to speak aggressively towards them as if they are invaders/raiders. | ||
+ | *After freeing the settlers via an Assault with a Liberator faction, the settlers will be grateful, with a chance of using similar dialogue lines to when you return for a vanilla attack to help defend them or when you complete a Minutemen Radiant quest. | ||
+ | **If you already agreed to help Preston to rebuild the Minutemen, you will occasionally get responses about the Minutemen, even if you used a different Liberator faction to free them. Resolving this would require multiple vanilla edits and therefore won’t be done in Conqueror - anyone looking to make this edit, such as a Faction pack author, the dialogue lines can be found on the Misc tab of the WorkshopParent quest. | ||
+ | **Once you find the two offending lines, add two conditions to each as follows: | ||
+ | **Condition Function: “HasKeyword” | ||
+ | **Parameters: WorkshopType02 (the other condition will be identical accept that you will select WorkshopType02Vassal instead here) | ||
+ | **Comparison: == | ||
+ | **Value: 0.0 | ||
+ | **Run On: Linked Ref | ||
+ | **Dropdown next to Run On: WorkshopItemKeyword | ||
+ | **Adding these 2 conditions will prevent those lines from playing in settlements taken by the Conqueror system. | ||
+ | *Settlers freed via an assault will now be converted back to the Civilian type in the Conqueror HUD/Settlement Reports at the end of the assault. | ||
+ | *[Xbox Players] If you are not playing through, or planning on playing through, the Raider questline with your character, you can install the Conqueror Framework Edition, available through the Work-in-Progress section, this has all assets stripped from the mod. The only things remaining are the scripts necessary to handle running Faction Pack raids, and the new plot buildings that are not raider questline exclusive. All characters, custom voice files, custom armor, equipment, weapons, and other things introduced via Jammer’s quests are removed. | ||
+ | **If you are already fairly far into that questline, you should not switch to this version - or you may end up with crashes as any characters spawned in the game, or items in your inventory, that use art whose assets were removed could cause your game to crash. | ||
+ | **Note: As additional plot types and features are introduced, this file will still grow between versions, but will always be substantially smaller than the version with the quest content. | ||
+ | *[Nukaworld Patch] Released optional Nukaworld patch. This currently just prevents Outposts/Vassals that are not controlled by the Nukaworld gangs from sending tributes to Nukaworld. | ||
+ | **In the future, this patch will resolve other conflicting or odd behaviors to occur with Conqueror Outposts/Vassals due to Nukaworld. If you have specific requests in this regard, please post them on the SimSettlements.com forums. | ||
+ | *Made tweak to bounty system to prevent the Jamaica Plain bounty from coming up multiple times. | ||
+ | *Fixed a bug that could prevent repeatable bounties from showing up. | ||
+ | *Unique settlers should now correctly be detected by Conqueror when preparing assaults, this should result in them acting correctly - such as being bound or fleeing when the assault calls for it. | ||
+ | **If those NPCs have a higher priority AI package from a quest they are a part of, for example Preston’s group of survivors, they may ignore AI packages - but should still correctly be non-aggressive in those circumstances. | ||
+ | *Added a stack trace to the papyrus log whenever an NPC is converted to the Worker role. This is in an effort to track down a bug where NPCs are being converted to Workers automatically when they shouldn’t be. | ||
+ | **If you experience this bug and can find a corresponding entry in your Papyrus0.log file that starts with “[Conqueror Debug]: NPC”, please send kinggath that log as well as a copy of your .fos save file. | ||
+ | |||
+ | |||
+ | ==Version 4.1.3== | ||
+ | '''And Stay Down!''' <span style="color:green; font-variant: small-caps; float: right;">Released - 06 September 2019</span> | ||
+ | *Taking control of a Vassal will trigger an update on all ASAM Sensors, Plots, and City Planner’s Desks so that the player can interact with them. Previously, this would not have happened until the next time the settlement was visited. The full process to take control of a settlement takes several minutes. | ||
+ | *Auto-assigned soldiers will no longer have their role auto-changed. This should help avoid issues where you suddenly lack enough control for a particular Outpost/Vassal. | ||
+ | *Civilians/Settlers will be far less likely to turn on you and your faction after you take a new Vassal. | ||
+ | **They will remain in the injured state for several minutes while Conqueror finishes handling all of the background code to transition control of the settlement to your faction. | ||
+ | *Made additional changes to HUD code to make it more likely to auto-hide outside of settlements. | ||
+ | *Fixed a bug that could allow you to talk to Willie One-Eye immediately after receiving one of his quests and have it complete. | ||
+ | *If the Shelter Mechanic is disabled, Jammer’s gang will no longer complain about missing beds. This will fix an issue where despite having enough beds in an Outpost, the raiders would complain due to some of the beds not being calculated as having a roof (the calculations the game does are often wrong). | ||
+ | *Fixed a bug that could allow a dialogue scene between Jammer, Maul, Ophelia, and a Yao Guai to play every day. | ||
+ | **If you had this issue, it will likely play one more time for you and then never again. | ||
+ | *Dakka’s quest to take out the molerat Den with a nuclear explosion should now correctly respond to using a Fatman or Nuka Grenade. | ||
+ | *Dakka’s quests will now show up via the Bounty board in the correct order. Previously it was possible to get the third quest before the second. | ||
+ | *Ack-Ack will no longer follow the player forever after completing Quarry Quorum Quandry. | ||
+ | **If you already have this issue, Conqueror will attempt to resolve it shortly after installing the patch. | ||
+ | |||
+ | |||
+ | ==Version 4.1.2== | ||
+ | '''True Believers''' <span style="color:green; font-variant: small-caps; float: right;">Released - 23 August 2019</span> | ||
+ | *Jammer’s quest continues! If you were finished up through Burden to Bear and have at least 9 Outposts/Vassals controlled for the gang, a new conversation between Jammer, Maul, and Ophelia should trigger shortly after you arrive at HQ next. | ||
+ | *Fixed a bug that could cause starting a raid with Special units that are flagged as the Virtual type (ie. Special Units that don’t reside in your settlements). The Raid Menu would disappear and never start the quest. | ||
+ | *Raider War Hounds are now correctly flagged as Virtual Units so they won’t take up residence in your Outposts unless you set up Kennels. | ||
+ | *Fixed a bug that could prevent recruitment of some Special Units. | ||
+ | *Fixed a bug where after completing Blast From the Past, Ophelia and Jammer’s conversation would only ever trigger if Jammer happened to wander near Ophelia. | ||
+ | *Fixed an issue where if Jammer wandered back over near the player while Ophelia was talking he could interrupt her introduction scene and force it to restart. | ||
+ | *Fixed a bug where the dialogue camera would get stuck after turning in the materials for Headless Gunman. **This would result in the scene never completing which could result in lots of odd behavior with Ophelia later. | ||
+ | *Headless Gunman quest objectives will now update after you turn in the materials. | ||
+ | *Fixed a bug where the dialogue camera would get stuck after returning to Ophelia where she would walk away with the Gunner captive at gunpoint. | ||
+ | *Fixed a bug at the end of Backroad Butchery where the quest objective would not come up telling you to return to HQ until after Ophelia had already made it back. | ||
+ | *Fixed a bug in the confrontation scene at the end of Raucous Reconnoitering, where Jammer could fail to fire his gun and the scene would freeze. | ||
+ | *Fixed a bug that has been preventing the interesting dialogue events from functioning at HQ for players following Jammer’s quest line. This includes the Ms. Nanny scenes! | ||
+ | *Fixed several of the raider faces that had been imported incorrectly when initially introduced. | ||
+ | *[Faction Pack/Addon Authors] There is a new script included with Conqueror called “SpecialUnitSpawner” which can be added to an object and used in your building plan. You can then specify a special unit and a frequency and that unit will automatically be recruited at that frequency in the Outpost, assuming that the Outpost rules allow for it (ie. there must be available beds, and enough Wages/Rations/Equipment available to the Faction). | ||
+ | *Added additional Conqueror hud preset: Above HP/AP Bars. | ||
+ | *Added scale setting for Conqueror HUD in the holotape. | ||
+ | **This was done to help some folks with vision trouble who had requested a setting to make it easier for them to see. If you would like to see additional HUD settings/options, please make suggestions on the SimSettlements.com forums. | ||
+ | *Non-quest dialogue events will now automatically shut down if they fail to complete after a few days in-game. This should help prevent the main quest from getting stuck due to NPCs being unable to path for non-critical dialogue sequences. | ||
+ | **Additional work in this vein will be done for the dialogue sequences that are part of the main quest in a future update. Please continue to report issues if you find a dialogue scene that is preventing progression. | ||
+ | |||
+ | ==Version 4.1.1== | ||
+ | '''Empire State of Mind''' <span style="color:green; font-variant: small-caps; float: right;">Released - 02 August 2019</span> | ||
+ | *Added several new low level quests to Jammer’s questline. These will be introduced as Bounty Posts on the War Planner’s Desk. | ||
+ | *Changed label of the Manage Outposts activation and message box (accessible from the map on the War Planner’s Desk) to “Manage Empire”. | ||
+ | **Added new option to the Manage Empire menu: “View Settlement Reports”. | ||
+ | **This will prompt you to select a settlement your faction controls and will then present the data the Conqueror HUD would normally show but in text form. | ||
+ | *Workers now create a surplus even while working Level 1 plots. Previously, they would have only broken even on resource usage until the plot they were working reached level 2. | ||
+ | *Increased Vassal production of Wages, Rations, and Equipment by 20%. | ||
+ | **This was done to ease up the extremely tight balance and also to ensure that Vassals are always more efficient at resource production than Outposts (the Worker change would make it so that Outposts with most converted to Workers and Vassals would produce the same resources with level 1 plots). | ||
+ | **Note that this increase will likely increase Control needed to maintain, so check the new Control report to determine if you need to send additional guards/patrols. | ||
+ | **Additional adjustments to production may come in the future as we continue to gather feedback and introduce additional ways to generate resources. | ||
+ | *Made several changes to Captive AI to reduce likelihood they become aggressive when you return to your Outposts. | ||
+ | *Fixed the volume on many of Ophelia’s dialogue lines. | ||
+ | *Fixed a bug that would prevent queuing special units up for production from the Ham Radio. | ||
+ | *Fixed a bug that would cause new soldiers to be detected as normal settlers until you changed their roles. | ||
+ | *Fixed a bug that could prevent special units from being used during assaults. | ||
+ | *Vassal plots will now correctly acknowledge auto-assignment settings. | ||
+ | *Changed Outpost/Vassal auto-assignment code to be more reliable. | ||
+ | *Arriving at an Outpost or Vassal will now trigger Conqueror to check for unassigned objects/NPCs and run the auto-assignment code. | ||
+ | *Loading your save into a non-Outpost/non-Vassal settlement will no longer trigger the Conqueror huds to appear. | ||
+ | *Recruitment of one new soldier can now occur if WRE meters are exactly full (without a surplus +X number after them). | ||
+ | **Previously, the code was checking for a surplus of Wages, Rations, and Equipment before allowing recruitment, this was confusing in the interface. | ||
+ | **It is advised that if you want to grow your army, you should be pushing for having a surplus of the WRE meters. | ||
+ | *Tweaked Blast From the Past introduction scene slightly to fix an issue for some players, where Jammer leaves before dialogue can start. | ||
+ | **This issue has been reported in nearly every patch, yet is difficult to reproduce in a development environment. If you continue to experience this after this patch, please post to SimSettlements.com forums with your Load Order so we can test for mod conflicts. Thanks! | ||
+ | *Scout NPC that triggers the quest Blast From the Past now has a timer so that if they fail to path to Jammer they will be teleported in order to ensure the quest starts properly. | ||
+ | *Prisoners should now be teleported back to the appropriate prison plot shortly after arriving at the Outpost/Vassal if they somehow left the confines due to the way the game handles NPC placement on cell load. | ||
+ | *Modified several faction records from Conqueror to reduce the likelihood of NPCs fighting Caravans - such as Trashcan Carla. | ||
+ | *Drug Den building plan no longer increases bed count. | ||
+ | *Fixed a bug that would cause prisoners to become disconnected from Prison plots and no longer be assignable to work. | ||
+ | |||
+ | ===Version 4.1.1a=== | ||
+ | *Fixes a bug that could cause some NPCs activation option to incorrectly be replaced with "Put to Work". (Note that captives from various parts of the Conqueror gameplay systems will correctly show this, activating it will allow you to assign them to an Outpost/Vassal as Captive labor). | ||
+ | |||
+ | |||
+ | ==Version 4.1.0== | ||
+ | '''Phase 2''' <span style="color:green; font-variant: small-caps; float: right;">Released - 19 July 2019</span> | ||
+ | *Overhaul of the rules dictating Outpost/Vassal management. | ||
+ | **Note, that like all other things Sim Settlements adds, if you do not like these new rules, they can be disabled in the holotape/MCM options and you can continue to play with Conqueror as you have been prior to this patch. | ||
+ | *Outposts and Vassals now have two meters to manage: Control and Morale. | ||
+ | *Control indicates that you have enough of a military presence to maintain effective control of a particular settlement. | ||
+ | **Control is primarily gained by assigning soldiers to specific outposts or vassals and giving them various roles (described in the Manage menu explanation for soldiers). | ||
+ | **The amount of control provided by an individual soldier depends on their rank and role. | ||
+ | **Your Control needs are determined by how much your settlements are producing. Which means that the more Vassals and Outposts you have, the more soldiers you will need to maintain control of them. | ||
+ | **Failure to maintain a high control score will result in frequent attacks on the settlement by outside forces attempting to wrest control of the settlement from you (Important note - the mechanics for losing control to other factions will be expanded upon greatly in a major patch in the future. The goal of Phase 2 to balance and bugfix these mechanics for maintaining an army and its needs, whereas the fighting for control against other factions will be Phase 3). | ||
+ | *Morale is a measure of how satisfied the people living or stationed at an Outpost or Vassal are with your rule. | ||
+ | **Morale is based on a combination of factors, and varies slightly for Outposts and Vassals. | ||
+ | **At the core of this is happiness, which represents how well the settlement itself is designed and functioning. Unlike happiness, Morale is more volatile and so updates that normally take several days in game to affect happiness ratings are instant for Morale. | ||
+ | **The other major portion of morale is determined by your ratio of roles in your settlements. To gain the full benefit of morale in an Outpost, at least 66% of the residents should be warriors; for Vassals, at least 66% should be civilians. | ||
+ | **Additional means of improving morale will be introduced over time so that you gain more flexibility and quick ways to manipulate the stat. | ||
+ | **High morale increases resource output from those settlements. (Additional effects of morale will be added in future patches, such as combat effectiveness, deserters, and local conscription). | ||
+ | **Once your morale bar is full, excess morale will be translated into production bonuses, these are indicated by the number of arrows on the morale bar. | ||
+ | **If an assault or raid goes particularly bad, you may find that the arrows are pointing downward instead, this means that your soldiers are demoralized from the loss, and production is actually reduced. Running another assault or defending another raid in that Outpost, with minimal casualties, will reverse this effect. | ||
+ | *Your entire faction now has three meters to manage across all of your Outposts/Vassals: Wages, Equipment, and Rations. | ||
+ | **Each resident requires a certain amount of resources to maintain. This number is based on the type of soldier/special unit/civilian, as well as their role in your faction (described in the Manage menu explanation for soldiers). | ||
+ | **As an added bonus, this provides an interesting new way for Faction packs to balance more powerful units as they can increase their needs; or alternatively, create specialized units that have less needs than an average soldier but are maybe less effective in combat. | ||
+ | **Wages are generated by Commercial plots, Equipment by Industrial plots, and Rations by Agricultural plots. The amount provided is determined by whether they are in an Outpost or Vassal (Vassals gain a natural bonus to production) and the Morale level of that particular settlement. | ||
+ | **Your main Outpost automatically generates enough Wages/Equipment/Rations for 5 of the default recruit soldiers for any particular faction. This floor is to ensure that you are never cut off from quickly rebuilding an army large enough to launch additional attacks or rebuild resource production through worker assignment within your controlled settlements. | ||
+ | **These new needs are based on your production levels, rather than acting as a currency. So you won’t generate some arbitrary resource you have to spend, but instead just need to get your Outposts and Vassals producing certain levels. Think of something similar to food or water, in that you must be producing a certain amount to fill the meter/get it out of the red. | ||
+ | **Failure to maintain enough of any of these three resources will result in recruitment stopping and specific penalties for each of the resource types. | ||
+ | **This overall requirement can be disabled in the Conqueror section of the holotape/MCM, the options is called Soldier Needs. | ||
+ | **If Equipment is short, the Armory will stop functioning. | ||
+ | **If Rations are short, the Mess Hall will stop functioning. | ||
+ | **If Wages are short, some of your soldiers may not show up for Assaults. | ||
+ | *Your overall goal is to balance generating enough resources to provide for your army, and managing that army in such a way that you can maintain control of those same resources. | ||
+ | *Added new Manage action to soldiers. | ||
+ | **This displays information about the soldier’s XP, their rank, home outpost, role, and includes options for controlling the soldier. | ||
+ | **From this menu you can: toggle Armory functionality (ie. turn off armory equipping if you have manually equipped them yourself); change the Outpost they live in, and reassign them a new role in your army. | ||
+ | **''Warrior'' | ||
+ | **-These are the only role that can go on assaults. | ||
+ | **-They will help defend during raids. | ||
+ | **-They improve the control score of the Outpost they are stationed in and produce Wages/Equipment/Rations when working the corresponding plot types. | ||
+ | **-They require Equipment, Rations, and Wages. | ||
+ | **''Worker'' | ||
+ | **-They gain a bonus to production of Equipment/Rations/Wages when working the corresponding plot type. | ||
+ | **-They will help defend during raids but if all Guard and Warrior types are killed they will surrender. | ||
+ | **-They require only Rations and Wages. | ||
+ | **''Patrol'' | ||
+ | **-Choosing this option will ask you to choose a destination settlement to patrol to. | ||
+ | **-They will patrol between two Outposts, or between an Outpost and a Vassal. | ||
+ | **-They improve the control score of both of the settlements they are patrolling between. | ||
+ | **-Additionally, any Vassals within a certain range (to see the range, highlight over an Outpost on the pipboy map and the Vassals in range will have their icons change) will gain an additional control boost for each Warrior stationed in outposts linked to it with a patrol. | ||
+ | **-They will help defend during raids if they happen to be close to the settlement under attack. | ||
+ | **-They require Equipment, Rations, and Wages. | ||
+ | **''Guard'' | ||
+ | **-Choosing this option will ask you to choose which settlement to station them at. | ||
+ | **-They will help defend during raids. | ||
+ | **-They greatly improve the control score of the settlement they are stationed at but produce no Wages/Equipment/Rations when working the corresponding plot types. | ||
+ | **-They require Equipment, Rations, and Wages. | ||
+ | **''Captive'' (Not an assignable type) | ||
+ | **-They require only half normal Rations. | ||
+ | **-They increase the Control needs of the Outpost or Vassal they are in. | ||
+ | **-They cannot work Commercial or Martial plots. | ||
+ | **''Civilian'' (Not an assignable type) | ||
+ | **-They require only Rations. | ||
+ | **-They cannot work Martial plots. | ||
+ | *Added new HUDFramework modules to help manage the new mechanics. It is highly recommended you use the mod HUDFramework if you’re going to play with the new mechanics, as otherwise you’ll be forced to view reports constantly to check your needs and progress. | ||
+ | *Conqueror now handles auto-assignment for Vassals and Outposts that are using the Conqueror faction packs (including Jammer’s gang). (Will not affect the NukaWorld raider gang settlements which will follow the NukaWorld specific mechanics) | ||
+ | **This allows auto-assignment to prioritize assignment based on the new mechanics added by this patch. | ||
+ | *Fixed a bug that would prevent meat dropped on the ground from luring in animals for collaring for the quest Mutant’s Best Friend if you had previously cleared that location. | ||
+ | *Added new CustomEvent from the SoldierManager quest: SoldierRankUp. | ||
+ | **This includes the following arguments: [0] = ActorRef, [1] = FactionControlData, [2] = iLevel | ||
+ | *Fixed a bug where rank 5 soldiers could be killed during defense. | ||
+ | *Removed a requirement for triggering the quest Backroad Butchery. Previously, this quest had required an Outpost be setup at Tenpines or Outpost Zimonja - this was a holdover from an earlier design idea we’re no longer pursuing as it limits player freedom too much. | ||
+ | *The Raid Board is now much more responsive and will pop-up almost immediately rather than having to recalculate all of the data first. | ||
+ | *Fixed a bug that could cause the raiders you had from Jammer’s gang before you captured the first settlement to fail to be correctly configured to be part of the Outpost. This would make any attempts to continue to raid tell you that you didn’t have enough guys. | ||
+ | **If you’ve already experienced this bug, go to workshop mode in that first settlement and use the Move command to send each raider to a different Outpost and then do it again immediately to send them back to your current Outpost, which should correctly configure them to work once again. | ||
+ | *Fixed a bug that could prevent the supply lines from being updated correctly after a successful assault. | ||
+ | *By default, NPCs that live in a Vassal can no longer man guard posts or Martial Plots, instead, members of the controlling faction will need to be assigned. | ||
+ | **This limitation can be disabled in the holotape/MCM, it is listed as Faction Guards in Vassals. | ||
+ | *By default, Faction NPCs that are stationed in a Vassal can only man guard posts or Martial Plots. | ||
+ | **This limitation can be disabled in the holotape/MCM by enabling Faction Jobs in Vassals. | ||
+ | *When taking over a Vassal settlement, attackers will be automatically assigned to move in to the Vassal settlement and man the guard posts and Martial plots. | ||
+ | **This option is called Auto-assign Attackers to Vassals and can be disabled in the holotape/MCM. | ||
+ | *Resource-based recruitment now requires that your factions Wage/Ration/Equipment needs are met. This option can be turned off in the holotape/MCM, it’s listed as Soldier Needs Requirement. | ||
+ | *Fixed a bug where Jammer would leave Shaw high school during Blast From the Past preventing it from completing. | ||
+ | *If this occurred in your save, the issue will attempt to resolve itself when you load the game, simply head back to Shaw and approach Ophelia on the second floor - a dialogue scene should trigger between her and Jammer. | ||
+ | *Attacks triggered by Conqueror are now acknowledged by the base game mechanics. This means that NPCs might acknowledge the recent attacks in random dialogue, and the internal timers determining how frequently attacks should occur will count these attacks making it less likely that you are spammed with attacks separately from the vanilla system and Conqueror. | ||
+ | *Vassals are now eligible to be attacked. When this occurs, for Conqueror factions only your assigned Guards and Patrols will assist in the fight and only the guards will be used in determining whether the raid quest has failed, all of the Civilians will flee from the fight. For Liberator factions, Civilians will join in on the fight but are not counted when determining whether the raid quest has failed (ie. once all of your Guards have died, the quest will fail). | ||
+ | *Most non-soldier NPCs will now correctly flee during defensive raids. | ||
+ | *Assaulting/Defending spawned NPCs should no longer attack domestic animals. | ||
+ | *Fixed issues with the Raider skins for the following building plans: Armory, Field Hospital, Mess Hall, and Kennel. | ||
+ | **If using any of these building plans in a raider controlled Outpost, refresh those plots to see the changes. | ||
+ | *Added 4 new plot building plans. Much like the Armory, Mess Hall, and Field Hospital, these are special subtypes that provide extra bonuses when used in Outposts additional of these subtypes can be created by addon pack authors as well. | ||
+ | **Battlefield Scavengers: 2x2 Martial plot building. After a raid or assault, when you leave the area, all corpses will be looted and the contents placed in the workbench. At levels 2 and 3, the scavengers will have a chance to find additional items on the bodies that you wouldn’t have found by looting yourself. | ||
+ | **Funeral Pyre: 2x2 Recreational plot building (subtype is called Cemetery). The morale penalty due to excessive losses during raids and assaults is reduced, as is the happiness penalty for deaths. | ||
+ | **POW Lockup: 2x2 Martial plot building (subtype is called Prison). After a raid occurs at an Outpost or Vassal with this building, some number of captives will be taken. You can reassign these captives as labor to one of your Outposts or Vassals. | ||
+ | **Recruitment Center: 2x2 Martial plot building. When used in an Outpost, this has a chance of increasing your max daily recruitment. (While multiple recruitment centers in the same Outpost do not provide a stacking bonus, each Outpost with one does add a stacking chance. So for example, if you had 3 Outposts with Recruitment Centers, you could sometimes recruit 3 additional soldiers - assuming you had the appropriate resources available). | ||
+ | *Fixed the “Zombie Jesus” bug, where certain NPCs (usually feral ghouls), could end up immortal during a Vassal raid. | ||
+ | *Visitor NPCs now automatically have their aggression level reduced so that they won’t attack unless provoked. (This will resolve an issue where many visitors at Raider-controlled settlements from Jammer’s gang would end up in constant fire-fights with visitors). | ||
+ | *Fixed a bug where talking to Ophelia immediately after receiving the Tactical Busting quest would skip to her final lines and complete it. This could result in you never receiving the detonator needed to use the Tactical Wall Busters. | ||
+ | *Fixed a bug that could result in Ophelia’s primary dialogue loop stopping after completing Tactical Busting. | ||
+ | *Fixed a bug that could cause Ophelia to wander back to HQ during the start of Burden to Bear instead of waiting for you to meet her. | ||
+ | **If this already occurred for you, you should find her waiting near that objective shortly after installing this patch. | ||
+ | *Fixed a bug where Maul would not correctly unlock War Bears after you talk to him back at HQ after completing Burden to Bear. | ||
+ | *If you have already completed Burden to Bear, the next time you talk to Maul he should unlock them. | ||
+ | *Starting an assault now triggers Conqueror to check if you fixed issues with any plot buildings that provide bonuses. Previously, these checks were only done when you arrived at an Outpost, or when a plot upgraded. | ||
+ | *Fixed a bug that could prevent assaults from working after you had done 128 assaults (this will be relevant as we continue to expand the mechanics). | ||
+ | |||
+ | ===Version 4.1.0a=== | ||
+ | *Fixed a bug where only 1 guard was being automatically sent to each new Vassal instead of 1 per Martial plot/Guard post. | ||
+ | *Fixed a bug where patrols/guards could end up converted back to workers if there were unassigned plots in the settlement they were living at. | ||
+ | *Added another attempt to fix an issue with the quest Blast from the Past where Jammer would wander back to HQ. | ||
+ | *Fixed several problems with the Conqueror MCM options that could prevent them from synching correctly with the holotape. | ||
+ | |||
+ | ===Version 4.1.0b=== | ||
+ | *Guards will now correctly show up on the HUD in Vassals they are assigned to when assigned manually. | ||
+ | *Shortly after arriving at a Vassal that had been taken before the 4.1.0 patch, all non-faction NPCs will be unassigned from guard duty, making room for your faction guards. | ||
+ | *Fixed a bug where Outposts and Vassals without any production would always be eligible to be attacked. | ||
+ | *Only one Outpost/Vassal will be attacked at a time. | ||
+ | **Long-term, the plan is to increase the number of max simultaneous attacks as your empire increases in size, the goal of this is to penalize expanding too quickly without putting enough guards/patrols in place to maintain control. Since we don’t yet have auto-resolution code in place to decide a winner/loser off-screen, you would always lose the ones you can’t show up for which is not fun. Expect this feature to be restored once we have a great off-camera raid resolution system in place! | ||
+ | |||
+ | ==Version 4.0.10== | ||
+ | '''Feudalism''' <span style="color:green; font-variant: small-caps; float: right;">Released - 21 June 2019</span> | ||
+ | *Fixed a bug where accessing the Special Unit menu when setting up an attack could prevent you from going back to the Soldier menu. | ||
+ | *Corrected the animation Field hospital markers for laying down use, so the NPCs will no longer float in the air. | ||
+ | *Bed animation markers on the Pike Farm model no longer count towards the bed count of the settlement. | ||
+ | *Fixed all floating objects in the 3x3 raider farm building plans (Pike Farm and Pit). | ||
+ | *Changed animation markers used in several quest dialogue scenes to prevent Sandboxing NPCs from using them. | ||
+ | *Radiomen should now correctly start appearing during Minutemen raids on your HQ after the quest No Quarter for the Wicked is complete. | ||
+ | *Removed Protected status on Kennel-spawned War dogs. | ||
+ | *Player’s gang members are now correctly killable during special quest encounters where attacks are occuring in their outposts. | ||
+ | *Fixed an issue where during combat, Maul could end up turning on the gang. | ||
+ | *Members of the Player’s gang, including Kennel-spawned War dogs, should no longer attack caravans, such as Carla. | ||
+ | *Fixed a bug that could result in the Attacker count number showing you larger numbers than actually available in your current army. | ||
+ | *Maul now correctly starts hidden in the game until he is to make his appearance in a quest. | ||
+ | *Fixed a bug that could cause Ophelia to stop speaking to the player shortly after returning to HQ after the quest Blast From the Past. | ||
+ | *Fixed a large number of esp errors in Conqueror. | ||
+ | *Fixed a bug where running an outpost assault with captives for the Raiders from the War Planner’s Desk would result in the NPCs not being correctly collared. | ||
+ | *Fixed several random dialogue scenes so that the NPCs involved will stand still instead of continuing to sandbox while they are speaking. | ||
+ | *Added new Reset Lists option to Select City Plans/Settlements during the startup Wizard. | ||
+ | **This option restores the City Plans and Settlements lists to default. | ||
+ | **A side benefit of this, is that if any settlement mod or city plan failed to register before the wizard, this option will catch those City Plans/Settlements and add them to the available options. | ||
+ | *Turrets should now correctly function during all assaults. | ||
+ | *Made several changes to reduce the likelihood that settlers will turn on you during assaults as a Liberator faction. | ||
+ | *Attacks on your main base will no longer expire. You can now return to complete them whenever you like. | ||
+ | **Previously, the raid would fail, but the enemies would still be waiting for you outside. This could result in multiple raids worth of enemies “queuing up” until you returned. | ||
+ | *Added a new radiant quest giver for the early/mid game of raider players. This character shows up near the Vault door of Vault 81 after Better Living Through Cooking is complete and you have entered Vault 81 at least once before. | ||
+ | *Fixed an issue that could prevent soldiers from being traded with under certain circumstances, especially for Faction packs. | ||
+ | *Fixed an issue that could allow you to end up with a negative number of soldiers in the attack menu. | ||
+ | *Fixed a bug where Jammer’s dialogue could get stuck during raid configuration. Now if this occurs, talking to him again will bring up the crew selection options. | ||
+ | *Changed the sequencing of code that runs at the end of a Slaver Outpost assault so that it will be far less likely the settlers/civilians turn on you at the end. | ||
+ | *Master locked door near where Ophelia starts will now be unlocked automatically, which should make the entire sequence play out more smoothly (there’s a key to unlock it available in the building without any lock picking skill - so this is just a time saver to keep the pace of the quest up. If you’re like me, and like an immersive explanation: Ophelia unlocked it). | ||
+ | *Improved the Wall Busting quest to make the AI less likely to get stuck at various points. | ||
+ | *Fixed a bug that could result in Jammer and Ophelia returning to Shaw high school after completing Blast From the Past. | ||
+ | *Fixed a bug where Jammer’s dialogue could get stuck after completing the quest Pounding the Pavement. | ||
+ | |||
+ | ==Version 4.0.9== | ||
+ | '''Mouthin Off''' <span style="color:green; font-variant: small-caps; float: right;">Released - 7 June 2019</span> | ||
+ | *Fixed an issue at the start of Unwelcome Guests quest, where the scout could end up speaking to Jammer from across the settlement. | ||
+ | *Added additional quest content to the main Jammer storyline. | ||
+ | *Fixed a bug during Raucous Reconnoitering where Jammer would fail to equip a weapon during the final area which would cause the quest to get stuck. | ||
+ | *Raucous Reconnoitering now correctly resets the area where the action sequence of the quest occurs so you won’t find it empty if you had previously cleared it. | ||
+ | *Redesigned the scene triggers for Raucous Reconnoitering to prevent the walking scene from getting stuck if too much combat occurred. | ||
+ | *The point in Raucous Reconnoitering where a flare is said to have fired should now function correctly. | ||
+ | *Jammer’s gang raiders are now custom voiced! | ||
+ | **These include all new dialogue lines. | ||
+ | **Note: The voice update may not apply to all of your existing gang members. Looking into a method to ensure all of your existing gang is updated for the next patch - was not able to get this to happen reliably. All new recruits will have the new voices. | ||
+ | *Added a number of new face options to Jammer’s gang raiders. | ||
+ | *Reworked several of the early dialogue sequences in Jammer’s quest line to make them smoother and to reflect player choice. | ||
+ | *Added new dialogue to Jammer’s main loop to make it less repetitive. | ||
+ | |||
+ | ==Version 4.0.8== | ||
+ | '''Who's Your Nanny?''' <span style="color:green; font-variant: small-caps; float: right;">Released - 24 May 2019</span> | ||
+ | *Fixed a bug that could cause log spam when setting up assaults. | ||
+ | *[Faction Pack Authors] Added new keyword kgConq_Tag_Bounty_Priority, if you parent Conqueror to your pack you can add this to bounties to ensure they are prioritized if multiple of your bounties are eligible. | ||
+ | *Fixed several bugs in the quest Backroad Butchery. | ||
+ | *Changed calculation for attacks on main base slightly so they happen a little less frequently. | ||
+ | *Fixed a bug that would cause base defense quests to fail immediately if you attempted to fast travel back and defend. You now have 3 in-game days to complete them. | ||
+ | *Ophelia has a new quest that will trigger automatically either by talking to her at some point after the completion of the quest Raucous Reconnoitering (depending on how events went down), or from a Bounty note on the War Planner’s Desk. | ||
+ | *HQ events, such as dialogue encounters and new story events can now trigger after sleeping or waiting, and not just when you first arrive at HQ. This should make it more likely players will trigger the events during play sessions where they are spending large amounts of time at their base. | ||
+ | *Updated the Kennel so that Maul can correctly use the pot animation markers. Refresh the plot to fix this issue. | ||
+ | *Fixed a bug where after moving your main base, your previous base could be treated as the main and therefore cause issues with the attack system. | ||
+ | *Fixed a bug where Ophelia would refuse to stay at HQ. | ||
+ | **If you had experienced this in your save, it should correct itself shortly after installing this patch. | ||
+ | *Fixed a bug that would allow you to turn in the Mentats Case to Ophelia before her and Jammer finished their conversation at Shaw, which would cause problems later in the quest line. | ||
+ | |||
+ | |||
+ | ==Version 4.0.7== | ||
+ | '''Let Slip the Dogs of War''' <span style="color:green; font-variant: small-caps; float: right;">Released - 10 May 2019</span> | ||
+ | *ChemYard L3 will no longer cause a hissing sound across the entire loaded game world. | ||
+ | *Dead soldiers will now have their names cleared after you leave the area, rather than immediately upon death. This should make it easier to identify which of your higher-ranked soldiers died. | ||
+ | *Fixed a bug that could cause Jammer or Ophelia to get stuck without dialogue and only allowing you to trigger a trade (which you aren’t meant to be able to do with them). | ||
+ | *Jammer will now correctly be re-assigned to the War Planner’s Desk after going out with the player for a quest. | ||
+ | *Jammer and Ophelia’s story continues with major new quest content. | ||
+ | **To trigger the new content, leave the area and return to your main base - the first new quest will start within a few minutes if you have completed the previous quest content. | ||
+ | *Troops should no longer cross-pollinate if you have outposts set up with multiple factions. | ||
+ | *Faction Packs can now define Special Units, which are different than the recruits. | ||
+ | **Special Units can be basically anything. These units do not use the Ranking System and are not automatically recruited - it will be up to the Faction Pack creator to define how you gain access to any special units they configure. | ||
+ | *Added Virtual Unit support. | ||
+ | **This is a feature to allow for units that don’t exist within outposts but are still available for you to take with on attacks. **This can allow for non-traditional units without them overflowing your outposts. Examples: animals, over-sized NPCs (Behemoths perhaps?), Vertibirds, etc. | ||
+ | *Fixed Conqueror holotape option for Soldier Follow. | ||
+ | *Fixed a bug with the Bounty board that could prevent it from giving you additional bounties after the first. | ||
+ | *Fixed a bug where you could lose access to the 3x3 raider farm models after saving and loading the game. | ||
+ | *All raider theme building plan skins from Conqueror should now be correctly hidden when not playing as a raider faction. | ||
+ | *Ophelia’s main dialogue loop is no longer a force greet. You now correctly have to choose Talk to trigger it. | ||
+ | *Wall Buster’s now have a variety of materials they can create during the explosions to better simulate the items that are being destroyed. | ||
+ | *Fixed several random dialogue events so the NPCs will look at each other instead of the player or other random things. | ||
+ | *Fixed a bug that could cause Enslaving to use High-Explosive Collars even if you didn’t own any. | ||
+ | *Expanded combat lines for Jammer and Ophelia. | ||
+ | |||
+ | ===Version 4.0.7a=== | ||
+ | **Fixed an issue that could cause the Special Unit menu to result in an infinite loop for Faction Packs under certain circumstances. <span style="color:green; font-variant: small-caps; float: right;">Released - 11 May 2019</span> | ||
+ | |||
+ | ===Version 4.0.7b=== | ||
+ | **Fixed a bug that could make some of your soldiers permanently leave your army after an assault. <span style="color:green; font-variant: small-caps; float: right;">Released - 15 May 2019</span> | ||
+ | |||
+ | |||
+ | ==Version 4.0.6== | ||
+ | '''Prepare to Quest Off''' <span style="color:green; font-variant: small-caps; float: right;">Released - 19 April 2019</span> | ||
+ | *Restored several missing voice files for “The Cook”. | ||
+ | *Restored several missing voice files for Ophelia. | ||
+ | *Objectives to report back to Preston will now be hidden if you kill him. | ||
+ | **For those of you who had these displayed still from before this patch, they should be hidden shortly after the patch is installed. | ||
+ | *The City Plan Startup Wizard will no longer show RotC City Plans if RotC is not installed. | ||
+ | *Added several new random dialogue events that can occur at the Main Outpost for raider players. | ||
+ | *Fixed a bug that could cause the Execute option to show up on turrets. | ||
+ | *Increased range of Wall Busters slightly to help catch especially large pieces where the origin might be just out of range of the charge even if it is physically touching it. This could happen frequently to large corner pieces. | ||
+ | *[Faction Pack Creators] Added support for Unique Visitors. This allows you to have unique NPCs show up at your Outposts on occasion. This can be a way of introducing quest givers or other interesting NPCs for the player to meet. | ||
+ | **Unlike traditional visitors, unique visitors never go away completely, they will instead just travel to different settlements. | ||
+ | *Rewrote the Wall Buster code to find targets much more quickly. This should largely eliminate the large delay after clicking Activate to bring up the timer. | ||
+ | *Ophelia will now correctly move if you change your main base. | ||
+ | **If you had previously moved your base and she didn’t move as well, she will do so shortly after installing this patch. | ||
+ | *Jammer will now correctly be made the leader when the main base is changed. | ||
+ | *The note on the War Planner’s Raid Board can now be interacted with, it will show up as “Bounties” when highlighted. | ||
+ | *Bounties will be notes to trigger various quests, present map markers to interesting locations, or just give a little flavor. | ||
+ | **Check it out periodically for new information. (Note that we will be adding additional content through this system in future patches - so if stops presenting new things, just keep checking back after patches) | ||
+ | **[Faction Pack Authors] You can easily inject your own Bounty Posts into the system that are faction (ie. Only for your faction), or faction type (ie. Liberator/Conqueror) specific. | ||
+ | *Raider Outposts can now attract visitors. | ||
+ | **These follow the same rules as the visitors in the base of SS and will acknowledge the Performance Option to disable them. | ||
+ | **Currently these are raiders of various types, but will likely be expanded in the future to other shady characters. | ||
+ | *Unspawned plots and beds from City Plans should now count in Outposts when Conqueror is tallying up bed count to determine if there is room to recruit additional soldiers there. | ||
+ | *Enslaving someone in front of others that are friendly to that NPC will now be treated as a hostile action (meaning those others will likely attack you). | ||
+ | *Added a new setting to the Holotape/MCM: Soldier Follow which is enabled by default. | ||
+ | **This causes your troops to follow you once you reach them before an assault, they will follow you until combat begins. This will allow you to help them get around obstacles and take a sensible path into the settlement. | ||
+ | *You can now correctly run assaults from Vault 88 and the Mechanist’s Lair. | ||
+ | **Note that that are not naturally any settlements with people in them within Vassal range of Vault 88. You would need to have started a normal settlement yourself, or used the prestart. So if this is your first settlement through Jammer’s quest, you will likely need to start another Outpost through the War Planner’s Desk in order to complete the Vassal portion of his quest. | ||
+ | *The Toilet King will now correctly continue the quest even if you are out of range when he normally asks you a question. Simply walk up and talk to him. | ||
+ | *Headless Gunman will no longer update your objectives every time you loot additional Sensor Modules or High Powered Magnets. | ||
+ | |||
+ | |||
+ | ==Version 4.0.5== | ||
+ | '''War Games''' <span style="color:green; font-variant: small-caps; float: right;">Released - 05 April 2019</span> | ||
+ | *Adjusted the AI package that scouts use to report to Jammer so they are less likely to get stuck. | ||
+ | *Soldiers can now rank up by going on enough raids. | ||
+ | **Each rank after 1 is calculated as being worth 10 levels. So fresh recruits are considered whatever their in-game level is, and then each rank adds 10 levels to their internal score. So a level 9 NPC would be calculated as level 19 once they rank up once, level 29 once they rank up twice, etc. | ||
+ | **XP is earned at a rate of 10/level of the enemy. That XP is split among all soldiers in the vicinity when killed. | ||
+ | **XP is adjusted based on the difficulty. So if your soldiers are fighting especially difficult or easy enemies, the amount of XP will be scaled by the level difference. The multipliers are capped between 0.25 (ie. only receiving ¼ the XP) and 2.5 (ie. receiving 2.5 times the XP). | ||
+ | **So for example, a level 9 solider at rank 1, would need 900 xp to rank up. Then at rank 2, they would need an additional 1900 xp to rank up, at rank 3, another 2900 xp, etc. These numbers will be adjusted based on feedback. Remember that the enemy guards will be higher level based on the player level, so attacking more difficult settlements will grant more XP. | ||
+ | **Once a soldier has earned the equivalent XP of killing 10 equal level enemies, they will rank up. | ||
+ | **This is displayed by a visual green explosion, a level up sound, and a change in their label to the next rank. For Jammer’s Gang, Raider Recruits become Raider Prospects, then Veteran, Savage, and finally Legend. | ||
+ | **Each rank bestows a buff to health and damage. | ||
+ | **Default buffs are as follows: | ||
+ | **Rank 1 (fresh soldier) - No Buff | ||
+ | **Rank 2 - +50 HP, +25% damage | ||
+ | **Rank 3 - +100 HP, +50% damage | ||
+ | **Rank 4 - +150 HP, +75% damage | ||
+ | **Rank 5 - +200 HP, +100% damage | ||
+ | **[For Faction Pack Creators] You can override the buffs via the RankPerkOverrides field that has been added to the FactionControlData object properties. | ||
+ | **At max rank, soldiers become essential and instead of being killed in battle, they will stay downed until you Stimpak them, or until the raid ends. | ||
+ | **After your first soldier ranks up, the start assault menu will be modified to allow selecting soldier counts based on ranks. | ||
+ | **Additional controls and visuals will be added in future builds to help track the progress of your soldiers. | ||
+ | *Added several new plot building types that have special bonuses. | ||
+ | *Armory | ||
+ | **Conqueror includes a 2x2 Martial Plot version of this, called [CQ] Armory by uituit | ||
+ | **Armories will auto-equip soldiers based on their Rank and the level of the Armory. | ||
+ | **Armory L1 will equip soldiers with the RankOutfit field from the faction’s RankLoadout for their rank. | ||
+ | **Armory L2 will equip soldiers with the RankWeapon field from the faction’s RankLoadout for their rank. | ||
+ | **Armory L3 will give soldiers the RankGear field from the faction’s RankLoadout for their rank at the start of every new assault. | ||
+ | **Armory auto-equipping can be disabled under the Conqueror section of your holotape/MCM. | ||
+ | *Field Hospital | ||
+ | **Conqueror includes a 2x2 Martial Plot version of this, called [CQ] Field Hospital by uituit | ||
+ | **Field Hospitals provides a chance that soldiers will be kept alive during an assault when they normally would have died. When this happens they will stay downed until you Stimpak them, or until the raid ends. | ||
+ | **The level of the hospital plot determines the likelihood of their lives being saved: L1 - 10% chance, L2 - 20% chance, L3 - 30% chance. | ||
+ | *Mess Hall | ||
+ | **Conqueror includes a 2x2 Recreational Plot version of this, called [CQ] Mess Hall by uituit | ||
+ | **Mess Halls provide a random food buff at the start of assaults to the entire attacking squad. The level of the plot determines how strong the buffs are. | ||
+ | **Possible buffs right now: Energy Resistance, Fire Resistance, Max Health, Max AP, and Melee Damage. | ||
+ | *Added a bunch of early game quests, pre-Outpost that Jammer will offer to help smooth out the level curve for people who to play strictly as a Raider. (We will continue to add more in the future - this is just our first batch). | ||
+ | *Jammer’s quests to kill Jared, Red Tourette, and Tower Tom are now individual quests in the log that each reward experience. | ||
+ | *Jammer will now offer several new low level quests before establishing the first Outpost. These are effectively optional quests that don’t directly gate access to the main outpost loop, but are only granted in the early game. | ||
+ | *Added another sequence to our main quest line. This one will auto trigger with a conversation between Ophelia and Jammer shortly after you arrive back at HQ, assuming you have met the requirements. (At least 7 outposts/vassals captured, one of which must be Outpost Zimonja or Tenpines Bluff). | ||
+ | |||
+ | ===Version 4.0.5a=== | ||
+ | **Fixed an issue where Jammer could repeatedly loop back asking you how many crew to send. <span style="color:green; font-variant: small-caps; float: right;">Released - 05 April 2018</span> | ||
+ | |||
+ | ===Version 4.0.5b=== | ||
+ | **Restored a number of missing voice files for Ophelia and "The Cook". <span style="color:green; font-variant: small-caps; float: right;">Released - 05 April 2019</span> | ||
+ | |||
+ | |||
+ | ==Version 4.0.4== | ||
+ | '''The Liberators''' <span style="color:green; font-variant: small-caps; float: right;">Released - 22 March 2019</span> | ||
+ | *Wall Busters are now prevented from destroying items flagged as quest items, or teleport doors, such as the entry to the shelter in Sanctuary. | ||
+ | **Note that Wall Busters can be very dangerous (read: fun) when used outside of settlements. Anything that is not part of the precombined world geometry can be destroyed with them! Be careful you aren’t blowing up key items that will prevent you from finishing the game. | ||
+ | *Adjusted several scenes so that Jammer will pull away from the War Planner’s Desk before speaking to the player. | ||
+ | *Flagged several of the new quest sequences so that they will just pause if one of the characters is attacked instead of ending. | ||
+ | *Grabbing the Mentats before clearing Shaw should no longer cause the quest Blast from the Past to malfunction by talking to Ophelia. | ||
+ | *Made some changes to the demonstration portion of the Wall Buster quest to make it less likely the AI gets stuck. | ||
+ | *Fixed an issue where Raider Recruits that started in certain settlements would never become aggressive when attacking certain other settlements. | ||
+ | *Fixed an issue that prevented automatic Faction decoration/flags from working. | ||
+ | *Enslave option will now only show up on NPCs if you have Slave Collars in your inventory. | ||
+ | *Enslave options will no longer show up for your units from factions added by Faction Packs. | ||
+ | *Faction Pack NPCs can now be correctly traded with. | ||
+ | *Send Enslaved dialogue will no longer show the player’s name as the one being transferred. | ||
+ | *All settlements will now correctly work with the Startup settlements feature. Previously, certain interior settlements, such as those from Creation Club, could fail to use community created City Plans. | ||
+ | *You will no longer be left neutral to vanilla raiders if you walk away from Jammer after first meeting him before he finishes his introduction. | ||
+ | *Once Preston and the Quincy group leave the Museum, they are no longer eligible to be killed for Jammer’s quest. | ||
+ | **This change was made so that players who want to do Jammer’s questline later, can still use Preston as a companion without risking triggering the Executioner perk from accidental friendly fire during combat throughout the rest of the game world. | ||
+ | *Fixed an issue that could cause assaults by Faction Pack groups to instantly complete. | ||
+ | *Fixed an issue where the defending NPCs could remain friendly to the player during an assault. | ||
+ | *Fixed an issue where your attackers could turn on you if you attempted to assault a settlement you had previously controlled, but later abandoned. | ||
+ | *[Faction Pack Creators] You should no longer uncheck the Stats template, as the WorkshopPopulation value is now applied dynamically by Conqueror for you. Leaving the Stats template will ensure that your NPCs use the higher level stats if you based your RecruitForm on one of the lvl Actor forms. | ||
+ | *Having multiple Faction Packs installed should now correctly allow them to be used as the enemies of one another when making assaults so that they have the potential of being used as the guards of the settlement you assault. | ||
+ | *Added support for Liberator factions. | ||
+ | **Liberator factions are effectively “The Good Guys”. Rather than kill Civilians/Settlers and battle their guards when they take over a settlement as an outpost, they instead free them from a set of hostile NPCs. | ||
+ | **After freeing a settlement, the captives will become settlers in the Outpost. | ||
+ | **Liberator factions can take over your existing controlled settlements even when they have people living in them rather than having to violently take them over, use the Map on the War Planner’s Desk to do this. | ||
+ | **Liberator assaults will find more enemy guards at the settlements they attack to make up for the fact that they won’t be fighting the Civilians/Settlers as well. | ||
+ | **You will need to install Faction Packs to gain access to a playable Liberator faction, as Conqueror does not currently include any (though might in the future). | ||
+ | *Adjusted the AI package for Ophelia during her scene in Shaw High School to reduce the likelihood of her getting stuck on the table she was using for cover. | ||
+ | |||
+ | ===Version 4.0.4a=== | ||
+ | **Updated the SS and WSFW version checks. <span style="color:green; font-variant: small-caps; float: right;">Released - 22 March 2019</span> | ||
+ | |||
+ | ===Version 4.0.4b=== | ||
+ | **Fixed an issue where most of your recruitment resources would be used up if you didn't have room in any of your Outposts for additional recruits. <span style="color:green; font-variant: small-caps; float: right;">Released - 22 March 2019</span> | ||
+ | |||
==Version 4.0.3== | ==Version 4.0.3== | ||
'''Ophelia's Toys''' <span style="color:green; font-variant: small-caps; float: right;">Released - 8 March 2019</span> | '''Ophelia's Toys''' <span style="color:green; font-variant: small-caps; float: right;">Released - 8 March 2019</span> | ||
Line 25: | Line 828: | ||
**Fixed an issue where Ophelia could get stuck in Shaw High School and would not continue her quest sequence. If you ran into this issue, return to her and clear out all of the Supermutants if she still isn't starting her scene (hint: the Library key is in the principal's office). <span style="color:green; font-variant: small-caps; float: right;">Released - 10 March 2018</span> | **Fixed an issue where Ophelia could get stuck in Shaw High School and would not continue her quest sequence. If you ran into this issue, return to her and clear out all of the Supermutants if she still isn't starting her scene (hint: the Library key is in the principal's office). <span style="color:green; font-variant: small-caps; float: right;">Released - 10 March 2018</span> | ||
===Version 4.0.3c=== | ===Version 4.0.3c=== | ||
− | *Makes several changes to support custom Faction Packs.<span style="color:green; font-variant: small-caps; float: right;">Released - 14 March | + | *Makes several changes to support custom Faction Packs.<span style="color:green; font-variant: small-caps; float: right;">Released - 14 March 2019</span> |
==Version 4.0.2== | ==Version 4.0.2== |
Latest revision as of 16:37, 28 August 2020
Contents
- 1 Version 4.2.9
- 2 Version 4.2.8
- 3 Version 4.2.7
- 4 Version 4.2.6
- 5 Version 4.2.5
- 6 Version 4.2.4
- 7 Version 4.2.3
- 8 Version 4.2.2
- 9 Version 4.2.1
- 10 Version 4.2.0
- 11 Version 4.1.7
- 12 Version 4.1.6
- 13 Version 4.1.5
- 14 Version 4.1.4
- 15 Version 4.1.3
- 16 Version 4.1.2
- 17 Version 4.1.1
- 18 Version 4.1.0
- 19 Version 4.0.10
- 20 Version 4.0.9
- 21 Version 4.0.8
- 22 Version 4.0.7
- 23 Version 4.0.6
- 24 Version 4.0.5
- 25 Version 4.0.4
- 26 Version 4.0.3
- 27 Version 4.0.2
- 28 Version 4.0.1
Version 4.2.9
All Your Base Are Belong to Us Released - 24 July 2020
- Fixed a bug where entering the USAF cell, after receiving the quest to visit Dakka, could cause any Personal Guards to be silently killed and removed from the game.
- Fixed a bug where player controlled NPCs could be silently killed and removed from the game if they happened to be too close to Saugus or Dunwich during the Into the Depths or Soliciting Saugus quests.
- The quest Room for Improvement will now count any previous Chem Yard building plans you already have in your main base.
- Pandora’s scouting system will no longer mess up the dialogue camera and her reports can now correctly be accessed via the Bounties option on the War Planner’s Desk.
- Assaults can now be targeted against and from Interior settlements, or between settlements in different worldspaces (ex. Attacking a Far Harbor settlement from the Commonwealth). For these, no distance checks are done. Non-interior settlements in the same worldspace must still be within the normal distance requirements.
- Warning: Assaulting an Interior settlement may cause some unintended behavior, or poor raid experiences as they likely are not configured with the appropriate attack points that other settlements are.
- Jammer and Ophelia each have a custom Interior Residential building plan that is unlocked after each first arrives at HQ. If you arrive at a settlement where they are using a residential interior plot that is not built or only level 1, they will switch to these building plans automatically.
- Personal Guards will no longer show the Exit Power Armor option when in Power Armor.
- All soldiers without the NoPowerArmorUse keyword will now have an additional power armor related option on the Manage Soldier menu.
- Assign Power Armor: This will enter command mode for the sake of assigning power armor ownership. The NPC will enter the power armor and be flagged as the owner. While the owner, whenever an assault starts, they will be snapped back into their power armor if they aren’t in it already.
- Unassign Power Armor: The NPC will exit the power armor and no longer be flagged as the owner.
- Fixed a bug with the NukaWorld Patch that would make a new game appear to be stuck. (In reality there was a debug message box that you couldn’t see to know you needed to click past)
- Fixed a bug where soldiers that lacked the appropriate salute animation would attempt to do anyway, warping their body.
Version 4.2.9a
- The quest Room for Improvement now correctly expects the Drug Den building plan instead of the Chem Yard industrial building plan.
- Fixed a bug where after a Hostile Takeover a settlement was no longer eligible to be retaken as a Vassal.
Version 4.2.8
The Motivation Stick Released - 3 July 2020
- Raids against player-controlled Outposts and Vassals are now calculated independently by faction. This means that if a player sets up outposts with multiple faction packs, each can be attacked periodically. Previously, there was a single timer limiting frequency across all. So for example, if the player controlled 2 different faction empires, each could potentially be attacked in the same day.
- Civilians and Settlers can now be moved out of Outposts into Vassals or normal settlements.
- To enable this ability craft a Motivation Stick from the War Planner’s Desk and equip it, then click the Move option on those NPCs outside of Workshop mode.
- Bodies from pre-conquered settlements that were assaulted should now be correctly cleared from the game world shortly after the cell unloads.
- Special Units being used as Personal Guards should now correctly be counted when setting up an assault.
- Fixed a bug that could cause recruitment to get stuck if you lacked enough recruitment resources for special units.
- Fixed a bug that could prevent attacks from occurring against your main base.
- Robots will now correctly be killable by assaulting forces. Previously, only the player could deliver the killing blow.
- Captive NPCs using the Slave Collar system should no longer turn on their captives temporarily when the player fast travels to a settlement they are in.
- Reduced distance Maul has to walk during the quest Burden to Bear to help better time his meeting up with Ophelia and the player.
- When a Vassal is captured, if Control Vassal Settlements is OFF (which is the default setting), that settlement will have its Involvement settings set to low. This will ensure that changed plot types will still upgrade over time, even if the settlement’s happiness falls due to needs not being met.
- Outpost Report now includes the current leader.
- Tweaked Bounty manager code slightly to attempt and fix an issue where Jammer would always tell the player a bounty was available, even when there wasn’t.
- Personal Guards will no longer loot and equip Super Mutant Behemoth boulders added by Super Mutant Redux.
- Triggering the assault system through Jammer’s dialogue will now correctly warn you if you have Personal Guards from another faction pack.
- Updated the sound files for many of Pandora’s voice which had reverb issues previously.
- Pandora now has a dialogue loop after all of the current live quests are complete, similar to the other characters. This opens up two new gameplay mechanics:
- Send a Scouting Party, which will mark random settlements as eligible raid targets.
- Soften a Target, which will take out a small number of turrets and/or guards right as an assault starts on that target.
- NPCs involved in occupying settlements, or spawned as defenders during assaults, should now be less likely to assault random domestic animals such as Brahmin and Rad Chickens.
- Fixed a bug in the NukaWorld patch file that could still cause Conqueror claimed outposts to be lost if you turned on the gangs.
- Companions should no longer attack Aiden during the final scene of the quest “Raucous Reconnoitering”.
- Fixed a bug where settlers that were actually Synths would not be handled correctly during an assault which could result in them turning on the player even when they otherwise should not (such as when being rescued by Liberator factions).
- Plots and other Sim Settlements items will now be unlocked immediately if using Conqueror at the start of a new game, they are locked in the base Sim Settlements to keep the mod dormant until you use it, but with Conqueror installed the mod is fully active from the get-go.
Version 4.2.7
Unleash the Code! Released - 6 June 2020
- Fixed an issue that would prevent a repeatable bounty from actually triggering follow-up quests.
- Modified the way faction building skins are applied so they are threaded while conquering a settlement, this should result in a faster turnaround time when taking over settlements that previously had faction skins.
- Fixed a bug where after receiving the quest “Tapped Out” from Jammer, if you spoke to him again it would immediately proceed with the main quest line without needing to actually complete that quest.
- Packed Raider’s City Planner Desk will now correctly deploy as that desk type instead of as the default desk.
- Squad commands should work more reliably on NPCs that were awaiting commands in an unloaded area.
- When a Liberator faction frees enslaved settlers, their collars will be removed shortly after they stand back up.
- The prebuild system will now warn the player if they don’t have any additional City Plans installed beyond any included with Conqueror (currently only the NukaWorld Red Rocket plan is included).
- Once Headless Gunman quest is started, if the player doesn’t have the materials to commence the quest, Ophelia will transition them to her main dialogue loop so players can still get access to side quests.
- If Ophelia ends up in combat while waiting for the player to meet her for the final stage of Headless Gunman she will now correctly return to her waiting position.
- Restored some missing Jammer idle lines.
- If version 1.0.9 or higher of Workshop Plus is installed, an extra option called Track Items will appear on the soldier menu to add a quest marker to all items the NPC is assigned to, activating this option again will turn them off.
- Fixed a bug that could prevent the scouting perk from working correctly.
Version 4.2.6
Canary in the Save File Released - 8 May 2020
- SoldierManager auto assignment code will now skip running if a previous call is still being handled. This will prevent an issue where a large queue of script calls get backed up if the an empire has a large number of unassigned people.
- Fixed a bug that could cause the base Sim Settlements autoassignment code to conflict with the Conqueror autoassignment code in Outposts.
- Fixed a bug that was only granting the worker production bonus to the first worker in each outpost.
- Fixed a bug that was causing resources to start 10 points higher than expected. This is related to the previously mentioned worker production bonus bug that was fixed. While this sounds like a nerf, the net result is a substantial buff if more than 3 workers total are used across all outposts.
- The Scouting perk will now be given as soon as the player activates the Raid board on a War Planner’s Desk in an Outpost. *Previously there were other under-the-hood requirements that would delay giving the perk in some cases.
- Fixed a bug when attacking settlements pre-conquered with the War Options would cause some of the enemy NPCs to only go to a downed state instead of being killable.
- Fixed a bug where attacking settlements that had a vanilla unique NPC in them (such as Abernathy Farm), the assault would become stuck even after killing all enemies. This issue would only affect a settlement controlled by a faction using the War Options system.
- Fixed a bug where pre-conquer enemies could wander far away from the settlement and make it nearly impossible to find them during an assault.
- Improved speed of City Plan prebuild system.
- Dramatically improved speed of capturing outposts and vassals. In most tests, the time was cut in half or more from the previous patch.
- Added quest to hook into the new Canary Save File Monitor mod for monitoring for data loss.
- Fixed a bug that could cause Special Units to have their custom gear replaced by the armory.
- Back to Work option from Town Meeting Gavel will now correctly work in Outposts.
- Updating Personal Guard settings from MCM will now correctly apply those changes to current Personal Guards. Previously those settings would only be applied if all guards were dismissed and reassigned as Personal Guards again.
Version 4.2.5
Rise of the Script Extender Released - 10 April 2020
- Prebuilt city plans will now attempt to use building plan skins and VIPs as defined by the original city plan designers if installed.
- Note that Skins and VIPs have not been recorded in City Plans up to this point, it is a new feature added in 4.2.5, any future city plans, or updates to existing will allow this feature to function.
- War Planner’s Desks placed by City Plans should no longer trigger the convert to outpost message automatically. To access this option again, activate the map on the desk.
- Fixed a bug that would prevent mod added settlements from working with the prebuild system if more than 51 settlements were detected total.
- Fixed a bug that could cause duplicate settlement records to show up during the prebuild selection.
Version 4.2.4
Color by Faction Released - 20 March 2020
- Naming the gang scene will no longer occur during triggered dialogue events.
- Warning about no warriors or guards being at an outpost, will no longer occur when taking an Outpost if non-Personal Guards survive the assault as they will be moved in shortly after.
- Fixed a bug where the first group of soldiers spawned would fail to be recorded correctly in Conqueror’s data stores, which could prevent them from working correctly.
- Fixed a bug where special units that cost below 100 resources could not be recruited unless the faction had at least 100 resources available.
- [Faction Pack Authors] Added a new script “SimSettlements:FactionPackHelpers:WorkshopObjectSpecialUnitSpawner”. This can be added to an object meant for the player to build in workshop mode and will spawn, queue, or become a special unit.
- The script includes a number of options for configuring behavior, read the descriptions in the Creation Kit for each property to see how they work.
- If the object is built in a settlement NOT controlled by the corresponding special unit faction, the special unit will not be spawned.
- If the faction lacks enough Wages/Rations/Equipment but has enough recruitment resources, the special unit will be queued instead of spawned.
- Fixed a bug where Pandora’s Gambit quest could be triggered by running through the area the main scene occurs before the appropriate objective to go there is given.
- Reduced the upper-left corner notification spam that occurs during the startup wizard of Conqueror’s prebuild.
- When attempting to start a raid, if lacking at least 5 warriors, the message will say More Warriors Needed instead of Not Enough Attackers. If the player controls less than 5 soldiers total, it will instead say Not Enough Soldiers.
- This was done to help make it clearer that the player needs to assign more soldiers the Warrior role.
- The first time this occurs, a pop-up will explain that only the warrior role can be used for assaults and suggest changing soldier roles.
- Added Abandon Vassal option to the Manage Empire menu on the War Planner’s Desk in a Vassal. This will allow for releasing a Vassal from a faction’s control and converting it back to a normal settlement.
- Jammer now offers the Drumlin Diner side quest after Show Me The Goods starts which should make it more likely players are actually given a chance to do the quest for Jammer.
- Previously, this would only occur if you finished Show Me The Goods without dealing with the Drumlin situation, which was a poorly chosen order given the fact that you pass Drumlin on your way to complete Show Me The Goods.
- If you have killed all 3 of the raider bosses before turning in Show Me The Goods, Jammer will now acknowledge it and skip right to the raiding portion.
- This is not meant to be a shortcut, just an immersive acknowledgement of things already completed. You will not get the individual quests to do so, nor the XP associated with them.
- If any of the 3 raider bosses Jammer normally sends you to kill are already dead, but not all 3, he will acknowledge the kill without sending you on the corresponding objective.
- Due to the way things are paced out, if Tower Tom is already dead, it makes introducing Willie One-Eye not fit at this point and so you’ll need to find out about him through the Bounty Board after capturing the first settlement and setting up the War Planner’s Desk.
- Added several missing lines of dialogue from Jammer that are meant to occur at various locations during the quests he’s traveling.
- The quests Pounding the Pavement and Burden to Bear will delay themselves if a dialogue event is in progress.
- This will prevent an issue where a key character for a quest scene was busy doing something else preventing the quest from playing out as expected. This was especially problematic for Burden to Bear as Ophelia would fail to show up and allow the quest to proceed under some of these circumstances.
- Fixed an issue with Jammer where the various points in the early quests where players had an opportunity to decline his offers and get him to go hostile weren’t functioning correctly.
- Soldiers recruited at a settlement with an Armory will now immediately be given their appropriate gear, rather than needing to wait until their first assault.
- Increased XP gains for Personal Guards by about 35%. This may receive additional tweaks in the future as additional feedback comes in.
- The goal is to ensure the risk of taking mortal soldiers is worthwhile, while avoiding making it too easy to power level a squad of soldiers.
- Ambush markers will no longer be counted as beds when the City Plan prebuild code is determining how many settlers to populate with.
- Fixed a bug that would have prevented auto-applied faction building skins from being automatically removed after another faction took control of an Outpost/Vassal.
- Vassal settlement flags can now be controlled from the City Planner’s or War Planner’s desk in that settlement.
Version 4.2.3
The Final Revolution Released - 21 February 2020
- Squad commands will now be cleared if the area they were given in unloads. This will prevent issues where NPCs added to a squad after a command was last given would run towards that command point even if it was far from where the player is currently.
- Dismissing all members of a squad will now correctly clear the tracking of that squad faction so that another faction’s NPCs may be used as Personal Guards instead.
- This will allow players running multiple faction empires to switch between which faction’s guards they are using.
- Personal Guards are now immune to radiation.
- This will prevent an issue where rads build up and eventually kill off the guards since they are mortal.
- Personal Guard slots are now correctly given every 10 levels instead of every 20. The pop-up explanation has been corrected as well.
- Autoloot Controls are now correctly available in the City Manager holotape.
- Fixed a bug that could cause enemy corpses killed by you or your companions to remain permanently in the world.
- If you had this issue, shortly after your next combat the alias persisting those corpses will be cleared.
Version 4.2.2
Me and the Boys Released - 31 January 2020
- Factions will no longer ever be used against themselves during assault/defensive raids.
- [Faction Pack Authors] Leaving both Friend and Enemy lists blank will now be the equivalent of telling Conqueror you’d like absolutely everyone to be a potential enemy to your faction. The exception is with liberator factions, which won’t attack one another without being explicitly added to a faction’s enemy list.
- After assigning them a new role, Soldiers will now play a quick animation, and if configured with an appropriate topic they will say it.
- [Faction Pack Authors] You can override this animation, it is called OverrideSalute under a new SquadSettings section of your Faction Control Data object.
- [Faction Pack Authors] If you have custom voiced NPCs, you can set up a custom dialogue entry on the Player Dialogue tab set to the keyword WorkshopParentAssignConfirmTopicType. You can see an example of how to set this up on kgConq_Dialogue_Raiders.
- The Soldier Manage menu will no longer pop-up immediately again if you successfully change roles or outposts for a soldier. Instead, Conqueror will assume that’s all you wanted to do. Most other actions in the menu will still pop-up the menu again to allow you to further configure without a second activation.
- This change was made because those actions can occasionally take a while and it’s not very intuitive when the menu pops up again after you’ve already moved away from the soldier.
- When changing Outposts via the Soldier Manager, the available Outposts will now only be those from the faction the NPC is from. This should fix an issue where if you were running multiple faction empires you could send soldiers between them and then those soldiers would become unusable.
- Pandora should now correctly be immune to Fall Damage during her intro scene.
- Soldier management menu now requires you to be fairly close to your soldier for it to become active.
- This will make it less likely you accidentally activate it when ordering your squads.
- Added Personal Guard system. This allows you to take a group of your faction’s soldiers with you as companions. This is a highly detailed system with lots of options defined in the new Personal Guards section of the holotape/MCM.
- To recruit a Personal Guard, use the alternate activation menu on any of your faction soldiers, at the bottom you will find a new option called Add to Squad (the Personal Guards system is the first part of a much larger planned squad command system - hence the name of this option).
- Personal Guards will gain experience alongside you toward their rank-ups. Unlike Training Yards, Personal Guards can rank up all the way to max rank while traveling with you.
- By default you may have 3 personal guards at a time, with an additional slot opening up every 20 levels (ie at level 20 you can have 4 guards, level 40 you can have 5 guards, etc). This number is also increased by each rank you have in the Inspirational Perk.
- Personal Guards are mortal. This can be disabled. To help reduce senseless deaths from bad teleporting/pathing, they are made immune to fall damage.
- Personal Guards will automatically loot kills you, they, or your companions make. They will take chems, grenades, ammo, and bottle caps, the looting occurs about 15 seconds after combat stops and attempts to distribute around them evenly - if each guard has a unique ammo type it will prioritize giving that ammo type to that guard. You may disable any or all of these autoloot options.
- Personal Guards and those that have been killed can be tracked in your Pipboy (so you can locate them when they wander off, or find their bodies and reclaim their gear). This tracking can be disabled to hide this quest entry.
- Personal Guards can be dismissed from anywhere and they will make their way back to their home Outpost.
- Personal Guards can be controlled just like a companion, issuing commands by activating them to tell them where to go, to Stay, Follow, etc.
- A balancing option is available called Personal Guards Split Your XP. This reduces your XP from kills based on the number of Personal Guards you are traveling with, the idea is they are making the game easier and therefore you should gain less experience. This is disabled by default.
- A balancing option is available called Personal Guards Use Ammo. This makes Personal Guards consume ammunition like you do so that you will have to keep them stocked. This is disabled by default.
- Personal Guards do not provide any benefits to your empire scores, such as Control. They also still require their typical Wages/Rations/Equipment.
- Personal Guards will come with you during Assaults unless you dismiss them before setting up the Assault, and therefore are counted towards your max if you initiate an assault with any in your party. If you dismiss them after you trigger an Assault, they will automatically be sent to the battlefield with everyone else (this is to prevent an issue where if you started an assault with only your personal guards and then dismissed them all that you would automatically fail the assault).
- When a Personal Guard dies, the Outpost they were last stationed at will suffer a Morale penalty the same way a death during a raid or assault does. This is the equivalent of one additional soldier dying in the latest raid or assault. Just like a death during a raid or assault, the penalty remains until the next Assault or Raid involving that Outpost. A Cemetery type recreational building plan will reduce this penalty.
- Both normal and Special Units may be used as Personal Guards - though Special Units do not have ranks and so do not gain XP, though they will still reduce your XP from kills if you have that balance option enabled.
- When returning to an Outpost matching the faction of your Personal Guards, if an Armory is found, your Personal Guards will update their equipment to match their rank based on the Armory level - the same way your soldiers will equip at the start of a raid based on rank and armory level.
- [Faction Pack Authors] There is a new property called bAllowAsPersonalGuard in the FactionUnitData object that configures your Special Unit so that you can prevent certain unit types from being Personal Guards. For example, Vertibirds should probably not be Personal Guards. Additional options will be added to this system in the future for you to control.
- Rearranged Conqueror section of the City Manager holotape so that Conqueror now leads to a series of submenus to organize those options.
- [MCM Users] Conqueror now has it's own section with subsections to match the holotape.
- You will now be warned if you capture an Outpost or Vassal and your settings result in no Guards or Warriors being automatically assigned.
- This is much more likely to happen when using the Personal Guards system as they will participate in the assaults but will never be auto-moved to the new location.
- Fixed a bug where winning the fist fight against the raider gang would never result in your recruiting them.
- Added 2 new craftable items at the War Planner’s Desk called the Squad Command Menu and Squad Command Mode. These are items you are meant to favorite to bring up either the control mode or a menu for ordering your Personal Guards. (For MCM users on PC, you can do all of the things this offers via MCM and some of them can even be hot-keyed for more fluid action in-game).
- Squad Command Mode goes directly into command mode as if controlling a companion, except that all of your personal guards (and companions if you have that option enabled) react together to the commands.
- Squad Command Menu brings up a menu of options to control/configure your Personal Guards. This will be expanded in the future, but for now the menu includes the following: Rally to Me - this makes the squad run to your current position, and then shortly after will follow you again; Hold Position - this makes the squad stop what they are doing and stay put until you issue them another command; After Commands - this lets you change whether your squad should follow you after completing their command, or wait there for additional commands; Follow Distance - this allows you to change the distance the squad will follow you; Aggression - this allows you to change how the squad reacts to enemies nearby; Movement - this allows you to set what your squad should do between commands, currently the options are Follow or Hold Position.
- Squad Commands work a little differently than individual commands, because when you leave the issue command mode by pressing your cancel button they will still finish that command - unlike in vanilla where canceling out of the mod cancels the command. This allows you to quickly issue a command and then exit the mode and get back to combat or your own movement, without worrying that your squad is just following you again.
- An additional setting is available in the Conqueror options under Personal Guards to make your companions and other follower type NPCs from outside Conqueror also react to the Squad Commands so that you can treat your entire group like one unit without having to issue commands to each NPC individually.
- Soldier menu option will no longer appear as an activation option during combat. This will ensure the Stimpak option becomes available when appropriate.
- Re-conditioned several of Jammer’s dialogue lines so that killing the raider gang leaders before getting the quests to do so doesn’t cause any issues.
- Using the Enslave command from Conqueror slave collars will now correctly trigger the Shock Collar option for the Nuka World quests when used on the appropriate NPC for those quests.
- [Framework Only Version] Put in additional checks to ensure Jammer does not appear. If he is still appearing, this is almost certainly due to a mod conflict - he currently starts in a holding cell and is only moved into position if a global called kgConq_FrameworkOnlyVersion is set to 0 (for the Framework edition, this is set to 1).
- Fixed a bug in Workshop Framework that could prevent certain assaults from completing correctly.
- After installing the latest version any assaults that were stuck should complete within a minute or two.
- Added “Description” option when choosing to recruit Special Units from the menu which will show a description of what the Special Unit does.
- This will require updates by Faction Pack authors for the option to appear for their units.
- [NukaWorld Players] The optional NukaWorld patch should now prevent completing Open Season from dismantling all Conqueror empires.
- [NukaWorld Players] Shank should now allow you to raid settlements controlled by Conqueror factions - including those set up by the War Options at the start of the game.
- Fixed a bug that would cause Civilians spawned during setup to always ally with the occupying faction if War Options were used. This would cause them to turn on the player even if the occupying faction was a Conqueror (which should normally cause those NPCs to ally with the player or flee).
- Attempted to fix the feature that would make settlers use the thankful dialogue after being rescued from Conquerors by a Liberator faction.
- Fixed a bug that could cause new NPCs to spawn immediately after an assault on a settlement, these NPCs would be hostile to the player and killing them could then cause the other NPCs in the settlement to also become aggressive.
Version 4.2.1
Sharpshooters Released - 3 January 2020
- Fixed the compression with a pair of sound files so they will play correctly on Xbox.
- Fixed an issue that could cause Brutus’ intro to replay every time you spoke to him.
- Fixed a bug in the quest Raucous Reconnoitering where Aiden’s minutemen would never become hostile to the player unless the player attacked one of them.
- Fixed a bug where plot turrets could turn on the occupying NPCs if the War Options were used.
- Fixed a bug where the dialogue camera would fail to stop when talking to Ophelia about her suspicions after the quest Wheels Within Wheels.
- Jammer and Maul will no longer engage in random combat leading up to the main scene in the quest Pandora’s Gambit.
- Jammer will now be teleported to the appropriate scene location after the first time the player returns to HQ after Pandora’s Gambit. This will make it less likely AI pathing can interfere with this scene starting as the other characters are already configured to teleport into place when the player approaches Jammer while he is standing near his scene marker.
- Adjusted Ophelia’s AI package during the first sequence at HQ after the quest Bottleneck Blues so that it’s less likely bad positioning in the settlement prevents her from reaching her scene marker.
- Fixed an issue between Pandora’s Gambit and Wheels Within Wheels where Jammer could end up traveling back to his location in the final scene of Pandora’s Gambit.
- Attempted to fix a bug where the raider Sarah would not be recruitable from Drumlin Diner if you initially declined her offer at HQ. If you had experienced this issue, head to Drumlin to speak to her and you should receive the dialogue options again so you can choose to accept her help.
- Killing an enslaved NPC with the detonate option should no longer trigger other NPCs in the settlement to turn on the player.
- Modified the quest Quantum Quarry Quandry to attempt to eliminate a bug where random raiders outside of the quarry, such as the edges of Concord, are included in the quest objectives.
- Made some adjustments to the final scene in the quest No Quarter for the Wicked to make it less likely that the radio box is not in the correct location (which makes the scene hard to follow).
- Fixed an issue where losing a lot of gang members during the first defense quest against the Gunners would prevent Jammer’s quest from proceeding immediately (it would previously require speaking to him once and then sleeping 24 hours).
- Improved Brawl recruitment from during and after the Kingpin perk is acquired.
- Other raiders will now gather around and occasionally cheer during the brawl.
- After knocking out the leader, you’ll need to speak to them to trigger the pop-up to send the gang to one of your outposts. (Previously the pop-up came up without the NPC speaking their line.)
- Jammer no longer refers to “Slag” if he is already dead leading up to the quest Soliciting Saugus.
- Minutemen Sharpshooters will now start appearing in Minutemen attacks on HQ after their first appearance during Soliciting Saugus.
- Minutemen Sharpshooter units now do substantially more damage with rifles and have a 15% chance to apply a knockdown effect when they hit.
- These changes should make this unit what it was intended to be, which is a high priority target that could devastate the player’s gang if left unchecked for long.
- Finishing Willie One-Eye’s side questline now grants the “Eye in the Sky” perk.
- This perk causes Willie to occasionally snipe enemies that get too close to you when you are in the same general area as him.
- If you had previously completed his quests, you will be granted the perk as soon as you load your game after this patch.
- Added dialogue cameras to several of Willie One-Eye’s interactions.
Version 4.2.0
War, War Always Changes Released - 13 December 2019
- Fixed a bug where Hostile Takeovers would cause a settlement flag to be dropped wherever the player was standing at the moment it occurred.
- The Your Gang faction will no longer be used as attackers and defenders during raids and assaults. Instead a generic raider gang faction will be used. This was always supposed to be this way, but a bug in the configuration would sometimes cause the incorrect faction to be used.
- If you use a Liberator faction to attack another Liberator faction, the settlers will side with their current occupants (meaning they will fight against you in assaults).
- Added War Options to City Plan startup Wizard.
- This will allow you to start any number of settlements pre-conquered by a faction.
- The goal of this is two-fold: 1. Provides additional variety in the way the game world starts out to make exploring more interesting. 2. For players engaging in the assault mechanics of Conqueror, it ensures your scouting is more meaningful as you’ll get an actual view of which factions you’ll be dealing with when you attack.
- You can take over the settlements from them in 3 ways: Killing all of the NPCs, using the Conqueror assault system, or doing appropriate vanilla quests that ally a settlement to you. Note that if a settlement was locked behind a vanilla quest, killing all of the NPCs does not bypass those quest requirements.
- Turning on this system will unlock a number of options to determine which settlements and factions are used.
- Any Faction Packs you have installed will be available for this purpose, so long as they have their faction configured to be used as NPC Defenders or Attackers.
- By default, any Factions with quest-based requirements will not be used, but this can be overridden in the options.
- By default, only settlements with City Plans available will be used, and only if the settlement doesn’t have any known quests associated with it. This was to reduce the likelihood of someone accepting the default options running into issues. Settlements without City Plans can still be used by adding them to the selection from the options.
- Settlers will automatically ally with Liberator factions but will be considered captives/hostages to Conquerors.
- Liberators will be neutral towards you while Conquerors will be aggressive. There are options to override this behavior and choose whether each is Neutral or Aggressive by default.
- All spawned guard NPCs will belong to their vanilla factions, if applicable, and therefore should act the same way to you as other members of those factions. So if you make enemies with a particular faction, the NPCs in settlements they pre-conquered should become your enemy as well.
- The spawned guards are not of the settler type, and so cannot be taken Captive, nor will they work as Vassal civilians. Which means that attempting to use Establish Vassal or Establish Outpost and Take Captives will only keep the settlers alive, not the pre-spawned guards. (This is a limitation we’ll likely overcome in the future as the capabilities of Workshop Framework are expanded.)
- This system works independent of the pre-built City Plans, so you can setup Factions to control the settlements as is without using City Plans. To do so, simply remove all of the settlements or City Plans from the Pick Settlements/City Plans option which you can access from the top most menu.
- [Faction Pack Authors] This new system makes some of the fields you may have ignored prior- more useful. Below are some of the properties and how they impact the system.
- CivilianForm/SettlerForm: If these are configured, they will override the default NPCs that are spawned when City Plans are used as well as your faction during startup. This means that if you would like to see your faction only have their members, you could fill these out with a version of your guard NPCs but with the WorkshopNPCScript added. Or if you leave them blank, like we’ve done with the default Raiders and Minutemen, then the normal NPCs will still be spawned (for Raiders/Conquerors as Captives for Minutemen/Liberators as Civilians being defended).
- CaptiveOutfit: If this is configured, the Civilians/Settlers will be made into captives and put to work. If not configured, the Civilians/Settlers will be hostages. For example, the raiders have a slave outfit configured, but for something like Supermutants, it might make more sense for them to be hostages.
- Decorations/Flags: These will be used immediately and can help sell the look of the settlements as if they are controlled by that faction in more than just troop presence.
- Changed the text of the pop-up message on a new save to “Would you like settlements to act as independent cities and faction outposts?”.
Version 4.1.7
The Commander's Toolkit Released - 22 November 2019
- Added tracking system for different NPC types in Outposts and Vassals.
- You can access these settings in the City Manager Holotape under Tools > Tracking - Soldiers as well as in MCM under Conqueror Tracking.
- Using this, you can mark any combination of NPC types to have them show up with quest objective markers.
- Fixed a bug that could sometimes cause Civilians to be counted towards other soldier role types.
- [Faction Pack Authors] Added new Role called Leadership. NPCs with leader cards, or that have the kgSIM_Tag_LeadershipActor keyword added will be added to this role when living at an Outpost or Vassal.
- This role is not assignable by the player.
- Leadership NPCs will count towards the Civilian population as far as needs are concerned, but will not flee during defensive raids in a Conqueror-type faction controlled Outpost (which is what Civilians will do).
- This role will be expanded in the future to alter gameplay in other ways.
- When the Town Meeting Gavel is used to call the Gather Around option in an Outpost or Vassal, you will be presented a second menu to gather everyone, or specific soldiers based on role or rank.
- Note this only grabs the soldiers housed at that settlement.
- Fixed a bug that could cause Headless Guman quest to advance before you had turned in all items, which would then break the follow-up scene if you had not yet captured a Gunner.
- Added additional male raider voice to the pool. We now officially have more voices than NukaWorld!
- Fixed conditions on several raider dialogue idle lines so your gang members can now comment on shortages in Wages, Rations, and Equipment; as well as if your recruitment resources get below 500 or your Warrior count gets below 15 (ie. the resources needed for full recruitment in a day and number of warriors needed for a full assault squad).
- Capturing an Outpost with the “and Take Captives” option will now unassign all captives from defense objects and replace them with any Warriors moving in - in the same way taking a Vassal settlement does.
- Fixed a bug in the quest Unwelcome Guests where a second scene would fail to play if Ophelia didn’t get close enough to Jammer after the battle.
- Fixed aggression setting on the new Raider leaders that were introduced with patch 4.1.5, so that they will now engage with enemies without having to be shot first.
- Fixed a bug as Unwelcome Guests is starting up, but before the initial scene where activating Ophelia could force you into 3rd person and lock most of your controls until you forced yourself back into 1st person.
- Unwelcome Guests and Burden To Bear now use our scene repeater system to ensure that if a raid or other enemy attack occurs during the important scenes that advance the quest, they will attempt to restart.
- Cleared out several cases where Conqueror raiders were still being assigned Nukaworld voices instead of using the new ones we provided.
- Fixed an AI package that would frequently cause NPCs to wander away during important scenes.
- This was likely the culprit causing scenes during the quest Burden to Bear to become screwed up.
- Fixed a bug that would prevent the impostor raiders from being renamed once identified.
- Fixed a bug that could cause groups of recruitable raiders to pile up in large numbers.
- Fixed a bug that could cause groups of recruitable raiders to stop responding with dialogue, making them unrecruitable.
- Outposts and Vassals now have a minimum required control score of 50 (this can be satisfied with a single guard). This is to ensure that even settlements without any production plots still require a presence to maintain control of.
- Fixed a scene between Jammer and Ophelia that would normally occur shortly after completing the Wall Buster quest that could get stuck due to positioning issues.
- After all components are collected, and Gunner sent, Ophelia will now have a quest objective on her during Headless Gunman to help you find wherever she is within your HQ.
- The quest Blast From the Past now has a 30 second timer on start. If the scout cannot find his way to Jammer in that time, he will be teleported to him to ensure the quest can start even in a complicated settlement design.
- Blast From the Past dialogue will now trigger the dialogue camera immediately, instead of waiting for Jammer to acknowledge your presence. This should make it less likely you accidentally walk away and break the scene once it starts if you didn’t happen to overhear them start talking.
- Jammer will now run to his scene markers during the search phases of Blast From the Past so you don’t have to wait as long for him to try and path into position.
- Raider farm unlock will now wait until you have finished conversation with Jammer after turning in the first Vassal quest, rather than popping up overtop of his dialogue.
- If you know of any other points in the questline where a pop-up happens over top of dialogue, please contact kinggath to get this resolved as we now have a simple way to do so.
- Flagged a scene where a raider complains to Jammer about farming as an event. This will ensure no other quests or events fire at the same time as it’s still running.
- Putting a captive to work will now show that as the confirmation message on the settlement select screen. **Previously it would show “Confirm Guard Duty?” as the text.
- Rebuilt the collision and navmesh for the 2x2 Martial building plan “[CQ] Blockade by Cpt.COOTS”.
- NPCs should no longer attempt to equip specific weapons while working the Blockade or Shooting Range building plans in Conqueror. This should prevent undressing them, which could happen if they lacked an appropriate outfit record assignment (usually would occur due to mods messing with leveled lists incorrectly).
- The Manage Empire menu on War Planner’s Desks in Vassal settlements can now be used to assign/dismiss Commanders and view settlement reports.
- Starting a new City Plan will now clear any Faction Decorations placed due to Conqueror.
- Altered the code used to bring back Warriors after a Vassal assault to make it less likely they are dropped from the sky.
- Companion combat is stopped when you attempt to enslave an NPC so they don’t kill the NPC.
- Fixed the objectives on “A Contradiction in Jurisdiction” so they should work correctly regardless of whether or not you had already drained the quarry.
- Fixed a bug where after a Hostile Takeover, the player would immediately be given control over the settlement again.
- Conqueror factions can now directly establish an Outpost in a settlement if all current residents are already members of that faction, without the need for an Assault (simply use a War Planner’s desk map in that settlement).
- Message confirming your commander was assigned will now correctly refer to them as a Commander when assigned to lead a Vassal or Outpost.
- Removed several debug pop-ups that made it into release by mistake.
- Fixed a bug where the armory would not equip outfits after the armory exceeded level 1.
- Fixed a bug in Bottleneck Blues where Ophelia wouldn’t show up at the first blockade unless the player fast-traveled far enough away from her and also not too close to the meeting point.
- The quest Bottleneck Blues will now try and handle the scene at the end in a better way for players in Power Armor.
- Fixed an issue that could prevent certain Special Units from showing up for assaults.
- Special Unit numbers will now be corrected periodically in the background. These could become out of sync due to deaths not being detected correctly and thus the system could report that you had too many available.
Version 4.1.7a
- Fixes a bug that could cause Jammer to get stuck in a "This person is busy." loop forever. Will resolve itself shortly after getting near him. If it doesn't, try sleeping for 24 hours in another cell and then return to your HQ.
Version 4.1.6
Pandora's Box Released - 1 November 2019
- Jammer’s questline continues! If you’re caught up with the content up to this point, and have at least 10 settlements controlled by Jammer’s gang, the next time you arrive at HQ, a conversation between Jammer and Ophelia should start up the next round of quests.
- Removed a debug message that would pop-up when using the City Plan startup code.
- Fixed Rook and Skeezit’s Outfit records. They were previously using outfit records for other characters which could cause them to be changed if other mods altered those records.
- Flagged many of the Conqueror quest NPCs as essential, as we’ve begun work on expanding many of their quest lines and don’t want you guys missing out on content due to a stray bullet…
- Added a new event to the Soldier Manager quest “PlayerChangedNPCRole” which will fire whenever the player manually changes the role of an NPC in an Outpost/Vassal.
- Adjusted configuration of the random recruitable raiders event to prevent them from being interrupted before the player can complete them if the player is in the area but hasn’t spoken to them yet.
- Fixed a bug that could cause one of the new Commander NPCs introductions to conflict with a scene in Conqueror’s questline.
- Jammer and Ophelia will periodically comment that a new bounty is available at the board when you approach them so you don’t forget to check for new quests.
- Added several pop-up messages to explain various Conqueror mechanics introduced with patch 4.1.0.
- Added several new scenes with Jammer and recruits to explain some of the Conqueror mechanics introduced with patch 4.1.0 in an immersive way.
- Patrolling soldiers between the same settlements will now attempt to group up instead of travel individually. This Grouping is triggered each time you arrive at a settlement, so may take a little while before all of the groups are fully synced up.
- Special flavor and informational scenes from Jammer’s questline that playout at HQ are now prioritized higher so that you will be more likely to see them when they are relevant to that point in the main story. Previously, they could happen at any time after the appropriate quests were completed, even if they were no longer relevant to the story.
- Fixed a bug that could cause the Ms Nanny from Jammer’s questline to remain dormant forever.
- Fixed a bug in Maul’s AI package that could cause him to stop interacting with anything at HQ and just stand around with his weapon equipped.
Version 4.1.5
Rise of the Commanders Released - 11 October 2019
- Altered code by City Plan startup system to improve the speed of stage 4 by about 25%.
- Fixed the Soldier Follow setting in MCM.
- Added new Commanders functionality.
- Commanders are similar to the Leaders system introduced with Rise of the Commonwealth, but allow you to assign certain NPCs to manage Outposts and Vassals in order to gain benefits.
- The benefits provided by commanders are generally all focused on the Conqueror mechanics.
- Added new Commander options for all vanilla and DLC companions. Each companion has a unique set of traits to give you benefits in your Outposts or Vassals when you aren’t traveling with them.
- [Addon Pack Authors] A toolkit update to the Faction Leader’s Toolkit explains how to configure any unique NPC to act as a Commander.
- Added new options to the War Planner’s Desk - Manager Empire menu: “Assign Commander” and “Dismiss Commander”.
- Assign Commander: This will present a list of your faction’s controlled settlements, after selecting one, you will be presented with the Leader assign option for that settlement. This is functionally identical to the version on the City Planner’s Desk, except this will only display Outpost specific leaders aka Commanders.
- Dismiss Commander: This will present a list of your faction’s controlled settlements, after selecting one, the leader/commander will be dismissed there. This is functionally identical to the version on the City Planner’s Desk.
- Jammer will now be automatically restored to the main outpost leader role for your gang if he is unassigned.
- Fixed several of the custom raider voice lines that had been conditioned incorrectly and therefore would never have been spoken.
- Added additional female raider voice to the pool. (Welcome Melissa Sheldon to the project!)
- Restored several missing combat dialogue lines from Bedlam.
- Fixed a bug that could cause Jammer and the Scout’s conversation that trigger the quest Blast From the Past to get stuck.
- Removed a debug message that was mistakenly left in from the previous patch when you started some assaults.
- Added new keyword “kgConq_PreventAutoAddToAssault”, this will prevent an NPC from being selected for assaults.
- Added this keyword to Jammer, Ophelia, Maul, and Ms Nanny to prevent a bug from occurring where they could be brought to a raid if not enough Warriors were found.
- Added several new unique NPCs that will approach and introduce themselves to you over time as you proceed through Jammer’s questline. These NPCs are recruitable and can be assigned as Commanders to your Outposts/Vassals.
- If you have at least 3 settlements captured for Jammer’s gang, the next time you arrive at HQ, a scene should start with Jammer and a random Raider Recruit to introduce you to the concept of the “Underbosses” and give you access to one of them right away.
- Fixed a bug that could cause various soldiers to be flagged as Workers until you changed them back to another role.
- Fixed a texture issue on the Buzz Off building plan that would occur if you didn’t own Nukaworld.
- Fixed a texture issue on the Chem Yard building plan that would occur if you didn’t own Nukaworld. (Refresh the plot to fix this issue in your game if it was affecting you).
- Removed a lens flare light from the Chem Yard building plan. (Refresh the plot to reflect the update)
- Added new subplot type for Recreational plots: Training Yard.
- This new subtype causes the assigned soldier and any warriors without assignment in an Outpost to slowly gain experience towards their next rank to a max of rank 3.
- The Shooting Range building plan from Conqueror is now flagged as a Training Yard.
- Conqueror will attempt to auto-update any existing Training Yards to apply the new benefit, if you find that your assigned soldier or other unassigned warriors in those Outposts are not gaining experience, change the building plan back and forth or scrap the plot and rebuild it to ensure the new Training tag is accepted.
- Soldiers will now stop running around panicked shortly after a raid has completed on an Outpost/Vassal instead of staying in that state until you return.
- Fixed a bug that could cause the quest Rite of Succession to fail to start after the completion of Into the Depths, leaving everything stuck.
- If you experienced this bug, either roll back to before you completed Into the Depths, or if you left all of the characters in position at the top of the Quarry, you can return to them and use the console command: startquest kgConq_MMC13_RiteofSuccession which will attempt to resume things where you left off.
Version 4.1.4
Liberation Immersification Released - 20 September 2019
- Changed the message that appears when trying to convert a settlement to an Outpost and all Faction Packs are unusable to explain what’s happening.
- For example, if you attempt to claim a settlement with settlers living it in and only have a Conqueror faction available - it will remind you that you can only claim empty settlements for them, and additional must be claimed through an assault.
- Fixed several issues that could cause log spam in non-Outpost/non-Vassal settlements.
- The Gunners are no longer flagged as a Liberator in the non-playable faction data. This means they will correctly bound the settlers when a Liberator faction assaults that settlement.
- Assaults by Liberator factions will no longer seed settlements with other Liberator factions unless they are explicitly declared as an enemy to that faction by the Faction pack.
- Settlers should now always be correctly bound during a Liberator assault against a Conqueror faction, this should eliminate an issue where the settlers would sometimes turn on their would-be rescuers in the middle of the assault.
- Liberator factions will no longer cause the settlers to speak aggressively towards them as if they are invaders/raiders.
- After freeing the settlers via an Assault with a Liberator faction, the settlers will be grateful, with a chance of using similar dialogue lines to when you return for a vanilla attack to help defend them or when you complete a Minutemen Radiant quest.
- If you already agreed to help Preston to rebuild the Minutemen, you will occasionally get responses about the Minutemen, even if you used a different Liberator faction to free them. Resolving this would require multiple vanilla edits and therefore won’t be done in Conqueror - anyone looking to make this edit, such as a Faction pack author, the dialogue lines can be found on the Misc tab of the WorkshopParent quest.
- Once you find the two offending lines, add two conditions to each as follows:
- Condition Function: “HasKeyword”
- Parameters: WorkshopType02 (the other condition will be identical accept that you will select WorkshopType02Vassal instead here)
- Comparison: ==
- Value: 0.0
- Run On: Linked Ref
- Dropdown next to Run On: WorkshopItemKeyword
- Adding these 2 conditions will prevent those lines from playing in settlements taken by the Conqueror system.
- Settlers freed via an assault will now be converted back to the Civilian type in the Conqueror HUD/Settlement Reports at the end of the assault.
- [Xbox Players] If you are not playing through, or planning on playing through, the Raider questline with your character, you can install the Conqueror Framework Edition, available through the Work-in-Progress section, this has all assets stripped from the mod. The only things remaining are the scripts necessary to handle running Faction Pack raids, and the new plot buildings that are not raider questline exclusive. All characters, custom voice files, custom armor, equipment, weapons, and other things introduced via Jammer’s quests are removed.
- If you are already fairly far into that questline, you should not switch to this version - or you may end up with crashes as any characters spawned in the game, or items in your inventory, that use art whose assets were removed could cause your game to crash.
- Note: As additional plot types and features are introduced, this file will still grow between versions, but will always be substantially smaller than the version with the quest content.
- [Nukaworld Patch] Released optional Nukaworld patch. This currently just prevents Outposts/Vassals that are not controlled by the Nukaworld gangs from sending tributes to Nukaworld.
- In the future, this patch will resolve other conflicting or odd behaviors to occur with Conqueror Outposts/Vassals due to Nukaworld. If you have specific requests in this regard, please post them on the SimSettlements.com forums.
- Made tweak to bounty system to prevent the Jamaica Plain bounty from coming up multiple times.
- Fixed a bug that could prevent repeatable bounties from showing up.
- Unique settlers should now correctly be detected by Conqueror when preparing assaults, this should result in them acting correctly - such as being bound or fleeing when the assault calls for it.
- If those NPCs have a higher priority AI package from a quest they are a part of, for example Preston’s group of survivors, they may ignore AI packages - but should still correctly be non-aggressive in those circumstances.
- Added a stack trace to the papyrus log whenever an NPC is converted to the Worker role. This is in an effort to track down a bug where NPCs are being converted to Workers automatically when they shouldn’t be.
- If you experience this bug and can find a corresponding entry in your Papyrus0.log file that starts with “[Conqueror Debug]: NPC”, please send kinggath that log as well as a copy of your .fos save file.
Version 4.1.3
And Stay Down! Released - 06 September 2019
- Taking control of a Vassal will trigger an update on all ASAM Sensors, Plots, and City Planner’s Desks so that the player can interact with them. Previously, this would not have happened until the next time the settlement was visited. The full process to take control of a settlement takes several minutes.
- Auto-assigned soldiers will no longer have their role auto-changed. This should help avoid issues where you suddenly lack enough control for a particular Outpost/Vassal.
- Civilians/Settlers will be far less likely to turn on you and your faction after you take a new Vassal.
- They will remain in the injured state for several minutes while Conqueror finishes handling all of the background code to transition control of the settlement to your faction.
- Made additional changes to HUD code to make it more likely to auto-hide outside of settlements.
- Fixed a bug that could allow you to talk to Willie One-Eye immediately after receiving one of his quests and have it complete.
- If the Shelter Mechanic is disabled, Jammer’s gang will no longer complain about missing beds. This will fix an issue where despite having enough beds in an Outpost, the raiders would complain due to some of the beds not being calculated as having a roof (the calculations the game does are often wrong).
- Fixed a bug that could allow a dialogue scene between Jammer, Maul, Ophelia, and a Yao Guai to play every day.
- If you had this issue, it will likely play one more time for you and then never again.
- Dakka’s quest to take out the molerat Den with a nuclear explosion should now correctly respond to using a Fatman or Nuka Grenade.
- Dakka’s quests will now show up via the Bounty board in the correct order. Previously it was possible to get the third quest before the second.
- Ack-Ack will no longer follow the player forever after completing Quarry Quorum Quandry.
- If you already have this issue, Conqueror will attempt to resolve it shortly after installing the patch.
Version 4.1.2
True Believers Released - 23 August 2019
- Jammer’s quest continues! If you were finished up through Burden to Bear and have at least 9 Outposts/Vassals controlled for the gang, a new conversation between Jammer, Maul, and Ophelia should trigger shortly after you arrive at HQ next.
- Fixed a bug that could cause starting a raid with Special units that are flagged as the Virtual type (ie. Special Units that don’t reside in your settlements). The Raid Menu would disappear and never start the quest.
- Raider War Hounds are now correctly flagged as Virtual Units so they won’t take up residence in your Outposts unless you set up Kennels.
- Fixed a bug that could prevent recruitment of some Special Units.
- Fixed a bug where after completing Blast From the Past, Ophelia and Jammer’s conversation would only ever trigger if Jammer happened to wander near Ophelia.
- Fixed an issue where if Jammer wandered back over near the player while Ophelia was talking he could interrupt her introduction scene and force it to restart.
- Fixed a bug where the dialogue camera would get stuck after turning in the materials for Headless Gunman. **This would result in the scene never completing which could result in lots of odd behavior with Ophelia later.
- Headless Gunman quest objectives will now update after you turn in the materials.
- Fixed a bug where the dialogue camera would get stuck after returning to Ophelia where she would walk away with the Gunner captive at gunpoint.
- Fixed a bug at the end of Backroad Butchery where the quest objective would not come up telling you to return to HQ until after Ophelia had already made it back.
- Fixed a bug in the confrontation scene at the end of Raucous Reconnoitering, where Jammer could fail to fire his gun and the scene would freeze.
- Fixed a bug that has been preventing the interesting dialogue events from functioning at HQ for players following Jammer’s quest line. This includes the Ms. Nanny scenes!
- Fixed several of the raider faces that had been imported incorrectly when initially introduced.
- [Faction Pack/Addon Authors] There is a new script included with Conqueror called “SpecialUnitSpawner” which can be added to an object and used in your building plan. You can then specify a special unit and a frequency and that unit will automatically be recruited at that frequency in the Outpost, assuming that the Outpost rules allow for it (ie. there must be available beds, and enough Wages/Rations/Equipment available to the Faction).
- Added additional Conqueror hud preset: Above HP/AP Bars.
- Added scale setting for Conqueror HUD in the holotape.
- This was done to help some folks with vision trouble who had requested a setting to make it easier for them to see. If you would like to see additional HUD settings/options, please make suggestions on the SimSettlements.com forums.
- Non-quest dialogue events will now automatically shut down if they fail to complete after a few days in-game. This should help prevent the main quest from getting stuck due to NPCs being unable to path for non-critical dialogue sequences.
- Additional work in this vein will be done for the dialogue sequences that are part of the main quest in a future update. Please continue to report issues if you find a dialogue scene that is preventing progression.
Version 4.1.1
Empire State of Mind Released - 02 August 2019
- Added several new low level quests to Jammer’s questline. These will be introduced as Bounty Posts on the War Planner’s Desk.
- Changed label of the Manage Outposts activation and message box (accessible from the map on the War Planner’s Desk) to “Manage Empire”.
- Added new option to the Manage Empire menu: “View Settlement Reports”.
- This will prompt you to select a settlement your faction controls and will then present the data the Conqueror HUD would normally show but in text form.
- Workers now create a surplus even while working Level 1 plots. Previously, they would have only broken even on resource usage until the plot they were working reached level 2.
- Increased Vassal production of Wages, Rations, and Equipment by 20%.
- This was done to ease up the extremely tight balance and also to ensure that Vassals are always more efficient at resource production than Outposts (the Worker change would make it so that Outposts with most converted to Workers and Vassals would produce the same resources with level 1 plots).
- Note that this increase will likely increase Control needed to maintain, so check the new Control report to determine if you need to send additional guards/patrols.
- Additional adjustments to production may come in the future as we continue to gather feedback and introduce additional ways to generate resources.
- Made several changes to Captive AI to reduce likelihood they become aggressive when you return to your Outposts.
- Fixed the volume on many of Ophelia’s dialogue lines.
- Fixed a bug that would prevent queuing special units up for production from the Ham Radio.
- Fixed a bug that would cause new soldiers to be detected as normal settlers until you changed their roles.
- Fixed a bug that could prevent special units from being used during assaults.
- Vassal plots will now correctly acknowledge auto-assignment settings.
- Changed Outpost/Vassal auto-assignment code to be more reliable.
- Arriving at an Outpost or Vassal will now trigger Conqueror to check for unassigned objects/NPCs and run the auto-assignment code.
- Loading your save into a non-Outpost/non-Vassal settlement will no longer trigger the Conqueror huds to appear.
- Recruitment of one new soldier can now occur if WRE meters are exactly full (without a surplus +X number after them).
- Previously, the code was checking for a surplus of Wages, Rations, and Equipment before allowing recruitment, this was confusing in the interface.
- It is advised that if you want to grow your army, you should be pushing for having a surplus of the WRE meters.
- Tweaked Blast From the Past introduction scene slightly to fix an issue for some players, where Jammer leaves before dialogue can start.
- This issue has been reported in nearly every patch, yet is difficult to reproduce in a development environment. If you continue to experience this after this patch, please post to SimSettlements.com forums with your Load Order so we can test for mod conflicts. Thanks!
- Scout NPC that triggers the quest Blast From the Past now has a timer so that if they fail to path to Jammer they will be teleported in order to ensure the quest starts properly.
- Prisoners should now be teleported back to the appropriate prison plot shortly after arriving at the Outpost/Vassal if they somehow left the confines due to the way the game handles NPC placement on cell load.
- Modified several faction records from Conqueror to reduce the likelihood of NPCs fighting Caravans - such as Trashcan Carla.
- Drug Den building plan no longer increases bed count.
- Fixed a bug that would cause prisoners to become disconnected from Prison plots and no longer be assignable to work.
Version 4.1.1a
- Fixes a bug that could cause some NPCs activation option to incorrectly be replaced with "Put to Work". (Note that captives from various parts of the Conqueror gameplay systems will correctly show this, activating it will allow you to assign them to an Outpost/Vassal as Captive labor).
Version 4.1.0
Phase 2 Released - 19 July 2019
- Overhaul of the rules dictating Outpost/Vassal management.
- Note, that like all other things Sim Settlements adds, if you do not like these new rules, they can be disabled in the holotape/MCM options and you can continue to play with Conqueror as you have been prior to this patch.
- Outposts and Vassals now have two meters to manage: Control and Morale.
- Control indicates that you have enough of a military presence to maintain effective control of a particular settlement.
- Control is primarily gained by assigning soldiers to specific outposts or vassals and giving them various roles (described in the Manage menu explanation for soldiers).
- The amount of control provided by an individual soldier depends on their rank and role.
- Your Control needs are determined by how much your settlements are producing. Which means that the more Vassals and Outposts you have, the more soldiers you will need to maintain control of them.
- Failure to maintain a high control score will result in frequent attacks on the settlement by outside forces attempting to wrest control of the settlement from you (Important note - the mechanics for losing control to other factions will be expanded upon greatly in a major patch in the future. The goal of Phase 2 to balance and bugfix these mechanics for maintaining an army and its needs, whereas the fighting for control against other factions will be Phase 3).
- Morale is a measure of how satisfied the people living or stationed at an Outpost or Vassal are with your rule.
- Morale is based on a combination of factors, and varies slightly for Outposts and Vassals.
- At the core of this is happiness, which represents how well the settlement itself is designed and functioning. Unlike happiness, Morale is more volatile and so updates that normally take several days in game to affect happiness ratings are instant for Morale.
- The other major portion of morale is determined by your ratio of roles in your settlements. To gain the full benefit of morale in an Outpost, at least 66% of the residents should be warriors; for Vassals, at least 66% should be civilians.
- Additional means of improving morale will be introduced over time so that you gain more flexibility and quick ways to manipulate the stat.
- High morale increases resource output from those settlements. (Additional effects of morale will be added in future patches, such as combat effectiveness, deserters, and local conscription).
- Once your morale bar is full, excess morale will be translated into production bonuses, these are indicated by the number of arrows on the morale bar.
- If an assault or raid goes particularly bad, you may find that the arrows are pointing downward instead, this means that your soldiers are demoralized from the loss, and production is actually reduced. Running another assault or defending another raid in that Outpost, with minimal casualties, will reverse this effect.
- Your entire faction now has three meters to manage across all of your Outposts/Vassals: Wages, Equipment, and Rations.
- Each resident requires a certain amount of resources to maintain. This number is based on the type of soldier/special unit/civilian, as well as their role in your faction (described in the Manage menu explanation for soldiers).
- As an added bonus, this provides an interesting new way for Faction packs to balance more powerful units as they can increase their needs; or alternatively, create specialized units that have less needs than an average soldier but are maybe less effective in combat.
- Wages are generated by Commercial plots, Equipment by Industrial plots, and Rations by Agricultural plots. The amount provided is determined by whether they are in an Outpost or Vassal (Vassals gain a natural bonus to production) and the Morale level of that particular settlement.
- Your main Outpost automatically generates enough Wages/Equipment/Rations for 5 of the default recruit soldiers for any particular faction. This floor is to ensure that you are never cut off from quickly rebuilding an army large enough to launch additional attacks or rebuild resource production through worker assignment within your controlled settlements.
- These new needs are based on your production levels, rather than acting as a currency. So you won’t generate some arbitrary resource you have to spend, but instead just need to get your Outposts and Vassals producing certain levels. Think of something similar to food or water, in that you must be producing a certain amount to fill the meter/get it out of the red.
- Failure to maintain enough of any of these three resources will result in recruitment stopping and specific penalties for each of the resource types.
- This overall requirement can be disabled in the Conqueror section of the holotape/MCM, the options is called Soldier Needs.
- If Equipment is short, the Armory will stop functioning.
- If Rations are short, the Mess Hall will stop functioning.
- If Wages are short, some of your soldiers may not show up for Assaults.
- Your overall goal is to balance generating enough resources to provide for your army, and managing that army in such a way that you can maintain control of those same resources.
- Added new Manage action to soldiers.
- This displays information about the soldier’s XP, their rank, home outpost, role, and includes options for controlling the soldier.
- From this menu you can: toggle Armory functionality (ie. turn off armory equipping if you have manually equipped them yourself); change the Outpost they live in, and reassign them a new role in your army.
- Warrior
- -These are the only role that can go on assaults.
- -They will help defend during raids.
- -They improve the control score of the Outpost they are stationed in and produce Wages/Equipment/Rations when working the corresponding plot types.
- -They require Equipment, Rations, and Wages.
- Worker
- -They gain a bonus to production of Equipment/Rations/Wages when working the corresponding plot type.
- -They will help defend during raids but if all Guard and Warrior types are killed they will surrender.
- -They require only Rations and Wages.
- Patrol
- -Choosing this option will ask you to choose a destination settlement to patrol to.
- -They will patrol between two Outposts, or between an Outpost and a Vassal.
- -They improve the control score of both of the settlements they are patrolling between.
- -Additionally, any Vassals within a certain range (to see the range, highlight over an Outpost on the pipboy map and the Vassals in range will have their icons change) will gain an additional control boost for each Warrior stationed in outposts linked to it with a patrol.
- -They will help defend during raids if they happen to be close to the settlement under attack.
- -They require Equipment, Rations, and Wages.
- Guard
- -Choosing this option will ask you to choose which settlement to station them at.
- -They will help defend during raids.
- -They greatly improve the control score of the settlement they are stationed at but produce no Wages/Equipment/Rations when working the corresponding plot types.
- -They require Equipment, Rations, and Wages.
- Captive (Not an assignable type)
- -They require only half normal Rations.
- -They increase the Control needs of the Outpost or Vassal they are in.
- -They cannot work Commercial or Martial plots.
- Civilian (Not an assignable type)
- -They require only Rations.
- -They cannot work Martial plots.
- Added new HUDFramework modules to help manage the new mechanics. It is highly recommended you use the mod HUDFramework if you’re going to play with the new mechanics, as otherwise you’ll be forced to view reports constantly to check your needs and progress.
- Conqueror now handles auto-assignment for Vassals and Outposts that are using the Conqueror faction packs (including Jammer’s gang). (Will not affect the NukaWorld raider gang settlements which will follow the NukaWorld specific mechanics)
- This allows auto-assignment to prioritize assignment based on the new mechanics added by this patch.
- Fixed a bug that would prevent meat dropped on the ground from luring in animals for collaring for the quest Mutant’s Best Friend if you had previously cleared that location.
- Added new CustomEvent from the SoldierManager quest: SoldierRankUp.
- This includes the following arguments: [0] = ActorRef, [1] = FactionControlData, [2] = iLevel
- Fixed a bug where rank 5 soldiers could be killed during defense.
- Removed a requirement for triggering the quest Backroad Butchery. Previously, this quest had required an Outpost be setup at Tenpines or Outpost Zimonja - this was a holdover from an earlier design idea we’re no longer pursuing as it limits player freedom too much.
- The Raid Board is now much more responsive and will pop-up almost immediately rather than having to recalculate all of the data first.
- Fixed a bug that could cause the raiders you had from Jammer’s gang before you captured the first settlement to fail to be correctly configured to be part of the Outpost. This would make any attempts to continue to raid tell you that you didn’t have enough guys.
- If you’ve already experienced this bug, go to workshop mode in that first settlement and use the Move command to send each raider to a different Outpost and then do it again immediately to send them back to your current Outpost, which should correctly configure them to work once again.
- Fixed a bug that could prevent the supply lines from being updated correctly after a successful assault.
- By default, NPCs that live in a Vassal can no longer man guard posts or Martial Plots, instead, members of the controlling faction will need to be assigned.
- This limitation can be disabled in the holotape/MCM, it is listed as Faction Guards in Vassals.
- By default, Faction NPCs that are stationed in a Vassal can only man guard posts or Martial Plots.
- This limitation can be disabled in the holotape/MCM by enabling Faction Jobs in Vassals.
- When taking over a Vassal settlement, attackers will be automatically assigned to move in to the Vassal settlement and man the guard posts and Martial plots.
- This option is called Auto-assign Attackers to Vassals and can be disabled in the holotape/MCM.
- Resource-based recruitment now requires that your factions Wage/Ration/Equipment needs are met. This option can be turned off in the holotape/MCM, it’s listed as Soldier Needs Requirement.
- Fixed a bug where Jammer would leave Shaw high school during Blast From the Past preventing it from completing.
- If this occurred in your save, the issue will attempt to resolve itself when you load the game, simply head back to Shaw and approach Ophelia on the second floor - a dialogue scene should trigger between her and Jammer.
- Attacks triggered by Conqueror are now acknowledged by the base game mechanics. This means that NPCs might acknowledge the recent attacks in random dialogue, and the internal timers determining how frequently attacks should occur will count these attacks making it less likely that you are spammed with attacks separately from the vanilla system and Conqueror.
- Vassals are now eligible to be attacked. When this occurs, for Conqueror factions only your assigned Guards and Patrols will assist in the fight and only the guards will be used in determining whether the raid quest has failed, all of the Civilians will flee from the fight. For Liberator factions, Civilians will join in on the fight but are not counted when determining whether the raid quest has failed (ie. once all of your Guards have died, the quest will fail).
- Most non-soldier NPCs will now correctly flee during defensive raids.
- Assaulting/Defending spawned NPCs should no longer attack domestic animals.
- Fixed issues with the Raider skins for the following building plans: Armory, Field Hospital, Mess Hall, and Kennel.
- If using any of these building plans in a raider controlled Outpost, refresh those plots to see the changes.
- Added 4 new plot building plans. Much like the Armory, Mess Hall, and Field Hospital, these are special subtypes that provide extra bonuses when used in Outposts additional of these subtypes can be created by addon pack authors as well.
- Battlefield Scavengers: 2x2 Martial plot building. After a raid or assault, when you leave the area, all corpses will be looted and the contents placed in the workbench. At levels 2 and 3, the scavengers will have a chance to find additional items on the bodies that you wouldn’t have found by looting yourself.
- Funeral Pyre: 2x2 Recreational plot building (subtype is called Cemetery). The morale penalty due to excessive losses during raids and assaults is reduced, as is the happiness penalty for deaths.
- POW Lockup: 2x2 Martial plot building (subtype is called Prison). After a raid occurs at an Outpost or Vassal with this building, some number of captives will be taken. You can reassign these captives as labor to one of your Outposts or Vassals.
- Recruitment Center: 2x2 Martial plot building. When used in an Outpost, this has a chance of increasing your max daily recruitment. (While multiple recruitment centers in the same Outpost do not provide a stacking bonus, each Outpost with one does add a stacking chance. So for example, if you had 3 Outposts with Recruitment Centers, you could sometimes recruit 3 additional soldiers - assuming you had the appropriate resources available).
- Fixed the “Zombie Jesus” bug, where certain NPCs (usually feral ghouls), could end up immortal during a Vassal raid.
- Visitor NPCs now automatically have their aggression level reduced so that they won’t attack unless provoked. (This will resolve an issue where many visitors at Raider-controlled settlements from Jammer’s gang would end up in constant fire-fights with visitors).
- Fixed a bug where talking to Ophelia immediately after receiving the Tactical Busting quest would skip to her final lines and complete it. This could result in you never receiving the detonator needed to use the Tactical Wall Busters.
- Fixed a bug that could result in Ophelia’s primary dialogue loop stopping after completing Tactical Busting.
- Fixed a bug that could cause Ophelia to wander back to HQ during the start of Burden to Bear instead of waiting for you to meet her.
- If this already occurred for you, you should find her waiting near that objective shortly after installing this patch.
- Fixed a bug where Maul would not correctly unlock War Bears after you talk to him back at HQ after completing Burden to Bear.
- If you have already completed Burden to Bear, the next time you talk to Maul he should unlock them.
- Starting an assault now triggers Conqueror to check if you fixed issues with any plot buildings that provide bonuses. Previously, these checks were only done when you arrived at an Outpost, or when a plot upgraded.
- Fixed a bug that could prevent assaults from working after you had done 128 assaults (this will be relevant as we continue to expand the mechanics).
Version 4.1.0a
- Fixed a bug where only 1 guard was being automatically sent to each new Vassal instead of 1 per Martial plot/Guard post.
- Fixed a bug where patrols/guards could end up converted back to workers if there were unassigned plots in the settlement they were living at.
- Added another attempt to fix an issue with the quest Blast from the Past where Jammer would wander back to HQ.
- Fixed several problems with the Conqueror MCM options that could prevent them from synching correctly with the holotape.
Version 4.1.0b
- Guards will now correctly show up on the HUD in Vassals they are assigned to when assigned manually.
- Shortly after arriving at a Vassal that had been taken before the 4.1.0 patch, all non-faction NPCs will be unassigned from guard duty, making room for your faction guards.
- Fixed a bug where Outposts and Vassals without any production would always be eligible to be attacked.
- Only one Outpost/Vassal will be attacked at a time.
- Long-term, the plan is to increase the number of max simultaneous attacks as your empire increases in size, the goal of this is to penalize expanding too quickly without putting enough guards/patrols in place to maintain control. Since we don’t yet have auto-resolution code in place to decide a winner/loser off-screen, you would always lose the ones you can’t show up for which is not fun. Expect this feature to be restored once we have a great off-camera raid resolution system in place!
Version 4.0.10
Feudalism Released - 21 June 2019
- Fixed a bug where accessing the Special Unit menu when setting up an attack could prevent you from going back to the Soldier menu.
- Corrected the animation Field hospital markers for laying down use, so the NPCs will no longer float in the air.
- Bed animation markers on the Pike Farm model no longer count towards the bed count of the settlement.
- Fixed all floating objects in the 3x3 raider farm building plans (Pike Farm and Pit).
- Changed animation markers used in several quest dialogue scenes to prevent Sandboxing NPCs from using them.
- Radiomen should now correctly start appearing during Minutemen raids on your HQ after the quest No Quarter for the Wicked is complete.
- Removed Protected status on Kennel-spawned War dogs.
- Player’s gang members are now correctly killable during special quest encounters where attacks are occuring in their outposts.
- Fixed an issue where during combat, Maul could end up turning on the gang.
- Members of the Player’s gang, including Kennel-spawned War dogs, should no longer attack caravans, such as Carla.
- Fixed a bug that could result in the Attacker count number showing you larger numbers than actually available in your current army.
- Maul now correctly starts hidden in the game until he is to make his appearance in a quest.
- Fixed a bug that could cause Ophelia to stop speaking to the player shortly after returning to HQ after the quest Blast From the Past.
- Fixed a large number of esp errors in Conqueror.
- Fixed a bug where running an outpost assault with captives for the Raiders from the War Planner’s Desk would result in the NPCs not being correctly collared.
- Fixed several random dialogue scenes so that the NPCs involved will stand still instead of continuing to sandbox while they are speaking.
- Added new Reset Lists option to Select City Plans/Settlements during the startup Wizard.
- This option restores the City Plans and Settlements lists to default.
- A side benefit of this, is that if any settlement mod or city plan failed to register before the wizard, this option will catch those City Plans/Settlements and add them to the available options.
- Turrets should now correctly function during all assaults.
- Made several changes to reduce the likelihood that settlers will turn on you during assaults as a Liberator faction.
- Attacks on your main base will no longer expire. You can now return to complete them whenever you like.
- Previously, the raid would fail, but the enemies would still be waiting for you outside. This could result in multiple raids worth of enemies “queuing up” until you returned.
- Added a new radiant quest giver for the early/mid game of raider players. This character shows up near the Vault door of Vault 81 after Better Living Through Cooking is complete and you have entered Vault 81 at least once before.
- Fixed an issue that could prevent soldiers from being traded with under certain circumstances, especially for Faction packs.
- Fixed an issue that could allow you to end up with a negative number of soldiers in the attack menu.
- Fixed a bug where Jammer’s dialogue could get stuck during raid configuration. Now if this occurs, talking to him again will bring up the crew selection options.
- Changed the sequencing of code that runs at the end of a Slaver Outpost assault so that it will be far less likely the settlers/civilians turn on you at the end.
- Master locked door near where Ophelia starts will now be unlocked automatically, which should make the entire sequence play out more smoothly (there’s a key to unlock it available in the building without any lock picking skill - so this is just a time saver to keep the pace of the quest up. If you’re like me, and like an immersive explanation: Ophelia unlocked it).
- Improved the Wall Busting quest to make the AI less likely to get stuck at various points.
- Fixed a bug that could result in Jammer and Ophelia returning to Shaw high school after completing Blast From the Past.
- Fixed a bug where Jammer’s dialogue could get stuck after completing the quest Pounding the Pavement.
Version 4.0.9
Mouthin Off Released - 7 June 2019
- Fixed an issue at the start of Unwelcome Guests quest, where the scout could end up speaking to Jammer from across the settlement.
- Added additional quest content to the main Jammer storyline.
- Fixed a bug during Raucous Reconnoitering where Jammer would fail to equip a weapon during the final area which would cause the quest to get stuck.
- Raucous Reconnoitering now correctly resets the area where the action sequence of the quest occurs so you won’t find it empty if you had previously cleared it.
- Redesigned the scene triggers for Raucous Reconnoitering to prevent the walking scene from getting stuck if too much combat occurred.
- The point in Raucous Reconnoitering where a flare is said to have fired should now function correctly.
- Jammer’s gang raiders are now custom voiced!
- These include all new dialogue lines.
- Note: The voice update may not apply to all of your existing gang members. Looking into a method to ensure all of your existing gang is updated for the next patch - was not able to get this to happen reliably. All new recruits will have the new voices.
- Added a number of new face options to Jammer’s gang raiders.
- Reworked several of the early dialogue sequences in Jammer’s quest line to make them smoother and to reflect player choice.
- Added new dialogue to Jammer’s main loop to make it less repetitive.
Version 4.0.8
Who's Your Nanny? Released - 24 May 2019
- Fixed a bug that could cause log spam when setting up assaults.
- [Faction Pack Authors] Added new keyword kgConq_Tag_Bounty_Priority, if you parent Conqueror to your pack you can add this to bounties to ensure they are prioritized if multiple of your bounties are eligible.
- Fixed several bugs in the quest Backroad Butchery.
- Changed calculation for attacks on main base slightly so they happen a little less frequently.
- Fixed a bug that would cause base defense quests to fail immediately if you attempted to fast travel back and defend. You now have 3 in-game days to complete them.
- Ophelia has a new quest that will trigger automatically either by talking to her at some point after the completion of the quest Raucous Reconnoitering (depending on how events went down), or from a Bounty note on the War Planner’s Desk.
- HQ events, such as dialogue encounters and new story events can now trigger after sleeping or waiting, and not just when you first arrive at HQ. This should make it more likely players will trigger the events during play sessions where they are spending large amounts of time at their base.
- Updated the Kennel so that Maul can correctly use the pot animation markers. Refresh the plot to fix this issue.
- Fixed a bug where after moving your main base, your previous base could be treated as the main and therefore cause issues with the attack system.
- Fixed a bug where Ophelia would refuse to stay at HQ.
- If you had experienced this in your save, it should correct itself shortly after installing this patch.
- Fixed a bug that would allow you to turn in the Mentats Case to Ophelia before her and Jammer finished their conversation at Shaw, which would cause problems later in the quest line.
Version 4.0.7
Let Slip the Dogs of War Released - 10 May 2019
- ChemYard L3 will no longer cause a hissing sound across the entire loaded game world.
- Dead soldiers will now have their names cleared after you leave the area, rather than immediately upon death. This should make it easier to identify which of your higher-ranked soldiers died.
- Fixed a bug that could cause Jammer or Ophelia to get stuck without dialogue and only allowing you to trigger a trade (which you aren’t meant to be able to do with them).
- Jammer will now correctly be re-assigned to the War Planner’s Desk after going out with the player for a quest.
- Jammer and Ophelia’s story continues with major new quest content.
- To trigger the new content, leave the area and return to your main base - the first new quest will start within a few minutes if you have completed the previous quest content.
- Troops should no longer cross-pollinate if you have outposts set up with multiple factions.
- Faction Packs can now define Special Units, which are different than the recruits.
- Special Units can be basically anything. These units do not use the Ranking System and are not automatically recruited - it will be up to the Faction Pack creator to define how you gain access to any special units they configure.
- Added Virtual Unit support.
- This is a feature to allow for units that don’t exist within outposts but are still available for you to take with on attacks. **This can allow for non-traditional units without them overflowing your outposts. Examples: animals, over-sized NPCs (Behemoths perhaps?), Vertibirds, etc.
- Fixed Conqueror holotape option for Soldier Follow.
- Fixed a bug with the Bounty board that could prevent it from giving you additional bounties after the first.
- Fixed a bug where you could lose access to the 3x3 raider farm models after saving and loading the game.
- All raider theme building plan skins from Conqueror should now be correctly hidden when not playing as a raider faction.
- Ophelia’s main dialogue loop is no longer a force greet. You now correctly have to choose Talk to trigger it.
- Wall Buster’s now have a variety of materials they can create during the explosions to better simulate the items that are being destroyed.
- Fixed several random dialogue events so the NPCs will look at each other instead of the player or other random things.
- Fixed a bug that could cause Enslaving to use High-Explosive Collars even if you didn’t own any.
- Expanded combat lines for Jammer and Ophelia.
Version 4.0.7a
- Fixed an issue that could cause the Special Unit menu to result in an infinite loop for Faction Packs under certain circumstances. Released - 11 May 2019
Version 4.0.7b
- Fixed a bug that could make some of your soldiers permanently leave your army after an assault. Released - 15 May 2019
Version 4.0.6
Prepare to Quest Off Released - 19 April 2019
- Restored several missing voice files for “The Cook”.
- Restored several missing voice files for Ophelia.
- Objectives to report back to Preston will now be hidden if you kill him.
- For those of you who had these displayed still from before this patch, they should be hidden shortly after the patch is installed.
- The City Plan Startup Wizard will no longer show RotC City Plans if RotC is not installed.
- Added several new random dialogue events that can occur at the Main Outpost for raider players.
- Fixed a bug that could cause the Execute option to show up on turrets.
- Increased range of Wall Busters slightly to help catch especially large pieces where the origin might be just out of range of the charge even if it is physically touching it. This could happen frequently to large corner pieces.
- [Faction Pack Creators] Added support for Unique Visitors. This allows you to have unique NPCs show up at your Outposts on occasion. This can be a way of introducing quest givers or other interesting NPCs for the player to meet.
- Unlike traditional visitors, unique visitors never go away completely, they will instead just travel to different settlements.
- Rewrote the Wall Buster code to find targets much more quickly. This should largely eliminate the large delay after clicking Activate to bring up the timer.
- Ophelia will now correctly move if you change your main base.
- If you had previously moved your base and she didn’t move as well, she will do so shortly after installing this patch.
- Jammer will now correctly be made the leader when the main base is changed.
- The note on the War Planner’s Raid Board can now be interacted with, it will show up as “Bounties” when highlighted.
- Bounties will be notes to trigger various quests, present map markers to interesting locations, or just give a little flavor.
- Check it out periodically for new information. (Note that we will be adding additional content through this system in future patches - so if stops presenting new things, just keep checking back after patches)
- [Faction Pack Authors] You can easily inject your own Bounty Posts into the system that are faction (ie. Only for your faction), or faction type (ie. Liberator/Conqueror) specific.
- Raider Outposts can now attract visitors.
- These follow the same rules as the visitors in the base of SS and will acknowledge the Performance Option to disable them.
- Currently these are raiders of various types, but will likely be expanded in the future to other shady characters.
- Unspawned plots and beds from City Plans should now count in Outposts when Conqueror is tallying up bed count to determine if there is room to recruit additional soldiers there.
- Enslaving someone in front of others that are friendly to that NPC will now be treated as a hostile action (meaning those others will likely attack you).
- Added a new setting to the Holotape/MCM: Soldier Follow which is enabled by default.
- This causes your troops to follow you once you reach them before an assault, they will follow you until combat begins. This will allow you to help them get around obstacles and take a sensible path into the settlement.
- You can now correctly run assaults from Vault 88 and the Mechanist’s Lair.
- Note that that are not naturally any settlements with people in them within Vassal range of Vault 88. You would need to have started a normal settlement yourself, or used the prestart. So if this is your first settlement through Jammer’s quest, you will likely need to start another Outpost through the War Planner’s Desk in order to complete the Vassal portion of his quest.
- The Toilet King will now correctly continue the quest even if you are out of range when he normally asks you a question. Simply walk up and talk to him.
- Headless Gunman will no longer update your objectives every time you loot additional Sensor Modules or High Powered Magnets.
Version 4.0.5
War Games Released - 05 April 2019
- Adjusted the AI package that scouts use to report to Jammer so they are less likely to get stuck.
- Soldiers can now rank up by going on enough raids.
- Each rank after 1 is calculated as being worth 10 levels. So fresh recruits are considered whatever their in-game level is, and then each rank adds 10 levels to their internal score. So a level 9 NPC would be calculated as level 19 once they rank up once, level 29 once they rank up twice, etc.
- XP is earned at a rate of 10/level of the enemy. That XP is split among all soldiers in the vicinity when killed.
- XP is adjusted based on the difficulty. So if your soldiers are fighting especially difficult or easy enemies, the amount of XP will be scaled by the level difference. The multipliers are capped between 0.25 (ie. only receiving ¼ the XP) and 2.5 (ie. receiving 2.5 times the XP).
- So for example, a level 9 solider at rank 1, would need 900 xp to rank up. Then at rank 2, they would need an additional 1900 xp to rank up, at rank 3, another 2900 xp, etc. These numbers will be adjusted based on feedback. Remember that the enemy guards will be higher level based on the player level, so attacking more difficult settlements will grant more XP.
- Once a soldier has earned the equivalent XP of killing 10 equal level enemies, they will rank up.
- This is displayed by a visual green explosion, a level up sound, and a change in their label to the next rank. For Jammer’s Gang, Raider Recruits become Raider Prospects, then Veteran, Savage, and finally Legend.
- Each rank bestows a buff to health and damage.
- Default buffs are as follows:
- Rank 1 (fresh soldier) - No Buff
- Rank 2 - +50 HP, +25% damage
- Rank 3 - +100 HP, +50% damage
- Rank 4 - +150 HP, +75% damage
- Rank 5 - +200 HP, +100% damage
- [For Faction Pack Creators] You can override the buffs via the RankPerkOverrides field that has been added to the FactionControlData object properties.
- At max rank, soldiers become essential and instead of being killed in battle, they will stay downed until you Stimpak them, or until the raid ends.
- After your first soldier ranks up, the start assault menu will be modified to allow selecting soldier counts based on ranks.
- Additional controls and visuals will be added in future builds to help track the progress of your soldiers.
- Added several new plot building types that have special bonuses.
- Armory
- Conqueror includes a 2x2 Martial Plot version of this, called [CQ] Armory by uituit
- Armories will auto-equip soldiers based on their Rank and the level of the Armory.
- Armory L1 will equip soldiers with the RankOutfit field from the faction’s RankLoadout for their rank.
- Armory L2 will equip soldiers with the RankWeapon field from the faction’s RankLoadout for their rank.
- Armory L3 will give soldiers the RankGear field from the faction’s RankLoadout for their rank at the start of every new assault.
- Armory auto-equipping can be disabled under the Conqueror section of your holotape/MCM.
- Field Hospital
- Conqueror includes a 2x2 Martial Plot version of this, called [CQ] Field Hospital by uituit
- Field Hospitals provides a chance that soldiers will be kept alive during an assault when they normally would have died. When this happens they will stay downed until you Stimpak them, or until the raid ends.
- The level of the hospital plot determines the likelihood of their lives being saved: L1 - 10% chance, L2 - 20% chance, L3 - 30% chance.
- Mess Hall
- Conqueror includes a 2x2 Recreational Plot version of this, called [CQ] Mess Hall by uituit
- Mess Halls provide a random food buff at the start of assaults to the entire attacking squad. The level of the plot determines how strong the buffs are.
- Possible buffs right now: Energy Resistance, Fire Resistance, Max Health, Max AP, and Melee Damage.
- Added a bunch of early game quests, pre-Outpost that Jammer will offer to help smooth out the level curve for people who to play strictly as a Raider. (We will continue to add more in the future - this is just our first batch).
- Jammer’s quests to kill Jared, Red Tourette, and Tower Tom are now individual quests in the log that each reward experience.
- Jammer will now offer several new low level quests before establishing the first Outpost. These are effectively optional quests that don’t directly gate access to the main outpost loop, but are only granted in the early game.
- Added another sequence to our main quest line. This one will auto trigger with a conversation between Ophelia and Jammer shortly after you arrive back at HQ, assuming you have met the requirements. (At least 7 outposts/vassals captured, one of which must be Outpost Zimonja or Tenpines Bluff).
Version 4.0.5a
- Fixed an issue where Jammer could repeatedly loop back asking you how many crew to send. Released - 05 April 2018
Version 4.0.5b
- Restored a number of missing voice files for Ophelia and "The Cook". Released - 05 April 2019
Version 4.0.4
The Liberators Released - 22 March 2019
- Wall Busters are now prevented from destroying items flagged as quest items, or teleport doors, such as the entry to the shelter in Sanctuary.
- Note that Wall Busters can be very dangerous (read: fun) when used outside of settlements. Anything that is not part of the precombined world geometry can be destroyed with them! Be careful you aren’t blowing up key items that will prevent you from finishing the game.
- Adjusted several scenes so that Jammer will pull away from the War Planner’s Desk before speaking to the player.
- Flagged several of the new quest sequences so that they will just pause if one of the characters is attacked instead of ending.
- Grabbing the Mentats before clearing Shaw should no longer cause the quest Blast from the Past to malfunction by talking to Ophelia.
- Made some changes to the demonstration portion of the Wall Buster quest to make it less likely the AI gets stuck.
- Fixed an issue where Raider Recruits that started in certain settlements would never become aggressive when attacking certain other settlements.
- Fixed an issue that prevented automatic Faction decoration/flags from working.
- Enslave option will now only show up on NPCs if you have Slave Collars in your inventory.
- Enslave options will no longer show up for your units from factions added by Faction Packs.
- Faction Pack NPCs can now be correctly traded with.
- Send Enslaved dialogue will no longer show the player’s name as the one being transferred.
- All settlements will now correctly work with the Startup settlements feature. Previously, certain interior settlements, such as those from Creation Club, could fail to use community created City Plans.
- You will no longer be left neutral to vanilla raiders if you walk away from Jammer after first meeting him before he finishes his introduction.
- Once Preston and the Quincy group leave the Museum, they are no longer eligible to be killed for Jammer’s quest.
- This change was made so that players who want to do Jammer’s questline later, can still use Preston as a companion without risking triggering the Executioner perk from accidental friendly fire during combat throughout the rest of the game world.
- Fixed an issue that could cause assaults by Faction Pack groups to instantly complete.
- Fixed an issue where the defending NPCs could remain friendly to the player during an assault.
- Fixed an issue where your attackers could turn on you if you attempted to assault a settlement you had previously controlled, but later abandoned.
- [Faction Pack Creators] You should no longer uncheck the Stats template, as the WorkshopPopulation value is now applied dynamically by Conqueror for you. Leaving the Stats template will ensure that your NPCs use the higher level stats if you based your RecruitForm on one of the lvl Actor forms.
- Having multiple Faction Packs installed should now correctly allow them to be used as the enemies of one another when making assaults so that they have the potential of being used as the guards of the settlement you assault.
- Added support for Liberator factions.
- Liberator factions are effectively “The Good Guys”. Rather than kill Civilians/Settlers and battle their guards when they take over a settlement as an outpost, they instead free them from a set of hostile NPCs.
- After freeing a settlement, the captives will become settlers in the Outpost.
- Liberator factions can take over your existing controlled settlements even when they have people living in them rather than having to violently take them over, use the Map on the War Planner’s Desk to do this.
- Liberator assaults will find more enemy guards at the settlements they attack to make up for the fact that they won’t be fighting the Civilians/Settlers as well.
- You will need to install Faction Packs to gain access to a playable Liberator faction, as Conqueror does not currently include any (though might in the future).
- Adjusted the AI package for Ophelia during her scene in Shaw High School to reduce the likelihood of her getting stuck on the table she was using for cover.
Version 4.0.4a
- Updated the SS and WSFW version checks. Released - 22 March 2019
Version 4.0.4b
- Fixed an issue where most of your recruitment resources would be used up if you didn't have room in any of your Outposts for additional recruits. Released - 22 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.
- Jammer should be less likely to wander away when you’re talking to him.
- The War Planner’s Desk is now correctly unlocked when you receive that objective, even if you haven’t started up Sim Settlements via the City Manager holotape.
Version 4.0.3a
- Restored several missing voice files. Released - 8 March 2018
Version 4.0.3b
- Fixed an issue where Ophelia could get stuck in Shaw High School and would not continue her quest sequence. If you ran into this issue, return to her and clear out all of the Supermutants if she still isn't starting her scene (hint: the Library key is in the principal's office). Released - 10 March 2018
Version 4.0.3c
- Makes several changes to support custom Faction Packs.Released - 14 March 2019
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.