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Frostpunk trainer non steam
Frostpunk trainer non steam












frostpunk trainer non steam

* Prevent tractor ships from bouncing around if they are tractored by multiple entities. ** This also fixes a few units that took a multiple of their total health as damage per salvo. ** This prevents stacks of units like Rams from doing total damage that is quadratic with the stack size. * When taking damage (or healing) a percentage of health when a salvo is fired, take into account the number of squads firing. ** This was happening when there was subcategories with no visible options. * Fix the incorrect subcategory heading being show in the galaxy options sometimes. ** These are the factions that could be randomly picked (if they were hostile): *** Remove the `AnnoyingFactionFlags` argument to `PlanetFaction.GetIndexOfMostAnnoyingFaction`, which was only being used to request this behavior. *** Remove the `can_be_targeted_by_annoyed_non_human_units` setting from factions, which was only used to trigger this behavior. ** I think the only case this can occur (besides the cheat command scrubfoes) may be if a unit being guarded by another unit is killed with no hostile strength (which is likely either a slow shot, or corrosion damage).

#Frostpunk trainer non steam code

This allows the code to be simplified, and one of the many slightly different faction settings controlling interaction with threat to be removed. ** Since it should be fairly rare that there are ships being released from guard duty with no hostile strength present, I think it makes sense to remove this weird edge case behavior, and just always release the threat for general use no mater which factions are in the game. If none of them were present in the game (or hostile to the unit becoming threat), then threat would available for use against any faction. ** There was a small list of possible factions that could randomly be picked. * Stop AI threat from being targeted at a random minor faction, if there is not hostile faction with strength on the local planet. * Don't show that ships can't be supercharged, if fleet wide bonuses are disabled by galaxy settings. * Add "Use Balanced Golems" galaxy setting, that seeds the re-balanced golems, and force it on in Expert+.

frostpunk trainer non steam

* Remove leftover duplicate direct science tech settings that were being tested during DLC2 development. * Cleanup some memory leaks and duplicate logging in the wave planning code when tracing. This is an issue, since allied multipliers are additive, whereas hostile multipliers are multiplicative. ** Also, tally the allied and hostile speed and damage multipliers separately, before combining them, to avoid the result depending on ordering. ** This was undoubtedly a copy-paste error. * Fix speed buff calculation to use allied speed multiplier instead of attack multiplier. ** When enabled, officers will turn into basic transports on death. * Add an option to enable officer permadeath for deathwish mode. * Move the flagship bail out when crippled checks to the scenario, and factor out the counterattack logic to its own function. ** This mirrors the logic for human empires, though it isn't currently visible anywhere. * Record a hacking event when a Necromancer flagship is crippled, if losing HaP. ** One removed any remaining corrosion damage. ** One handled the phylactery healing, and didn't then mark it as needing to be repaired. * Make the two places in GameEntity_Squad which handle crippling have the same logic.

frostpunk trainer non steam

** Use this to move the necromancer specific logic out of the scenario logic. * Add a DoOnAn圜rippleLogic_MyFactionUnitsOnly_HostOnly method to faction deep info. * When I was simplifying the logic for exogalactic attacks, to remove the option for using relentless waves, I accidentally made them always use them. ** Also fix a place where a faction index was being looked up in `World_`. ** Change a few more places where sim was depending on whether a player was actively controlling a faction. ** This was causing the logic for crippled flagships to run only for actions with an active player, (salvage and various bits of Necromancer logic). * Change a couple of places that check if a faction is currently controlled by a player, to intead check if it is a player faction. *** Also make it an error to specificy any of those values, in that case. ** Remove a bunch of unused attributes on hacks that complete instantly. ** Make a couple of hacks against elderlings that take 0s actually complete instantly. ** Convert Tech Vault hack to use the hacking menu abstraction. * Switch Minor Faction Beacon hack to use hacking menu abstraction.














Frostpunk trainer non steam