Old World Blues patch 4.0.4

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Update 4.0.4 was released on June 28, 2022.

Patch notes

Steam Workshop page.

Major Features

- Large, wide-reaching balance changes made. This includes refinements to last patch’s vehicle changes, stat overhauls to Robots, far more resilient infantry and balancing to their respective equipment types, changes to armor and piercing sources, and more. Once again, these are all likely to get adjustments based on player feedback over time. The changes are summarized below and the full changelog can be found here: https://pastebin.com/eiYLd2qE

- Increased vehicle research times to adjust for them being lower than intended

- Plane equipments all moved back one year, increasing the initial ahead of time penalty

- Support Robots granted greater defense, breakthrough and hardness. Bipedal and Thruster Robots given lower production costs, more varied stats and higher piercing/hard attack and soft attack respectively

- Combat Robots made slower but with higher defense, breakthrough, hardness, soft attack and cell usage

- CnC Robots made much cheaper. Stats adjusted to prevent them from decreasing divisions stats too heavily

- Super Heavy Robots given significant increases to stats and cost

- Infantry equipment granted higher defense, breakthrough and production cost. Energy weapons granted higher air attack and melee granted less piercing

- Decreased enforcer equipment cost and reliability and added defense

- Spec Ops Defense lowered slightly to accommodate above changes, alongside marginally lower armor and piercing

- Power Armor granted additional slight defense increases and much higher armor for the first few techs

- Significantly increased Fireteam and Demolition Piercing. Granted an additional 30% modifier to piercing on top of this to their battalions specifically as opposed to support. Adjusted the organization of Fireteam and Demolition Battalions from negative to 0

- Anti-Tank made marginally more expensive with greater hard attack

- Anti-Air granted slightly higher piercing, Dogs made cheaper, Chems and Logistics slightly improved

- Reduced base motorized speed and vehicle speed buffs from techs. Granted higher stat penalties to combat motorized variants

- Slightly increased Tank Armor and slightly decreased supply use, production cost and breakthrough

- Miscellaneous doctrine adjustments. Right side Automated Warfare will now make robots less reliant on CnC robots for org, instead using them a little more for their stats

Added

- Added unit leader tooltips for New California Republic military branch

- Added gamerules for Vault City, Montana Chapter, Shi and Arroyo

- Added AI doctrine/unit type sets to every nation which lacked them

- Added custom AI path weighting and focus strategy plans for Vault City, Shi and Arroyo

- Added more ideology icons for New California Republic

- Added conscription laws to all the 5.0 nations which lacked some or all of them

- Added a new Communications tech category to top path engineering techs for use in AI research weights and future developer or submodder use

- Added a new CnC robot tech category for future developer or submodder use

- Added starting units for Baja State

- Added AI Strategies to Caesar and NCR which both encourage building more civilian factories early

- Added an AI Strategy to Hangdogs/Warden to encourage them to build more military factories after their civil war

- Added a new set of starting units for Loid’s Ministry, including tanks

- Added a second starting idea to Mad Trains which grants reinforce rate and less attrition

- Added 2 infrastructure to every starting Mad Trains state

- Added some icon and leader portraits for S’Lanter

- Added mini rework for Moore path

- Added a new flag for Allgood, after he wins the elections

- Added new law icons

- Added a hidden effect and tooltip to Big Grass at gamestart which converts manpower to robobrains on a monthly basis

- Added more starting factories and building slots to Big Grass, Whitecourt

- Added more starting manpower and units to Whitecourt, Iron Confederacy, Commonwealth Remnants and Vermillion-Wainwright

- Added the option to strengthen Desert Rangers, Guardians, 215th, Sons of Kaga and TV Town at gamestart

- Added +1.00% conscription and +2000 max fuel to Dam Busters starting ideas, as well as more population and the resource generation tech at gamestart

- Added stockpiled ballistic guns, 1 more military and civilian factory, a starting production line of Mass Drivers and more building slots to Bismarck at gamestart

- Added starting idea to Olympus Tribe for the first 3 months that prevents accepting volunteers

- Added 1 more civilian factory to a White Legs focus

- Added small buffs to some MacArthur, Montana Chapter and Heaven’s Gate focuses

- Added more starting industry techs, state population and factories to Heaven’s Gate

- Added a new flag for Navarro Territories

- Added an option for Calhoun to invite Navajo in his faction, if they revolted against Caesar

- Added Snowmobiles to Snowmads/Mad Trains

- Added West Coast Supermutant models

- Added Legion Special Forces model

- Added Midwestern power armour model to WBH and MNC

- Added Desert Ranger special forces and infantry model

- Added building slots and population to some states in Nevada

- Added a focus for Calhoun to ally with Graham's Canaan

- Added error checking for a clamp variable in the NCR election code

- Added starting units, factories and a starting idea to Protectron Security Hub

- Added a strategy path for the Shi to push them to join the NCR faster.

Changed

- The Battle of Hoover Dam is Back, Baby!

- Changed Unifier nations to core all controlled states.

- Adjusted miscellaneous AI research weighting to improve their priorities when researching techs

- Changed AI Mojave Territories to always join the New California Republic Civil War

- Lanius now can’t become independent while at war

- Changed Montana Chapter AI to declare simultaneous wars on Metal Mouths, Havre and Storm Mongers far less frequently

- Increased the strength of some miscellaneous generic advisor traits

- Baja State now uses NCR puppet system

- Moore now attacks BOS faster and cheaper

- Nerfed some of Eighties’ early game national spirits

- Changed some of the focuses in the two mutually exclusive early-game paths for Eighties to improve balance between the two

- Adjusted the Uranium City starting idea to have more drawbacks and an inability to manually core states

- Adjusted the starting units, factories, ideas and AI behavior for Far Son/Highland Watch and Mad Trains/Snowmads to improve the balance of their respective starting wars

- Adjusted starting factories, units and techs for Old Country and Rotpurgers

- Buffed Calhoun ideas effects

- Buffed many Big Grass and Strathcommune focuses and their starting units

- Lowered the starting unit number and strength for High Chapel

- Changed a TV Town focus which granted a special forces bonus to instead give a doctrine bonus as they cannot make special forces

- Decreased the desire for some non-robot nations to research robots

- Changed NCR idea Protectors of the Wasteland to grant less volunteer capacity

- Changed NCR’s AI to prioritize industry research slightly higher and enforcers lower

- Buffed the surrender limit and supply consumption for Snowmads’s leader trait

- Changed stats of securitrons temporarily pending a rebalance

- Changed how the Ultimo decision checked if you had Malpais as a unit leader

- White Legs now must destroy Canaan, before joining the Legion

- AI Lynnete now creates puppets of her expansion targets

Fixed

- Fixed the AI only producing gliders even after having unlocked better fighters

- AI hayes will complete dreams of old

- Fixed loc error for Brotherhood, NCR

- removed scientific tech from Rosado (it was obsolete)

- Macarthur fixes

- Fixed typos in Vault City tree

- Fixed typos in Arroyo tree

- Fixed AI heavily prioritizing organization opinion advisors as they are not currently using the system

- Fixed an issue preventing the research of Tier 2 Super-Heavy Robots

- Fixed miscellaneous technology UI issues

- Fixed a possible softlock for Vault 37 after beating Roach King

- Added event for Shi, Guardians to join the Brotherhood if they exist

- Warren now properly renames Arroyo to desecrated temple

- Added a requirement to the Repurposed Machine Focus

- Fixed Reno Focus for NCR Foreign policy

- Replaced the easy focus to become Granite. Enjoy Eureka Radio instead.

- Fixed two ideas which worsened Vulpes' heat attrition.

- fixed bug where apostles needed to own a Klamath state

- Removed references to boneyard in Follower Decisions.

- Fixed Kimbal campaigns against us not stopping after the election ends.

- Fixed an ability to remove starting NCR advisors for free

- Fixed the broken trigger for Lucius being the leader

- Fixed broken prerequisite for Reno focus

- Fixed Hayes PSA formable name (this isn’t a fix, you’re all jerks, but easiest place to put it)

- Fixed the radroach texticon being named wrong

- Fixed Cryptology not working

- Fixed Mechanized Warfare doctrine tech Armoured Assault granting +6% Breakthrough twice

- Fixed using is_ruling_only instead of correct ruling_only trigger in New California Republic focus tree

- Fixed a Vault 37 focus not properly granting the Underground Industry tech

- Fixed headers in the Robotics tech window displaying the wrong names

- Fixed hidden_effect missing a equals in New California Republic focus tree

- Fixed character trigger not being used properly in New California Republic focus tree

- Fixed visible trigger for THE CAPITALIZER so they only appear when intended

- Fixed several errors about flags being in bad dimensions/compression

- Fixed error from main menu gui missing vanilla stuff

- Fixed The DK Crew vs King Kraven gamerule missing it's enabled button

- Fixed date calls in several effects to be proper

- Fixed Arroyo missing loc

- Fixed the USA tag used for adding equipments to stockpile missing some starting techs

- Fixed Baja State having an empty name

- Fixed Modoc question remaining unsolved if the aggressive option was chosen

- Fixed Hubologists not being able to come in power in Eureka

- Fixed a issue with the vault city focus Winning the War Against Crime not being able to be completed if you took the focus Just Another Raider Gang due to how the trigger was structured

- Fixed several effects calling old technologies that don't exist anymore

- Fixed the 6 way war in Canada causing error spam due to having war declared on people you are already at war with

- Fixed the Experimental Subroutine theorist having the wrong modifiers

- Fixed Petronet general getting sick instead of a virus

- Fixed errors caused by using the wrong decisions for border conflict stuff

- Fixed weird quotes used in expire effect that throws errors as the game doesn't recognize them

- Fixed using wrong effect to add a ai_strategy in an effect

- Fixed Texas Brotherhood so it starts with Power Armor so that they can scavenge with PA from the beginning

- Fixed the Vault City Focus The Anarchists Ahead! referencing the wrong tag in the demand decision and having a spelling error

- Fixed the The DK Crew vs King Kraven game rule having the wrong option for enable

- Fixed Heaven's Gate not having power armour on start but requiring it in one of their divisions

- Fixed issue of missing brackets in the Protection Security Hub starting unit file causing issues with equipment production

- Fixed localisation issue in The Jewel of California having a bad color assigned to it

- Fixed a loc key that referenced pinging Violet in Rotpurgers

- Fixed a few technologies having the wrong prerequisites

- Fixed naval designer missing several module slots

- Fixed several Eighties characters missing names

- Fixed Lanius focus Challenge the Brotherhoods missing a string

- Fixed lanius focus Nova Byzantion pointing to a bad province ID

- Fixed typo in The Price of Information focus

- Fixed several issues in loc were color assignment wasn't closed properly causing bleed through

- Fixed multiple outdated OOBs, both naval and land ones around the map

- Fixed a bad reference, so UOA now starts with a Brotherhood-lend Naval OOB

- Fixed bad comparison operator in the focus Loyalty And Patriotism

- Fixed party name for Californian Society

- Fixed Moore not leaving the Mojave, when the CW happens

- Fixed NCR not removing guarantee form Shi, if anyone besides Lo Pan wins

- Fixed the legion civil war not making Lanius the leader if chosen to lead

- Fixed bad icon for the Elijah's Lucky 38 Restoration focus

- Fixed loc calling Doctor 0 doctor O

- Fixed an error message about a missing sound file by removing the sound

- Fixed an event for Provisional Texas leader selection, doesn't remove Keats from UOA anymore

- Fixed SAN divisions spawning in PEN territory on startup

- Fixed Narrow’s two unlocalized victory points, also cleaned up state name inconsistencies

- Fixed the event option not promoting Oklahoma's people leader Nguyen

- Fixed the unique leader of ENT not having elites ideology at the start

- Fixed Evil Karma Dimitri not getting the implant tech

- Fixed Fluxdrift Engines focus not requiring you to own Tv Town to take the focus

- Fixed Command and Control Attachment support company having no name

- Fixed Ferath advisor being available without completely the Deadly Claws, Lovely Hearts focus

- Fixed event image being blue

- Fixed state having the wrong name assigned

- Fixed Kingdom of M'lyeh not getting proper tech assigned

- Fixed Chitsa not having a portrait as a operative

Removed

- Removed the custom Notifications while we investigate an issue.

- Removed wargoal on Yakuza from Thunderbird tree

- Removed Heaven’s Gate’s starting claim on High Chapel

- Removed Soph Air tech from Three Rivers on start

- Removed unused effects in the Mojave Territory focus A Secret Most Profound

- Removed hanging else statement in New Reno Focus The Roaring Bears

- Removed calls to several non-existent focuses in event triggers

- Removed the Conversion mechanic for states for Heaven's Gate till further notice

- Removed random s in Eureka Volunteer gui file breaking it

- Removed duplicate leader loc

- Removed the option to strengthen Great Khans at gamestart

- Removed Mason Salvatore advisor from Reno

- Removed mentions in the code to a non-existent Betty

Technical Changes

- MAJOR: Removed a ton of duplicated loc and gfx (50000 lines of code!). This shouldn’t break anything, but let us know!

- Fixed Warren still using form_new_mariposa_northern when it doesn't exist

- Removed fixed_random_seed = no from random lists as this is a decision only command

- Fixed issues with several focuses not being coded in the proper error throwing errors

- Added several of the specific faction triggers with basic requirements to stop errors

- Updated the template for the faction system to generator the proper commands fixing any unmark errors as well as removed the effect lines by commenting them out as they aren't used for any faction right now

- Removed calls to decisions that aren't setup properly

- Fixed several errors spammed due to missing gui elements that MUST EXIST

- Fixed entity errors for Khans due to extra quotation marks

- Removed code to trigger the custom mapmode mod since it was removed the mod in favor of vanilla mapmode modding

- Fixed more issues with focuses complaining because their relative position focuses are coded after them

- Updated Destiny’s portrait to be a newer, more refined one.

- Renamed the trigger for Lone Wolf gamerule so it's not misspelled

- Added two things to the collapsed naval production view so errors didn't spew when opening it

- Uncommented out a GFX to remove a error

- Fixed CES icon definition

- Removed the mentions for the DAY tag since it's no longer used in the mod and doesn't actually work due to how the tag aliases was listen not being set anymore