Old World Blues patch 4.1.11

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Update 4.1.11 was released on January 5, 2023.

Patch notes

Steam Workshop page.

Major Features

- Winter Wonder Wasteland will no longer be set to spawn Polar Soviet by default. See you all next year!

- Significantly adjusted and improved the effects or strength of many focuses for the generic Settler, Raider and Tribal trees

- Very significant round of adjustments made to tech and combat balance. Changes include raising the strength of the Reconnaissance stat, increased research ahead of time penalty, tweaks to Conventional and Asymmetric Warfare, air attack and cell usage adjustments, buffs to Dogs and Transport Planes and much more. Full details can be found here: https://pastebin.com/nNjxPKUi

Added

- Added research slots to various nations to keep them more consistent with the rest of the mod or if an extra slot would make them more interesting and fit their flavor

- Added a new civil war event for Vulpes Legion, where Vulpes meets the greatest spy of Mojave - Added -50% Coring Cost for Las Granjas to one of the Legion post-conquest focuses

- Added 1 Dockyard, a minor Naval Tech and the 2nd Invasion Tech to the Legion at gamestart

- Added additional river crossings for the Colorado River near Rapids and Tohono Nation

- Added a new industry focus to Hayes’s NCR branch

- Added NCR puppet names for Nevada and Utah nations

- Added a new Wild Wasteland event for Shi by L Blanco

- Added Lawkeeper Upgrade Techs to Patrolmen

- Added Motorized all the way up to cars to Patrolmen

- Added a starting Arms Factory to Patrolmen to match their starting production queue

- Added factories and manpower to Passkeepers’s capital to compensate for their state control changes

- Added starting Special Forces perk to Cowboy Country at gamestart

- Added Lawkeepers and Upgrade Techs to Cowboy Country

- Added the first Conventional Land Doctrine tech to Cowboy Country at gamestart

- Added Wyatt The Demon as a Unit Leader, the Two Sun Clients spirit and 5% stability for Two Sun at gamestart

- Added bypasses for Vault City’s wargoal focuses that lacked them

- Added a bonus of 20% compliance for Shi in the event where they annex Fusang

- Added slightly more building slots for Arroyo and Gente at gamestart

- Added slightly more buildings slots and population for Navajo at gamestart

- Added offsets to some Surrender Limit bonuses to prevent the limits from reaching 100%

Changed

- Changed the maximum number of building slots in a state from 25 to 30

- Changed the research ahead of time penalty to 115% per year, up from 100%

- Changed Coring Costs to be lower from some sources and also factor strategic value of the state

- Changed many conscription laws to have higher or altered penalties at high levels

- Changed the highest generic Trade Law to export 5% more resources

- Changed the values for many other generic laws slightly

- Changed a large majority of puppet laws to have adjusted effects and to generally grant less factories to the overlord

- Changed War Reparations and Resource Rights to cost 33% more in peace conferences

- Changed War Reparations to grant 25% of Civilian Factories, down from 40%

- Changed the Militarize Society decision to grant more War Support per Stability

- Changed the wing sizes for some aircraft

- Changed the Planning skill on unit leaders to grant 0.5% less planning speed per level

- Changed Radioactive Waste terrain to give slightly higher penalties

- Changed wargoal justification time or cost reductions for targets at war to be slightly lower

- Changed the resource distribution for much of Nevada as well as Eighties’s territory to have less water, more of other resources and generally adjusted placement

- Changed Passkeepers from Tribal to Settler

- Changed Pursuant from Settler to Raider

- Changed Slags to also have the Settler Tech tree on top of the Army tree

- Changed McBride from Passkeeper to Dredger control

- Changed the Hoover Dam border war to cut terrain and fort modifiers down to 20%

- Changed the NCR’s economy laws to have adjusted effects and require gradual advancement through specific focuses when Allgood, Kimball or Hayes

- Changed Allgood to no longer be allowed to take the NCR’s Free Trade equivalent after taking the focus which downgrades it

- Changed some later NCR focuses for Kimball and Hayes to also raise their economy law

- Changed the order and strength of many NCR focuses for Hayes (including within his events) and a few focuses for Allgood and Kimball

- Changed some bonuses on Mojave Territories’s starting spirits to be reduced

- Changed Texas Arms Association to now start on a new, gamestart-exclusive puppet law similar to their unique one when re-puppeted instead of (mistakenly) the Free State puppet law

- Changed Texas Arms Association to start with Basic Ballistic Weaponry, additional stockpiled equipment and an off-map civilian factory to compensate for their new starting puppet law

- Changed Rio Grande’s capstone focus for the RGRB branch to give slightly less resources

- Changed Rio Grande to start with slightly reduced and rearranged factories

- Changed Deadline unit voicelines from Ghoul to Monster

- Changed Cowboy Country unit voicelines from Mexico to Settler

- Changed Cowboy Country unique spirits to be more legible and effective

- Changed Cowboy Country’s Formable to grant Sophisticated Special Forces and Infantry on formation

- Changed Cowboy Country to also start with 2 Lawkeepers and a Lawkeeper template

- Changed Cowboy Country’s Formable to grant Sophisticated Infantry/Spec Ops and additional cores in exchange for being harder to take

- Changed Gente’s bonus weapon production modifiers from the Legion branch to be reduced

- Changed some Desert Rangers advisors and their capstone focus to be slightly weaker

- Changed Desert Rangers’s purification station focuses to be stronger and easier to attain

- Changed the effects of many starting Legion advisors and spirits to be stronger or otherwise slightly altered

- Changed some rural Legion states to have slightly more building slots

- Changed Legion’s Focus for Caesar’s Army Tree to buff Motorized Infantry alongside normal Infantry

- Changed many Malpais Legion focuses to be slightly or significantly stronger

-Changed Legion’s “The Army of the Lord” focus to buff normal Demo and Fireteams instead of PA demo and Fireteams as they could not access Power Armor Tech

- Changed Two Sun’s Will Faster’s Unit Leader level to match his starting stats and started him with the Desert Fox terrain trait

- Changed one of Two Sun’s advisors to no longer have the same Trait as another

- Changed Two Sun’s Invitation Focuses from 30 days to 15 days

- Changed Two Sun’s “Race Track Construction Crews” idea from 10% infrastructure construction speed to 30% (reduced after the “Dreams Fulfilled” focus is completed)

- Changed New Reno’s starting events to have altered and overall weaker effects

- Changed some of New Reno’s weaker starting advisors to be slightly improved

- Changed some early New Reno Broken Brothers focuses to be slightly stronger and some others to be slightly weaker

- Changed the strength of Vault City’s “The Servant Class” idea

- Changed Vault City’s “A Long Time Coming” focus time from 60-45 days

- Changed some of Vault City’s wargoal focuses from puppet to the standard wargoal given on a nation’s cores

- Changed Vegas’s “Motor Runner” military high command advisor’s modifier from 0.1 experience gain factor to daily experience gain

- Changed Vegas’s decisions to join factions from 30 to 10 days and made it so they cannot attempt to join multiple times if rejected

- Changed the strength and modifiers of Vegas’s “Omertas”, “Consigs” and “White Gloves” ideas

- Changed Vegas’s “False Khaganate” idea from +20% reinforce speed to +10% reinforce speed

- Changed Vegas’s “The Joker” idea from 0.1 daily elite support to 0.15

- Changed a number of Vegas’s focuses to give factories and slots in random core states (to prevent waste in New Vegas)

- Changed Vegas’s “The Joker” focus to give 25 political power

- Changed one of the options in Vegas’s “Brawling in the Sewers?” event to give building slots in a random core state (instead of in New Vegas)

- Changed Shi’s Ghosts of the Pacific idea to have higher research bonuses but less factory output and stability

- Changed Shi’s “Navarro Farms” focus to grant cores on Fusang’s core territory (requires 95% compliance) and 1 building slot in every owned core state of Fusang

- Changed Shi to start with 5% less war support

- Changed some Arroyo early focuses to be slightly stronger

- Changed some Eagle Rock Airship bonuses to be slightly reduced or altered

- Changed the length of Eden’s “Bolster Morale” focus from 45 to 30 days (should hopefully help the AI and players beat Shale more often)

- Changed the starting factory counts of some Central Nevada minors

- Changed the starting spirits for Grabbers and Rippers slightly

- Changed some of the highest research sharing groups to grant slightly lower bonuses

- Changed 4 New Vegas cosmetic weapons descriptions to no longer overfill the box - tldr

Fixed

- Fixed some decisions for the Eighties being unnecessarily disabled without DLC

- Fixed Tlaloc being allowed to revoke his starting non-aggression pacts

- Fixed the unique puppet law for when one Brotherhood chapter puppets another being erroneously disabled

- Fixed the Hoover Dam province being Hills instead of Urban

- Fixed the Navarro Territories news flavor event for the war firing for Navajo instead

- Fixed a bug related to Two Sun’s “The Gente Question” autocompleting rendering the rest of the focus tree incompletable

- Fixed missing Legion Localisation for Modern Triarii Idea

- Fixed some focus rewards in the Vault City puppet tree still benefitting Vault City instead of the proper overlord when assigned to the Boomers

- Fixed a bug that allowed Vault City to give members of the NCR sophisticated industry tech

- Fixed a bug causing Vault City’s focus granting a wargoal on Elko Posse to malfunction

- Fixed typos in MacArthur, TAA, and Paullus

- Fixed missing description in Far Son

- Fixed Eagle Rock focus “Mental Exercises” from giving a research bonus rather than a doctrine reduction

- Fixed Eagle Rock focus “Conquering Armies” failing to spawn divisions

- Fixed the Brazos River (and loc relating to it) being incorrectly labeled Braxos

- Fixed Itza focuses granting naval doctrine research bonuses to instead give cost reductions

- Fixed a focus for Free Fighters which erroneously lacked an intended +75 political power

- Fixed the AI for MacArthur and many Brotherhood nations not always prioritizing Energy Weapons or Power Armour as much as intended

- Fixed The Old Bones and releasable Twisted Hairs starting with ideas they are meant to gain in their Tribal Tree

Removed

- Removed starting Bike Tech from Cowboy Countries

- Removed 1 factory and starting Fireteam tech from New Reno

- Removed 2 factories and some miscellaneous Industry-related starting techs from Shi

- Removed 3% stability and starting Warrior Training Tech from Desert Rangers

- Removed 3 factories and the 2nd Anti-Tank Upgrade Tech from Mojave Territories at gamestart

- Removed the Research Speed penalty from NCR’s economy laws

- Removed and replaced all Terrain Penalty Reduction modifiers outside of Unit Leaders due to a vanilla bug making them nonfunctional elsewhere

Technical Changes

- Added definitions and localisation for many missing, previously unused unit modifiers

- Disabled the now unused Elite Units within the code

- Changed a number of Vault City’s focuses debug names from vault to vlt to keep uniformity

- Moved the First People and Baja State (NCR puppet) focus localization files into the countries’s localization folders

- Changed the change state category scripted effect to remove the un-aesthetically pleasing “-type” at the end of the localization string

- Deleted an unneeded loc file for Eden