Old World Blues patch 4.2.4

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Update 4.2.4 was released on May 12, 2023.

Patch notes

Steam Workshop page.

Major Features

- Added 5 new focuses for Lanius’s Legion path

- Added a radio station for music from Fallout: Tactics

- Added leader descriptions to a large amount of leaders which previously lacked them

- Made changes to the Unifier layouts for Cascadia, Gate Area and Canada including splitting the Canada Unifier into Canada and Montana/Wyoming/Dakota

- Removed the Neutral Zone, Stained Backs, and Forgehold of Gimli from gamestart and modified the Three Rivers tree to compensate

- A round of minor balance change refinements made. Changes include caps decision standardization and law adjustments, changes to occupation and select autonomy laws, minor tweaks to Robots, Power Armor and Asymmetric warfare and changes to some country unique reward techs. The full details can be found here: https://pastebin.com/iut1FYzE

Added

- Added a maximum duration of 45 days to Caps Raiding border wars

- Added missions notifying the attacker and defender of caps raids of the remaining duration for the raid

- Added a 5% bonus for attacker damage and 20 additional combat width to Caps Raids

- Added Intermediate Construction Tech to Caesar’s Legion at gamestart and changed focus effects adding it to instead add Intermediate Industry Tech

- Added tooltips to some Legion focuses which grant events to other nations which show their effects

- Added an additional operative choice to the Legion’s starting Legion Training spirit

- Added Dog technology and 3 more agency upgrades to the Legion at gamestart

- Added a new spirit buffing Tank equipment to Two Sun’s Caesar’s Hammer focus

- Added an Air and Navy Chief with new portraits and traits to the shared Super Mutant advisors

- Added Motorisation and Pre-Construction tech to New Reno at gamestart

- Added starting production and more starting building slots to Standing Rock

- Added starting production and starting Anti-Tank tech to Stormmongers

- Added 5 more starting circuitry to a state in Two Sun

- Added slightly more of all starting resources to Arroyo

- Added Warrior Training, Scout Kit tech and starting production to Iron Alliance at gamestart

- Added 75 stockpiled guns and more unit equipment to Desert Rangers at gamestart

- Added 1 starting Military Factory and minor AI focus weighting to Carthaginians

- Added 3 additional units and 7% more war support to Baudelio Ranchers at gamestart

- Added 2 starting dockyards to Bismarck

Changed

- Changed many river crossings across Mexico to form more cohesive frontlines with one another to reduce the amount of tedious frontline management they require

- Changed the Cities: Skylines requirement to 15 decisions, down from 30

- Changed AI logic for occupation laws and handling resistance to be more detailed and sufficiently intelligent

- Changed the AI to produce more Fighters and CAS once reaching sufficient tech and factories

- Changed New Reno’s AI path chances for Van Graff and Wright to 20%, up from 15%, and for Bishop to 45%, down from 55%

- Changed Shi’s AI path chances for the brotherhood to 25%, up from 20%, and for the NCR to 55%, down from 60%

- Changed the default chance of the Legion AI not healing Caesar upon taking Vegas to be 20%, down from 50%

- Changed the Tourism Profits mechanic for New Vegas and New Reno to be dramatically more efficient

- Changed Green’s Reservation focus removing Sub-Level 2 to instead reduce its modifiers only partially

- Changed the Legion’s Mother Shaman, Total War Tactician, Phoenix Merchants and Fox’s Cunning advisors to be slightly weaker

- Changed the Legion’s Navy/Air Chief and Praetorian Prefect advisors as well as both Carmine and Bares-His-Teeth traits to be slightly stronger

- Changed the strength of some focuses, mostly via buffs, for the Legion’s Uniting the Wastes branches, Tip of the Spear branch, Dam Battle Loss branch, Mutant Branch, Vulpes branches, Malpais branches and some other minor foci

- Changed the Legion’s Caesar, Son of Mars focus to 7 days instead of 30

- Changed the Lanius’s Legion branch’s The Western Sea focus to grant claims on all of California instead of only 3 NCR states

- Changed some Legion or Lanius targeted operations to be stronger and visible upon starting an intel network rather than a war

- Changed Flagstaff’s starting node development from 0 to 0.25

- Changed Castra Sol Rubrum’s starting node development from 1 to 0.25

- Changed some Lanius advisor outliers and the Beast of the East spirit to be marginally weaker

- Changed Lanius’s early war focuses requiring 20 Command Power to 25 Command Power

- Changed Lanius’s Butcher’s Peace and Let Us Use The Roads focuses to be weaker

- Changed Lanius’s Conqueror of Colorado focus to grant less compliance, but also grant the effect for Iron Alliance if they are in your faction

- Changed Iron Alliance’s starting Flat Caps bonus from +20 to +5

- Changed some of Two Sun’s advisors, starting events and some miscellaneous focuses to be slightly stronger

- Changed the stages of Two Sun’s Masters of the Motor spirits to be stronger

- Changed Two Sun’s final Great Race focus to also grant 150k caps

- Changed some focuses in New Reno’s Thradd and Van Graff paths to be slightly stronger

- Changed some of New Reno’s army advisors, some starting event options and their caps income spirit to be slightly stronger

- Changed New Reno to start with 50k more caps and 25 Chop Shop opinion

- Changed Eureka’s starting Enclave units to have slightly weaker equipment

- Changed Eureka’s Navarro Intervention path Arroyo wargoal to be blocked until 2277

- Changed Eureka’s Plasma Schematics focus to grant a smaller research bonus

- Changed Vault City’s Republic Advisors spirit to be weaker

- Changed Vault City’s The Land that I Love Best focus to also grant 10% stability

- Changed the research groups for Vault City and the NCR to grant a 3% bonus, down from 4%

- Changed the NCR’s Navy/Air Chief, Followers and Gun Runner advisors to be slightly weaker

- Changed the NCR’s First Recon, Van Graff and Industrialist advisors to be slightly stronger

- Changed the NCR’s Military Theorist to grant a smaller bonus in exchange for affecting more than just Conventional Warfare

- Changed the NCR’s Lost, But Not Forgotten focus to grant a new temporary idea for the Republic Reserve rather than upgrading their economy law

- Changed the NCR’s Gun Runner debuff spirit to also grant a 10% penalty to Infantry and Support tech research speed removed via the same branch as the other debuffs

- Changed NCR Kimball’s Incipient Industrialization focus back to being the last in its sub-branch

- Changed the strength of some focuses, mostly via nerfs, for the NCR’s Hayes Main Branch, Hayes Motion Branch, Primary Allgood Branches, Post-Election Kimball Branch, The Bear’s Roar military branch and the first half of the Mojave branch

- Changed NCR’s Mechanized Bull PA branch to be slightly stronger

- Changed NCR’s Loaded for Bear focus to be available to Hayes

- Changed NCR’s early Mojave victory focuses to be slightly stronger

- Changed two more of Allgood’s NCR post-election focuses to reduce the desire of the Followers to make demands

- Changed a handful of weaker NCR post-election focuses to be slightly stronger alongside the previously mentioned nerfs

- Changed NCR’s Hub Crisis modifier to be slightly more penalizing

- Changed NCR’s Roaring Economy focus to be marginally weaker and take 45 days, up from 30

- Changed NCR Moore’s recruitment law to grant 4% more conscription

- Changed some NCR Moore focus modifiers or effects to be somewhat weaker

- Changed NCR Calhoun’s Core Defense bonus to a universal Defense bonus

- Changed NCR’s starting infantry to have marginally less experience

- Changed Mojave Territories’s Support from Shady Sands spirits to grant targeted trade access and cost modifiers to the NCR

- Changed some weaker Mojave Territories advisors to be slightly stronger

- Changed Mojave Territories’s NCRCF spirit to be slightly stronger

- Changed Mojave Territories’s Ranger template to be pure Spec Ops instead of mixed

- Changed Lost Hills’s Dig Deeper decision to take less time

- Changed Lost Hills’s High Elder decision back to its previously higher price and time

- Changed a few Lost Hills focuses to grant small or increased amounts of political power

- Changed Shi’s Ghost of the Pacific to grant an additional -5% Stability and +0.03 Air XP Gain

- Changed some Desert Rangers Snake Vargas focuses to be slightly weaker

- Changed the Desert Rangers Ranger Citadel focus’s attack bonuses to speed bonuses

- Changed 80’s Life is a Highway branch to be slightly stronger

- Changed Thunderbirds’ spawn focus to grant 500 more manpower

- Changed 80’s Sacred Garage spirit to also grant a lack of resource penalty reduction

- Changed Sons of Kaga’s Enforcer Speed traits, Coring bonus traits and starting idea to be stronger

- Changed Hangdogs’s Army of Denver focus to 60 days, up from 30

- Changed Hangdogs’s Bite Makes Right and Howling Victory focuses to be stronger

- Changed Hangdogs’s Hello America focus to grant half of its previously rewarded robots

- Changed MacArthur to start with 5% less stability and 3% less stability and war support from its starting outsider law

- Changed some advisors for MacArthur to be slightly weaker or costlier

- Changed many various focuses in the 3 endgame MacArthur paths to grant smaller effects or modifiers for balance

- Changed Standing Rock’s starting leader trait to grant +50 Spec Ops Capacity, up from +20

- Changed 4 of Tlaloc’s focuses to take 30 days, down from 60

- Changed one Petro Chico starting event to be stronger

- Changed Rotpurgers’s starting Core Defense bonus to 5%, down from 10%

- Changed Snowmads to have slightly less starting resources and a smaller infantry template

- Changed the starting organization opinion bonuses of most nations from 30 to 25

- Changed Eagle Rock focus “Forging An Empire” to also give a state core on Colorado Springs when it becomes the Capital

Fixed

- Fixed Lost Hills’s Dig Deeper decision only being usable once unintentionally

- Fixed attacker modifiers for many border wars not applying correctly, causing some unintended stalemates

- Fixed a bug causing Vault City’s party popularity and election support to become out of sync

- Fixed a bug related to the above which caused a stalemate or Maier victory in the Vault City election to both occur for the AI less often than intended

- Fixed a coding error which made the Cities: Skylines achievement harder than intended

- Fixed a bug allowing the Nipton Massacre event to repeat

- Fixed various Required Compliance for Coring modifiers being unintentionally weak due to having decimal values rather than flat ones

- Fixed MacArthur focus American Soil for American Causes granting an unintentionally small research bonus

- Fixed a Free Fighters decision tied to NCR not checking for ownership from an NCR ally

- Fixed the Operation Sunburst news event not firing for other countries as intended

- Fixed the NCR’s OSI event lacking an alternate description for if Hayes is president

- Fixed one of Two Sun’s Navy Chiefs costing 15 instead of 150

- Fixed an oversight causing Brotherhood nations to produce spec ops units when not intended

- Fixed a Shared Nevada focus which added a research bonus for a deprecated tech category

- Fixed Robot City event “Cost of Calculation” failing to give C-27s

- Fixed an advisor trait for Big Grass which gave state modifiers

- Fixed a coding error causing Texas Brotherhood to sometimes annex the New Mexico unifier under specific conditions

Removed

- Removed Fireteam and Demolitions tech from Desert Rangers at gamestart

- Removed techs Pre-Construction, Cutter Hulls, Assault Canoes, Coach Guns and String Telephones from Lanius at gamestart

- Removed 1 starting Military Factory from Lanius

- Removed 1 starting Military and Civilian Factory from Shi

- Removed 2 starting Civilian Factories from Vault City

- Removed 1 starting Civilian Factory from The Divide, MacArthur, Stormmongers and Old Believers

- Removed the second tier of Extraction, Construction and Habitation technology from MacArthur at gamestart

- Removed 1 or 2 levels of starting infrastructure from 3 of MacArthur’s states

- Removed 1 or 2 levels of starting infrastructure from 4 of the NCR’s developed states

Technical Changes

- Added a handful of additional generic idea icons

- Added AI scripting to Arroyo to make prepare for its early wars more properly

- Changed the AI to avoid using the coring menu on states that are prohibitively expensive

- Changed Vault City Lynette and Kimball NCR AI focus progression to be slightly more sensible

- Fixed some female characters lacking a set gender in their character entries

- Fixed some missing or erroneous tech and unit localisation and changed others for clarity improvements

- Fixed miscellaneous localisation errors for MacArthur, Montana Chapter, NCR, Navajo, Uintah, Petro Chico, Eureka and Gente Del Sol