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Changelog.txt
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-----------------------
Version 0.9.1.0
Fixed:
- Certain Hirelings crashing the game when viewed
- STC armour bonus' not displaying
- item quality not always displaying
- forge worlds not returning to mechanicus if spawned with non mechanicus control
- more fixes to unit spawning
- techmarines shouls always return from mars
- scouts should always spawn in a logical and accessible location
- slaughter song now completable without crash
- inquisition purging now no longer breaks saves
- all loading screen images fixed
- tithe alerts now no longer break the rest of
- reordering managemnt screen marines by stats so that player can see best marine with a given stat
- various sprite adjustments to fix alignment
- armour equip issues
- general stability improvements to management screens
- fixed inquisitor inspection and chase functions
- governor serf execution crash fix
- vehicle weapons fixed
- jump pack hammer of wrath fixed
Changed:
- Overhaul of managing so that it is not directly linked to companies
- removal of lid variable in favour of unit.ship_location
- Complete overhaul of unit view in the manage area to be more cohesive
- new colour pallete
- better ui to be more informative
- colours to represent item quality
- tooltips improved both visually and in terms of content
- Siege Masters triat doubles marine effectiveness at garrisoning
- garrison leader bonus for garrisoning doubled increased by 50%
- psker abundance and psker intolerant respectivly increase and decrease psionic spawn levels
- jailing heretics now stops them corrupting even if in the same location as other marines
- remove planet tithe alerts
- press shift for 3 times map scroll
- complete overhaul of weapon descriptions
- biography descriptions tweaked
- item wuality display now uses colour system
- weapons now have distinct hit rates balancing combat
- shader options for cloth
- colour improvements for many base chapters
- improved item sprites like iron halos
- optomised draw sequence for sprites
- gui code for fleet combat overhauled
- complete overhaul of mission problem text so we can start adding and creating new missions
- tech heretics won't now spawn and spread till after turn 70
added:
- crozius sprite
- fleet viewer to quickly see fleets and zoom to fleet locations
- quick view event log locations by pressing view button
- quick view garrisons with new troop logger
- quick view missions with nesw mission logger
- manage marines by planet location instead of being locked to company manage screens
- stat boosts and new traits for spawn captains
- ability to demote/promote sgts with a loyalty hit to the demoted sgt
- genestealer cults acctually exist hidden from player view so mechanic can now be expanded upon
- causulty descriptions now added to battle log flavour
- ability to reshuffle squad loadouts
- full set of dark angle and da successor sprites
- going forward hopefully all chapters will get the same treatment
- factions other than tau can now excert influence on a planet
- custom selcetion of sgt, vet_sgt and captain helmet options
- genestealer cults are now viewable planet features
- all planets now have an influence bar to show how much of the populace is influenced by various factions (to be expanded)
-
-----------------
Version 0.9.0.1
Fixed:
- boarding and ship ammo limits fixed
- bulk stcs being added upon collection of one fixed
- perils of the warp crash resolved
- location id sometimes causing crash due to array being deleted
- stops the rapidly spiraling tech heresy numbers
- specific armour type artifacts now equipping properly
- potential crash when gifting chaos artifacts fixed
- fixes being able to assign to forge when marines not in location
- recruit spawning no longer spawning scouts in impossible locations fixed
- stops duplicating forge score from assigning to forge
- stops the tech heresy schism occuring when no loyal techs left
- hand full of other bug fixes from the bug reports
- completely rebuild ship and ground healing scripts so that all healing functions correctly
- stop crash from purchasing one of the manufactoring researches in the forge
- fixed command/ noraml marine logger so it's always accurate (sometime this means turn 1 changes the numbers this will be sorted later)
- reduced crashes from moving vehicles
- occaisonal crash when trying to promote sgts in squads with no members left
- orks no longer capable of defeating pdf on some planets fixed
- power spears causing an error
- stops duplicating by having no limit to forge assignment
- Fix champions deselecting working properly but not returning back if you select them on the drop screen.
- correct artifact saving
changed:
- increased camera move speed
- made ork waagh spawn 100-300 turns in, instead of almost instantly
- increased starting planets to 100 (from 70)
- gives forgemaster a built in forge point boost
- reduces tech heretic spawn numbers
- makes tech heresy more slow burn
- tech corruption is capped so a tech cannot make another tech more corrupt than he is himself again stopping run away numbers
- total corruption capped to 100 as originally intended
- moves forge resource marker to the center top of screen so announcements are visible
- brings mass equip inline with new artifact system
- intergrate forge points into main rescource bar (etty)
- lots more ui tweaks by etty
- more tooltip improvements (etty)
- new textures for rack and pinion button
- chapter management screen overhaul
- additions of sgts and vet sgts to chapter manage screen lists
- stop spill over on the shop screen
- add pages and generally overhaul shop ui
- balancing of previous garrison numbers
- minor revamp of planet screen
- tetures for rack and pinion forge button
- crafters trait on marines now improves the forge point output of a marine when assigned to a forge much more
- minotaurs and black templar chapters better fleshed out including custom artifacts
- all sprites now properly aligned
- tooltips majorly improved so that players get a better understanding of backend damage calculations
- tooltips get a dataslate like ui skin
- improved trial descriptions
- the display of special properties of weapons improved
- Rework how possible promotion and critical health are displayed. Promotions recolor XP value, critical health recolors HP value.
- Added tooltips to these values, when there is an active interaction.
- Rework how potential is displayed
added:
- new dreadnought sprites to represent more weapons
- new backpack sprites
- bionics will now automatically be applied if marine health is below 0 and bionics are in stock and there is an apothecary and the techmarine present
- cheat to finish forge queue instantly "finishforge"
- cheat to spawn slaughtersong ship "slaughtersong" (location will appear in event log)
- cheat to start tech uprising prematurely "techuprising"
- cheat to launch crusade event "crusade" (location will appear in event log)
- cheat to instantly awaken a necron tomb "tomb"
- A new script to replace characters that get beyond a set string width with "...".
- new force weapon selection (force axe force sword and force staff) each weapon gives a different bonus to phychic attacks or are more focussed to melee force work
- new modifier to calculate force weapons attack based of psionic rating, intelligence and expereince
- improved garrison screen
- having a garrison present allows player to see the relevant defence score of the local pdf
- having a garrison present modifies dispostition with the planet based on teh squad leaders charisma (further modifiers to be expanded upon)
- power spears added to shop
- The crozius now added to game (awaiting sprite asset)
-----------------
Version 0.9000
Added:
- companies now require command squads, which are automatically created (this also means that building a company from scratch will also automatically setup squads)
- moving all units of a squad will also move the squad
- squads are now automatically restocked with new recruits as needed
- added new squad types: assault terminators, vanguard, sternguard veterans, scouts and scout snipers
- new Squad UI
- Raven Guard chapter
- squads can now be ordered to garrison
- squads can now be specifically ordered to certain formation positions
- promoting scouts to marines and vice versa adds/removes Black Carapace (except Space Wolves)
- ending a battle shows a total of earned exp
- a lot of new sprites: terminators, bionic leggs, ultra honor guard, and others
- basic modding: most names are now moddable. Simply go to <game_folder>\datafiles\main\names, and open the .json file that you want to modify
- currently this allows modding of names for: Sector, Stars, Space Marines, Imperials (including Inquisitors), Orks, Eldar, Tau, Chaos, Imperial & Marine Ships, Ork Ships, Space Hulks
- new cheat "eventcrusade" to launch the crusade event (check event log to see the rally point for the crusade)
- crusading marines will now get their heroic deeds logged, including tracking of new traits for maines
- new equipment: Heavy Weapons Pack
- new choices for Chaos Emissary's Khorne path (which includes a brand new trait for marines)
- tehcmarines now undergoes stc research very slowly and passively
- New Rescource : Forge Points
- All techmarines now yield a tech score each turn
- items can be queued at the forge for manufactoring by techmarines
- manufactoring research to determine what items can be built with forge points (sperate from the stc system)
- techmarines can now become tech heretics and start to corrupt other tech based units
- tech uprising schisms can occur if the player has too many tehcmarines with differing views
- new forge master selection system
- ability to filter units by stats by clicking on stat icons in the company manage screens
- enhanced feature view on planets
- planet features now provide clues as to what a player should do
- contruction of forges on fortress monestaries and secret bases
- assignment of techmarines to forges to increase forge point yield
- techmarines assigned to the forge slowly increase their tech scores
Changed:
- sector map UI rework
- marine traits now effect which weapons they are suited to in a few instances (gain bonus's from use)
- stcs will no longer allow the buying of new items only the construction of new items in the forge
- final price of buying goods determined by the qualities of forge master (charisma and tech skills)
- cost of buying items increased to account for the ability to manufacture
- a lot of under the hood changes
- refactored weapons and equipment, started migrating weapons and gear to json
- better squad loading algorithm
- better squad role search algorithms
- multiple faction changes and tweaks
- started organizing companies into structs, to simplify code
- zoom functionality refactor
- crusade code refactor
- laid down groundwork for future corruption rework
- [PENDING] multiple GMS2 erors fixed
- sharpshooter squad got a new loadout, to make it standout more
- multiple tweaks for existing chapters
- identifying STC will now prioritize the category with the least amount of identified STCs
- scouts now have slight lower stats
- every 15exp points now add a random stat point to one of the following (weapon skill, ballistic skill, wisdom (or a specialist area for specialists))
- crusades should be a bit safer for marines
- all heavy_ranged weapons now have 2.25 ranged carry
- boarders now properly use the new weapon profiles
- boarders now don't use decimilisation in the marines age to determine if they are a boarder or not
- new ui designs
- many other changes
Fixed:
- fixed fleet select screen so player can now select or deselect all of a fleet
- slaughtersong event should now work correctly
- Blood Trial will no longer waste gene-seed if recruitment is halted
- bombing worlds should work properly again
- combat should no longer happen if no troops are present
- CTD caused by troop counter going over the vehicles index
- CTD caused by accessing a non-existent veh-ranged variable
- blocked overspending STC fragments, if a category has already been fully researched (caveat: the button is still clickable, but it won't waste fragments anymore)
- apothecaries should now properly heal units on ground at turn end
- game freeze on end turn should now be fixed
- star names should never get duplicated anymore
- loading selected marines should now only load the selected marines, instead of all of them
- removed duplicate Assault Cannot entry in the Armamentarium
- CTD related to enemy fleets missing targets
- CTD caused by a planetary feature error
- some instances of gear being improperly displayed in equip view
- CTD when adding bionics
- CTD during crusade fleet check
- necron tombs should now properly display their name after being sealed or awakened
- death company dreadnoughts should now be able to equip dreadnought armour properly
- CTD after cancelling a squad mission
- CTD caused by chaos emissary interactions
- [PENDING] selecting marines as boarders should now be more stable
- many other fixes
Version 0.8.1.1
This version is purely fixing bugs, especially ones that crashed to desktop
Changing battle formations and gene slaves are now correctly working as well.
A rework of how squads function and some UI is planned for an upcoming update :)
Here is our discord with 500 people, and about a dozen devs where we constantly work on the game, feel free to join the dev process!
https://discord.gg/zAGpqHzsXQ
-----------------------
Version 0.8.1.0.0
This version is to mainly ensure stability and add
content that wasn't quite ready for 0.8
++++
Added
++++
The Sons of Dorn, The Imperial Fists!
In a future update, Imperial Fists' Huscarls will start with storm shields :)
++++
Changed
++++
Companies are now numbered using roman numerals. Like Terra intended
++++
Fixed
++++
Some various Crash to desktop bug fixes
----------------
Version: 0.8.0.0.0
We have skipped a few versions to ensure clarity with other projects
++++
Added
++++
All Marines can now be old guards. Spawning them with different armour than what they are meant to. Expect Assault marines to have the best melee!
Starting armours for command marines have been changed. For example all company champions are MK4.
Veterans given combi-flamers by default
new sprites for weapons and armour
many new weapons and gear
including Electro-flail, Sarissa, Seraphim Pistols, Stalker Pattern Bolter and many others
MK5 Armor
new artifact: Thunder Hammer (replaced Relic Blade)
killing a warboss should now create a victory shrine on the planet
changelog for the repo
cheatcodes
++++
Changed
++++
many weapon and gear stat tweaks
numerous under-the-hood refactors and changes (they won't have an effect on gameplay, but they make development easier)
changed all instances of 'Armor' to 'Armour'
moved some chapter icons into the custom icons folder, allowing players to toggle their visibility in-game
++++
Fixed
++++
vehicles should load on ships now at the start of the game
vehicles should no longer have unlimited ammo
marines should no longer duplicate during battles
some stuff not appearing in Armamentarium (including Void Shield Heavy, Assault Cannon and some other things)
the UI should now show proper amount of marines after a defensive battle
it should now be possible to recruit from planets containing billions of pops (previous it had to be either below 1 billion or above 50 billions)
enemy escorts should not teleport around after another enemy ship gets boarded. Also escorts should be fully boardable now
text typos
numerous CTDs
Removed:
faith (temporily, it was causing crashes when attacking Sisters of Battle, will be readded in the future)
---------------------------
Version 0.6702
Hotfixes a critical error regarding not being able to save the game lol oops
----------------
Version 0.6701
changelog:
Hot fixed lamenters, they no longer get black rage, they have 2 strike cruisers, as well as 30 gene seed
buffed bolter just a little so it's actually better than a pistol
if your chapter master dies, game over!
-----------------
Version 0.67000
Hello I'm Zab1019. Head dev ( i guess) of the restoration and renewed development of Chapter Master
There's about 8 active contributors total. A few being artists, but mostly coders.
Our github is open source, and linked on our discord in our dev channels
Chapter Master Discord has made an open source project of this. Now titled "Chapter Master Adeptus Dominus"
We hope you enjoy the ride along this awesome project with us!
Discord:
https://discord.gg/zAGpqHzsXQ
Changelog:
++++
Added the Soul Drinkers:
They are daemon binder using, and soon shall turn renegade. Their numbers aren't great, but start with 60 gene seed, and 4 (FOUR!) battle barges!
++++
++++
Completely reworked the recruitment system for neophytes from the ground up.
Recruitment trials are mostly planet based, and none of them are strictly the best. They all have their own different scenarios where they are good.
If a planet has under 50% of it's max possible population, you recruit 20% less neophytes from there.
Currently there's no way to increase pop on a planet you have, but will be added soon.
++++
----
Hives by far have the most recruits, but very little exp
Lava,death, ice, and desert have the least, but have more exp
everything else is in the middle
----
----
xp and promotion amounts have been reworked, reminder you can simply disable requirements in chapter settings. But you cannot for terminators or thunder hammers
terminators = 180
thunder hammers = 140
1st: 150
2nd: 120
3rd: 110
4th: 100
5th: 80
6th: 70
7th: 60
8th: 50
9th: 40
----
A decent amount of enemies have been rebalanced. Expect ground combat to be harsher. A more thorough rework is still due for ground combat
++++
The marine's equipment has been entirely redone. Now mostly more expensive, but more worth it.
Duel wielding has been reduced massively. No longer will you be able to have a heavy bolter and a chain sword.
Some exceptions exist. Such as axe's purpose now is to be duel wielded, or be used with heavier things.
++++
Chaos marines equipment has been matched to be the same or slightly better than the player's
++++
Rhinos,predators,whirlwhinds,dreadnoughts and land raiders can now have sponsons, turrets, mounts and launchers.
Customised with different weapons (plasma sponsons, heavy bolter sponsons, lascannon sponsons, ect.)
++++
----
Made tau a confirmed spawn 100% of the time. Also increased numbers massively. They can have 3-7 planets at start
Increased mechanicus planet spawn rate. 2-6 planets tops. Rarely get's 6 though
----
++++There are now three different types of chaos cults:++++
Stronghold worlds are somewhat rare, but incredibly powerful. They are named systems (Isstvan, Badab, ect.) and start spawning fleets straight away. Their corruption and traitor presence is rampant. Deal with them quickly!
Rebellion cults are worlds that haven't won over the planet's government yet, but shall within a few dozen turns. They have their name already changed to that colour at game start, so you can tell easily.
Underground cults are the old version of them. You'll only know they exist on a planet via PDF being killed. Rarer than the other forms but still present.
----
Many things in the code have been improved upon, and bugs fixed. Which makes our lives easy as coders. Also did I mention we are open source? Just join and help us in the discord link above!
++++Chapter Master Adeptus Dominus++++
Version 0.6602
Notes
-Sorry for the delay.
-I was unable to replicate the Eldar crash but I re-wrote it anyways.
Fixed
-Bombardment menu now has a close button (Conversion Error)
-Scouts being created but have no location. (Source Error)
-Promotions to tacticals (My Error.)
-Some events causing crashes (These are tricky as I suspect some are conversion errors)
Changes
-Increased the range required to find the eldar by 25% (300 to 400), increased the chance of finding them by 5% (now 10%).
New Cheats
recruit# = Created # of recruits with 20xp, that will be ready in one turn (No extra equipment)
eventg8 = "meet_eldar"
Version 0.6601 GMS2 Hotfix
Fixed
-Artifacts can now be equipped (Conversion Error)
-Ships that are purchased should now function correctly, included a fix on load in case one is bugged. (Source Error?)
-Choosing random will now give you advantages and disadvantages (Source Error, incomplete content)
Version 0.6600 GMS2
Notes
-With the conversion to GMS2, I cannot guarantee stability. I am only 90% confident nothing of note is broken.
Fixed
-Crash caused by getting the STC bonus to vehicle accuracy ad then sending vehicles into combat.
-Crash caused by a typo in obj_turn_end_Alarm_0 when Orks invaded.
-Transfer showing empty boxes for unit roles company screen.
-Ship/world names overlapping with armour in company screen.
-Lost ships now return after a random amount of time (10-100 turns).
-Splintered ships on creation to now work as intended (I think it's being weird).
-Changed the range of boarding to the max range on the parent ship.
-Daemon binders no longer resaults in instant failure, instead it will take several encounters with the inquisition before they freak out.
Changes
-Made it, so you always get loot after you clear a space hulk and added a small chance to get Tartaros armour.
-Added the option to decrypt saves in the options menu, BACK UP YOUR SAVES; if you break them, you are on your own.
-Changed the fleet selection menu, selecting a category (de)selects all within, selecting names (de)selects as well.
--Selecting the background no longer selects all.
-Changed how company screen logic works D
--DOUBLE CLICK has been disabled.
--Right-click selected all of the selected unit types.
--All multi-select options no longer inverse selection, but instead select all targeted, and if all are selected, deselects them.
--If none are selected, the group with the most units at a location will be selected.
-Made planets random features (????) generate on creation, but also made more of on gen. (Will be adding more options at a later date.)
-Added symbols on the planets when they have features of interest or require help. (! Coloured threats)
-Activated "Cave Network" planetary feature, however temporarily make it equal to Ancient Ruins.
-Assault a Necron tomb without a mission, land troops, end turn. (requires plasma bomb, still decent chance of failure)
-Removed the need to have the chapter master present to control the fleet. (It's too buggy without control.)
-Increased the chances of the tau spawning on gen from 33% to 66%.
Code Changes
-Refactored unit selection and unit selection buttons on the company screen.
-Converted project from GMS 1.4 to GMS 2.
-Added proper documentation (Jsdoc) to some of the existing code.
-Started converting dedicated object scripts into object functions.
New Cheats (Many of these events will proc but will not create a popup)
eventg0="space_hulk";
eventg1="promotion";
eventg2="strange_building";
eventg3="sororitas";
eventg4="rogue_trader";
eventg5="inquisition_mission";
eventg6="inquisition_planet";
eventg7="mechanicus_mission";
eventn0="strange_behavior";
eventn1="fleet_delay";
eventn2="harlequins";
eventn3="succession_war";
eventn4="random_fun";
eventb0="warp_storms";
eventb1="enemy_forces";
eventb2="crusade";
eventb3="enemy";
eventb4="mutation";
eventb5="ship_lost";
eventb6="chaos_invasion";
eventb7="necron_awaken";
Version 0.6571
Notes
-Just a quick fix, feeling ill from my second covid vaccination, taking it easy for now.
Fixed
-A few bugs in promotions.
-Clicking out from the promotions/transfer/rearm menu now exits the menu, in addition to clicking cancel.
-Bottom part of companies now enters into selected company.
Changes
-
Code Changes
-
Version 0.6570
https://ufile.io/xyy05hi3
https://anonfiles.com/jd84ff4fua/Chapter_Master_0.6570_rar
-Saves should be forward compatible but ARE NOT BACKWARDS COMPATIBLE.
-There are several options of things I can look at next as everything needs work.
-Finish the role/weapon/armour overhaul to bring in more equipment and chapter options.
-Overhaul space combat to be more strategic by creating basic ai and better controls for the player.
-Overhaul ground combat to be more engaging and include controls for the player.
-Make going renegade/chaos viable.
-Finish the diplomatic options with different races.
-Find out what is causing the infinite guard bug.
Fixed
-Marines being overloaded into escorts on generation.
-Ships not despawning after being defeated in battle.
-Transfers to allow all units to be in all companies.
-You can now promote units to HQ positions if they are empty.
-Board Next Nearest now works with no limit on the number of marines.
-Note you can now take on fairly large fleets with minimal losses,
-Enemy escorts are still an issue that I am looking into.
-Fixed a bug where strike cruisers would not get close enough to shoot. (I think?)
Changes
-Game no longer ends when your chapter master dies, the most experienced marine is automatically promoted.
-Changed ship loading to one company per frigate, including vehicles and 2 companies for battle barges.
-Overhauled promoting to be more in line with the lore, 1st = veterans, 2nd-5th = battle, 6-9th = support.
--You can only promote in order scout->support->battle->1st-> honour; exceptions are made for command positions.
-Increased the max number of promotion options that "can" be shown from 6 to 9.
-Randomized starting experince of all units.
-Change promotion experience to a single rational number "40", to which most ranks require a multiple of.
-Companies 6th-9th= 20
-Companies 2nd-5th= 40
-Company 1st= 80, Terminators= 100
-HQ Honor guard=120.
-HQ command positions= 200
----Command positions, 1st company adds +40
Captian=120, Champion= 100, Standard Bearer= 80
-Dreadnought= 100, Venerable Dreadnought= 400
-Specialists exp requires increase 40 per rank, eg: X asprant/Lexicanum= 40, techmarine/Codiciery= 80, Epistolary= 120
Code Changes
-Created refactored role name system (Role_Enums) to allow the changing/adding of roles, which needs to be implemented across all code structures.
-Rewrote the entire chapter management screen and company management view using Enums as a testbed.
-Created a ton of helper tools.
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Version 0.6560
Changes
-More elaborate cheats with the option to turn off debug mode (see cheats)
Fixes
-Fixed vehicles disappearing when tranfered to HQ
-Fixed a boarding bug, unsure which one.
-Tons of small things.
-*Forgot about this, fixed crash when replacing governer with serf.
-------Cheats--------
-Cheats have been updated to allow semi logical strings.
-Several cheats can be toggled on and off, just repeat the same cheat.
-Several cheats use numbers eg: to use "req#" you could type "req10000"
-To start once on the sector/map screen press "p", then enter text that is before the = sign.
infreq = Toggle infinate requisition
infseed = Toggle, gain 9999 geneseed.
debug = Toggle debugmode, use at your own peril.
(Right click on sector map to create/destroy fleets/invasions)
(On planet view, increase or decrease forces)
(On Armanentarium screen add STC research for free)
test = Test dialogue, dont use.
req# = Set requisition to # amount
seed# = Set geneseed to # amount
recruit# = Created # of recruits with 20xp, that will be ready in one turn (No extra equipment)
*Note all deposition cheats can be negative and are capped between -100 and 100.
*Deposition has the format of "depXYZ#" where XYZ is the first 3 letters of a factions name.
*EG: "depimp100" sets deposition with the imperium to 100; whereas, depimp-100 sets it to -100.
depall# = Set deposition of all factions to an amount.
depimp# = Imperium
depmec# = Mechanicus
depinq# = Inquisition
depecc# = Ecclesiarchy
depeld# = Eldar
depork# = Ork
deptau# = Tau
deptyr# = Tyranids, this probably wont do anything.
depcha# = Chaos
(Many of these events will proc but will not create a popup)
eventg0="space_hulk";
eventg1="promotion";
eventg2="strange_building";
eventg3="sororitas";
eventg4="rogue_trader";
eventg5="inquisition_mission";
eventg6="inquisition_planet";
eventg7="mechanicus_mission";
eventg8 = "meet_eldar"
eventn0="strange_behavior";
eventn1="fleet_delay";
eventn2="harlequins";
eventn3="succession_war";
eventn4="random_fun";
eventb0="warp_storms";
eventb1="enemy_forces";
eventb2="crusade";
eventb3="enemy";
eventb4="mutation";
eventb5="ship_lost";
eventb6="chaos_invasion";
eventb7="necron_awaken";
http://www.bay12forums.com/smf/index.php?topic=142620.4035
https://1d4chan.org/wiki/Chapter_Master_(game)
---------------------
Version 0.XXXX
Notes
-
Fixed
-
Changes
-
Code Changes
-
scr_weapon -sets description and damage for the player
scr_en_weapon -sets the damage for npc's.