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v2.0.0: Alberta map, fur seed generation, party sliders, add/remove animals
Visual variation seeds are now generated dynamically when modifying animal furs. No more reusing a single seed over and over!
Massive credit to xpltive for cracking the fur type algorithm, open-sourcing their code, and answering all of my questions. I would have never been able to build this update without your help!
All missing furs have been added, including:
all Great One furs for Red Fox, Pheasant, and Mule Deer
Fabled Piebald Whitetail Great One
alternate Fabled Glacier Black Bear Great One
variations like multiple grey/leucistic kangaroos and multiple piebald alligators
Parties now support sliders to specify the percentage of animals to modify
Add/Remove animals from the reserve. CAUTION: Use carefully, this can break things.
Bulk-edit animals in the Explorer table with multi-select. Animals can also be edited across multiple reserves
Improved progress bars to show activity when modifying large numbers of animals
Massive improvements to loading speed when opening a reserve file, plus snappier performance when navigating around the UI
Updated all animal data with more accurate score and weight data
Separate weight/score data for animals that have both male and female diamonds to keep values within the game limits
Added logic to slighly bump the minimum Diamond weight+score for animals with TruRACS scoring to reduce the odds of accidentally making a bunch of Golds
Under-the-hood
Rewrote most of hacks2.py to automatically parse all fur data and most scoring data from global_animal_types.blo. This should dramatically reduce the amount of work needed to update APC when new animals/maps are added
Replaced all print() and if verbose: statements with proper logging