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RimWorld Release version
v1.03:
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Extensive tweaks courtesy of Sokyran:
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Fix senator quests generating with 0 threat points
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Fixed the infinite loading of labyrinth maps as well as some other bugs related to perks affecting mood duration
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Perks affecting mood duration now use a new VEF StatDef
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Perks affecting mood in any capacity now only apply to player faction only, rather than all factions
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Nos Morituri Te Salutant is no longer applied if the mood would be positive
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For testing purposes, Nos Morituri Te Salutant now also affects "Debug bad thought"
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Add extra research restrictions to Profectus perk
- Code related to reinforcements from Auxilia perk and Beacon building has been improved:
- Auxilia and Beacon won't spawn reinforcements based on specific map conditions
- Beacon will keep checking every possible allied faction until it can find one that it can spawn, if any
- Auxilia will cause a message to pop-up with a reason why they weren't able to reinforce
- Reinforcements now check if they are friendly with the faction attacking the player
- Auxilia reinforcements won't arrive if friendly with player enemies
- Beacon will try to spawn reinforcements that are hostile to the threat, if any
- Reinforcements cannot arrive if out of allowed arrival temperature range for the faction
- Reinforcements cannot arrive if there are other visitors blocking their arrival
- For example, reinforcements cannot arrive from a faction that is hostile to the Empire while you're hosting the bestowing ceremony
- Beacon will now work even if republic factions are disabled
- Auxilia should no longer have the reinforcements steal or kidnap pawns, along with other weirdness like potential biocoded weapons and apparel, among other things
- This was achieved by creating IncidentParms from scratch, rather than re-using the ones from current raid
- Auxilia will no longer modify the result of raid spawn
- Modifying the result would, at that point, not prevent the raid - just stop a bunch of code from being notified that it happened
- A warning will be logged if reinforcements from Auxilia will fail to spawn
- Fixes and improvements to perk system
- The perk for unifying all the republics will now unlock when all the republics present in the current game are unified
- This means that you can still get the final perk if you play with 1/2 republics rather than 3
- If you add the missing republics (through faction discovery) then the final perk will be re-locked next time the game is saved (until you unify the new factions as well)
- It would be possible to add the re-locking code in the code spawning a new faction, but I wanted to keep it simple and avoid any unnecessary Harmony patches
- The button to open perk info dialog is hidden if there's no republics present in the game
- It should become visible again once you add them using faction discovery
- Fixed errors with perk info dialog when not all factions are spawned in the game
- Perk info dialog will now update its data while open in case you finish any of the quests while it's open
- This means that you don't need to re-open the dialog to see perks becoming unlocked/re-locked
- The size of perk info dialog is now slightly bigger to take into consideration the close button size
- The close button was slightly overlapping with the perks with only 1/2 active republics
- "View Perks" and "View Senators" text is no longer hardcoded and is now defined in the UI.xml language file
- Simplified the info list for perk info dialog
- It takes more space due to use of multiple classes, but it should be easier to understand what the code does