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made a sestor search hint less subtle #2647

Merged
merged 2 commits into from Jun 18, 2017
Merged

made a sestor search hint less subtle #2647

merged 2 commits into from Jun 18, 2017

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jafdy
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@jafdy jafdy commented Jun 18, 2017

The Varu K'prai hint now tells the player that the Sestor fleet left wanderer space.
I don't think this is too much telling simply because it simply dose not occur to them that the fleet could have used jump drives. Hopefully this will get people to start searching beyond human space when #2427 can help them.

The Varu K'prai hint now tells the player that the sestor fleet left
wanderer space.
@@ -1763,7 +1763,7 @@ mission "Wanderers: Sestor Search: Varu K'prai"
on offer
conversation
`The entire spaceport on <planet> has been razed to the ground. Teams of Wanderers are sifting through the rubble to recover the bodies of those who were killed here. Apparently the Kor Sestor fleet destroyed the spaceport and every Wanderer ship it found in this system, and then occupied the system for several days, destroying or driving away any scout ships that entered the system.`
` The Wanderers don't know what happened next, but the drones are no longer here, so they must have moved on to a different system.`
` The Wanderers don't know what happened next, but the drones are no longer here, so they must have moved beyond Wanderer space.`
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@MessyMix MessyMix Jun 18, 2017

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It's a good idea. Just one small thing:
I think concluding that they "must have" moved outside of Wanderer space is a little bold. Maybe it could be written as, the drones are no longer here. Perhaps they have moved beyond Wanderer space. or something less conclusive as "must have". I don't think you could deduce that instantly from the situation.

But yes, this would help.

@ReimeiSky
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ReimeiSky commented Jun 18, 2017

I think MessyMix's addition makes it more subtle, but in what way is jafdy's subtle?

I agree with the idea, honestly, but label your pull requests better :|
oh, oops, misread.

@endless-sky endless-sky merged commit ef3dcab into endless-sky:master Jun 18, 2017
@jafdy jafdy deleted the less-subtle-hint branch June 18, 2017 19:10
@jafdy
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jafdy commented Jun 18, 2017

@Bladewood It was a bit too subtle before but I overshot the mark and went for something about as subtle as a sledgehammer. Your crossings out did make me laugh, something I really need more of right now.

Hadron1776 added a commit to Hadron1776/endless-sky that referenced this pull request Jul 12, 2017
* Added some Remnant ship names.

* Added a label for the Ember Waste, which shows up once you make contact with the Remnant.

* Added a fuel pod to the cruisers to give them the extra range needed

* Reordered the entries in the saved game file to a more logical order (and fixed the fact that Load() listed them in a completely different order than Save()).

* In the shop panels, only let the "i" keyboard shortcut ("Install") work if you are actually installing an outfit from cargo.

* Fixed a bug where you couldn't transfer an outfit between ships or install it from cargo if buying it requires a license.

* Fixed scrolling of the fleet list when "looping around" to the first or last item.

* Fixed a ship variant with negative outfit space.

* Made a mission fail if it becomes impossible to complete

If you need to board or scan a ship, and that ship is destroyed before
you do so, the mission will now fail.

* Capturing ships should affect reputation

Previously, capturing a ship didn't actually change your reputation with
the ship's government. The event never went into the eventQueue, so
wasn't processed by AI::UpdateEvents and didn't flow into Offend. This
fix directly runs Offend when you capture a ship.

* A ship's animation now "pauses" if it is disabled or destroyed.

* Fix typo in Deep Treasure's spaceport

* Ships can have a custom "swizzle" property (endless-sky#2629)

* Ships can have a custom "swizzle" property

The nomenclature is the word "swizzle" (quotes unnecessary) followed by
a number between 0 and 8, at the same level of indentation as sprite or
attributes. Use 0 for no swizzling of the original sprite.

* Defined key in Ship::Load

* Custom swizzle corrections

Invalid ship swizzle values will be ignored. Also fixed a missing
if(government) check in Ship::Place, introduced in previous commit.

* Moved the chack for invalid swizzle values directly into SpriteShader, so that no code outside of SpriteShader would need to be changed in the future if new swizzle options are added. (Also made it possible for DrawList to use swizzle 8.)

* Fix to 'inactive' Next/Previous buttons when you have no Log entries

Adding the Logbook button, and the condition for when it's active has
incidentally attached that condition to the Next and Previous buttons in
Ship Info. This means they're greyed out unless you have log entries.

This fix just adds the line "active" so that Next/Previous are always
active.

* AI TravelPlan actions should not target inaccessible StellarObjects

These steps prevent the player from toggling LAND in an otherwise "uninhabited" system with a StellarObject already targeted, which will generate a segfault at AI.cpp:2472.

* If a ship is captured, make its escorts independent.

* The AI no longer gets "stuck" if a ship is an escort, its parent is disabled, and it has no target to fight.

* Typo in my previous commit.

* Made the "previous" snapshots update by moving the files, not copying them, so their timestamps will not be changed.

* Truncate displayed ship names to prevent overflowing containers (endless-sky#2631)

* Apply truncation to the front of ship names if selling more than one

Avoids awkward-looking line wraps caused by long ship names when coupled with list-style confirmation dialog.
Refs endless-sky#2249

* Extend truncation to other appearances of ship names

Adds front or end truncation to the following locations:
 - Hailing screen: no overflow off right edge for combinations of long ship names and/or long government names.
 - Targeting reticle: no overflow off left edge of ship name
 - Ship detail screen: no overlap of "ship:" and the ship name
 - Shipyard/Outfitter ship details screen: no/minimal overflow out of rounded square border
 - Player Info fleet list: no overflow of ship name across category

Front truncation used where possible, to preserve possible identifying numbers on the tail of the ship name, e.g. the "1" in 'My Ship 1'

* Remove all overlap from Shipyard/Outfitter shared panel

* Font::TruncateMiddle

Allow truncation of strings from the middle out. No special handling to cut in "pretty" locations to do things such as prefer whole-word removal, 2nd-letter starting, etc.
Changes in border characters from "..." to alphanumerics, plus the slightly reduced width precision of TruncateMiddle vs Truncate(Front) made adjusting some targeted widths necessary.

* More Free Worlds log entries.

* Added a helper function for the common task of splitting a string into paragraphs.

* Hostile NPCs should not KeepStation with cloaked parents (endless-sky#2641)

* Hostile NPCs should not KeepStation with cloaked parents

* Hostile mission NPCs without targets in player system avoid jumping

MoveIndependent will instead instruct them to patrol the system you are in until a target becomes available.

* Shifting the Vanguard's turret slightly.

* Added support for "special" log entries, containing whatever you know about a particular person, faction, etc.

* More Free Worlds log entries.

* Fix typo in Wanderers first contact

* Possible fix for low-resolution window icons on KDE.

* Wrapping the Linux-specific aspects for the previous commit inside ifdef guards.

* Typo in my previous commit.

* Backing out my changes to try to fix icons on KDE, because they didn't work.

* made a sestor search hint less subtle (endless-sky#2647)

* made a sestor search hint less subtle

The Varu K'prai hint now tells the player that the sestor fleet left
wanderer space.

* made it a tad more subtle

@MessyMix

* More Free Worlds log entries.

* Added the log text for the rest of the Free Worlds missions.

* Nemesis target selection now considers NPCs escorted by the player

 - Added a check of the target's personality for the "escort" tag, which indicates a ship important enough to the player that it appears in the HUD.

Ref endless-sky#2586

* Spelling corrections noted on Steam (Rhendox)

As per:
http://steamcommunity.com/app/404410/discussions/1/2333276539613621549/

* MOVE_TO orders should not stack ships on the same position

When cross-system MOVE_TO was implemented, the check to space out ships that were in the player's system did not get updated.

* Fixed the description and attributes of Trove.

* In the logbook, don't allow moving the selection up if you're already at the top. Also, if you click a different year, select the first month in that year, not the last one.

* Capitalizing "the Eye" in "Wanderers Conversation"

* Ships no longer mine if they have offered assistance

* Use user-defined colors for status overlays and escort attributes

Status overlays (shields, hull, scanning progress) were previously fixed
 - New colors are added to data/interfaces.txt to allow custom colors

Escort attributes (shields, hull, fuel, heat, energy) were previously hard-coded to the default values assigned to the flagship.
 - Colors now reflect the custom values given to the user's flagship's attributes.
 - Existing "overlapping" bar behavior for displaying attributes that differ between like-model escorts is preserved.

* Do not allow scanning of cloaked ships

When a ship cloaks, any "scan circles" will be removed
If your targeted ship is cloaked, you cannot attempt to scan it.

* Added two weapon modifiers: "safe," meaning the blast radius only hits hostile ships, and "phasing," meaning the projectile is not blocked by asteroids or other ships.

* Fix typo in FW log

* Fixed bad auto-hinting that made the '+' sign non-symmetrical.

* Prettify more credits displays with Format::Number (endless-sky#2672)

* Prettify more credits displays with Format::Number

* Remove unnecessary variables in Account.cpp

* Switched "Spaceport" to always being one word (even the button in the planet panel).

* Added a "target" personality that marks a ship by making it flash in the radar and the targeting display.

* Added a "skybound" personality that keeps a ship from landing on planets. (Useful for creating a bounty ship that will flee to other systems but will not land even if it's technically in friendly territory.)

* Added the first string of Remnant intro missions.

* Use Target personality to highlight espionage target

* Marked the Syndicate Test Dummy ships with the new "target" personality

* Added a secong Remnant intro mission.

* Pirate jobs (endless-sky#2646)

* Pirate jobs

* Removed reputation condition from normal jobs

They aren't relavent to this PR anymore. Will be included in slavery PR.

* Bounty hunters less likely to come after player...

but will come after the player even if they only land on pirate worlds.

* Changing pirate defense missions to offer in spaceports

* Minor changes

Not as likely to get the hardest stolen vessel to transport
Wording changes in descriptions
Removed redundant numbering on elminating law enforcement jobs

* Illegal cargo related hail

* New illegal cargo names (@comnom)

* A bunch of changes

Changed the `to offer` conditions on most of the jobs.
* Only the smaller cargo jobs and the smallest passenger job offer with
either a not-too-low pirate rep or a high combat rating.
* Required combat ratings for jobs now correspond to levels, the lowest
combat level requirement being ~5 (150) and the highest being ~8 (3000).

Removed all mentions of "your crew" in `illegal` messages. Highly wanted
passenger jobs now mention the cargo you must carry.

Renamed slave transport jobs and reworked the descriptions. They now
require a combat rating and positive pirate rep. Changed cargo name from
"shackles and grub" to "slave food."

Large law enforcement jobs now mention their size.
Lowercased all instances of "militia" in descriptions and dialog.

Reworded the description of large "Eliminating Competition" jobs.

Raiding merchant jobs now require you to have a positive pirate
reputation so your escorts don't attack you.

Removed the ransom jobs.

Fixed a typo. "Convoy at <system>" -> "Convoy near <system>"

* Created highly illegal substance and cargo categories

It doesn't make sense for jobs to sometimes consider a commodity illegal
and sometimes highly illegal, so I've moved some of th commodities over
into a highly illegal category.

Yes, stolen silver spoons are highly illegal. You never know what
pirates could do with those things.

* Lowered the payment for each job, in some cases drastically

Pirate jobs should be good, but not THAT good.

* Replacing all "target" governments with the new target personality

* Fixing a missing quotation mark

* Fixed the fleet names in the new pirate jobs.

* Fixed pluralization of "ton" vs. "tons" in the trading panel.

* Making "Unfettered: Jump Drive Source" invisible

* Made sure the Syndicate is hostile after you capture one of their executives in the Free Worlds story.

* Fixing a small story conflict in the Free Worlds plot.

* Black vegetable new hails (endless-sky#2275)

* Update hails.txt

* Added more hails

* Replace with contraction

"there is" sounds a little stodgy.

* Cleaned up spaces

I accidentally tried to insert spaces where tabs were expected.

* older generation --> oldsters

I'm starting to wonder if I am actually part of the older generation...

* fixup from reviews

* Fixed a bug in Files::RecursiveList() on Windows (because it turns out Windows doesn't use 0 to indicate an invalid handle).

* Clarified where you are supposed to go after deploying the surveillance cubes in the Wanderers story.

* Made the Free Worlds commitment conversation more generic to account for the fact that you may or may not have met each of the Council members already.

* Made "raids" on poorly defended player fleets only happen if the raid's government is hostile to the player.

* If the player somehow clicks through to the spaceport before all "landing" missions are offered, still offer landing missions there.

* Added the "target" personality to NPCs that must be killed for various story line missions.

* Carried Ships find parents

Commit 1177434 broke the assignment of fighters to a member of their government if they did not have a free bay to belong to.
This commit randomizes the assigned parent to one of the fellow members of the same government in the same system that is also not a fighter.

* Updating the changelog to include everything from the past 4 months.

* Fixed the "clear" keyword not working on planet data since the add / remove keywords were added.

* Fixed the logic for deciding when to show commodity prices for a system.

* Fixed an event that didn't fully succeed in making Varu K'prai show up as "uninhabited."

* Fixed a few typos and omissions in the changelog.

* Sorting out the distinction between System::IsInhabited() and ::HasFuelFor().

* Typo fix. (Spotted by @Alkallid)

* Made it so the only way to get pirates to be friendly toward you is to attack merchants.

* Added the final Remnant into mission, making it possible to get a license to purchase their ships and technology.

* enhancement: Allow mods to change wormhole hail messages (endless-sky#2706)

* Allow mods to change wormhole hail messages

* Drop leftover, unneeded commas

* Typo fix.

* Typo fixes. (@Bladewood)

* Ship group hotkeys now work in the shops.

* More typos. (@Bladewood, @awfulworldkid)

* Added log entries for the Wanderer story line.

* Typo fixes and minor edits. (@Bladewood, @jafdy, @Proont)

* Another typo.

* Made it so homing weapons that don't consume ammo can auto-fire in "dumb" mode (i.e. with no target).

* In the fleet list, made it possible to click and drag all the selected ships as a block, instead of having to reorder ships one by one.

* Made it possible to assign group hotkeys in the player info panel's fleet listing.

* Added support for ship attributes that confer resistance to heat, ion, disruption, or slowing damage.

* Fixed how harvested materials are shown when scanning a ship's cargo.

* Updating the tooltips to include "cooling inefficiency."

* Typo fix.

* Cleaning out more tooltips that are no longer used.

* Carried ships assist in NPC mining operations

The mining personality will now deploy any carried ships while actively mining.
These carried ships inherit the mining personality, so if they have cargo space free, they will mine independently.
After filling their cargo space, carried ships will assist their parent ship in destroying its target asteroid.

* Fixed the condition checks for which weapons are included in the "maximum range" check in AutoFire().

* Added a mission to clue the player in to the existence of the special wormhole in the Terminus system.

* Reduced the top speeds of some missiles to compensate for the 10% speed boost provided by endless-sky#2592.

* Typo fix. (@KiLEdEnNis)

* Typo fix. (@SolraBizna)

* Vindictive ships only remember targetable targets

Prevent vindictive personality ships from thinking they have someone to attack or assist when that ship is no longer available to target, yet still exists (i.e. carried ships).

* Mission NPCs added to the escort display are drawn with hostile colors as appropriate. (endless-sky#2725)

* Mission NPCs added to the escort display are drawn with hostile colors

If a mission adds a hostile ship to the escort display so that the player can track its whereabouts, this ship will appear under the player's colors (green) on the radar and in the target reticle.

This commit prevents drawing hostile escorts as assumed friendlies.

* Display escort icon as Radar::HOSTILE color

Also, do not merge it with friendly escort icons.

* Restore colors in radar display

* Made it possible to customize the colors used in the radar (which are also used for target crosshairs).

* bugfix: Restore follow-parent behavior for hostile NPCs which began patrolling (endless-sky#2722)

* Restore follow-parent behavior for hostile NPCs which began patrolling

In 4ab74b5 hostile, non-staying NPCs which could not target any ships in a system were instructed to patrol it instead of jump away and then jump back. However, if the player left the system while remaining untargetable, the NPCs would get stuck landing if they were targeting a non-planet at the time of your jump.
This commit resolves the logic bug in MoveEscort that assumed the ship's stellar target was a landable planet by verifying that it is indeed a landable planet. If it is not, the ship will clear the target and resume tracking down the player.

* Remove redundant check
Hadron1776 added a commit to Hadron1776/endless-sky that referenced this pull request Jul 12, 2017
* Allow events to modify a fleet's personality (#51)

* . (#52)

* Added some Remnant ship names.

* Added a label for the Ember Waste, which shows up once you make contact with the Remnant.

* Added a fuel pod to the cruisers to give them the extra range needed

* Reordered the entries in the saved game file to a more logical order (and fixed the fact that Load() listed them in a completely different order than Save()).

* In the shop panels, only let the "i" keyboard shortcut ("Install") work if you are actually installing an outfit from cargo.

* Fixed a bug where you couldn't transfer an outfit between ships or install it from cargo if buying it requires a license.

* Fixed scrolling of the fleet list when "looping around" to the first or last item.

* Fixed a ship variant with negative outfit space.

* Made a mission fail if it becomes impossible to complete

If you need to board or scan a ship, and that ship is destroyed before
you do so, the mission will now fail.

* Capturing ships should affect reputation

Previously, capturing a ship didn't actually change your reputation with
the ship's government. The event never went into the eventQueue, so
wasn't processed by AI::UpdateEvents and didn't flow into Offend. This
fix directly runs Offend when you capture a ship.

* A ship's animation now "pauses" if it is disabled or destroyed.

* Fix typo in Deep Treasure's spaceport

* Ships can have a custom "swizzle" property (endless-sky#2629)

* Ships can have a custom "swizzle" property

The nomenclature is the word "swizzle" (quotes unnecessary) followed by
a number between 0 and 8, at the same level of indentation as sprite or
attributes. Use 0 for no swizzling of the original sprite.

* Defined key in Ship::Load

* Custom swizzle corrections

Invalid ship swizzle values will be ignored. Also fixed a missing
if(government) check in Ship::Place, introduced in previous commit.

* Moved the chack for invalid swizzle values directly into SpriteShader, so that no code outside of SpriteShader would need to be changed in the future if new swizzle options are added. (Also made it possible for DrawList to use swizzle 8.)

* Fix to 'inactive' Next/Previous buttons when you have no Log entries

Adding the Logbook button, and the condition for when it's active has
incidentally attached that condition to the Next and Previous buttons in
Ship Info. This means they're greyed out unless you have log entries.

This fix just adds the line "active" so that Next/Previous are always
active.

* AI TravelPlan actions should not target inaccessible StellarObjects

These steps prevent the player from toggling LAND in an otherwise "uninhabited" system with a StellarObject already targeted, which will generate a segfault at AI.cpp:2472.

* If a ship is captured, make its escorts independent.

* The AI no longer gets "stuck" if a ship is an escort, its parent is disabled, and it has no target to fight.

* Typo in my previous commit.

* Made the "previous" snapshots update by moving the files, not copying them, so their timestamps will not be changed.

* Truncate displayed ship names to prevent overflowing containers (endless-sky#2631)

* Apply truncation to the front of ship names if selling more than one

Avoids awkward-looking line wraps caused by long ship names when coupled with list-style confirmation dialog.
Refs endless-sky#2249

* Extend truncation to other appearances of ship names

Adds front or end truncation to the following locations:
 - Hailing screen: no overflow off right edge for combinations of long ship names and/or long government names.
 - Targeting reticle: no overflow off left edge of ship name
 - Ship detail screen: no overlap of "ship:" and the ship name
 - Shipyard/Outfitter ship details screen: no/minimal overflow out of rounded square border
 - Player Info fleet list: no overflow of ship name across category

Front truncation used where possible, to preserve possible identifying numbers on the tail of the ship name, e.g. the "1" in 'My Ship 1'

* Remove all overlap from Shipyard/Outfitter shared panel

* Font::TruncateMiddle

Allow truncation of strings from the middle out. No special handling to cut in "pretty" locations to do things such as prefer whole-word removal, 2nd-letter starting, etc.
Changes in border characters from "..." to alphanumerics, plus the slightly reduced width precision of TruncateMiddle vs Truncate(Front) made adjusting some targeted widths necessary.

* More Free Worlds log entries.

* Added a helper function for the common task of splitting a string into paragraphs.

* Hostile NPCs should not KeepStation with cloaked parents (endless-sky#2641)

* Hostile NPCs should not KeepStation with cloaked parents

* Hostile mission NPCs without targets in player system avoid jumping

MoveIndependent will instead instruct them to patrol the system you are in until a target becomes available.

* Shifting the Vanguard's turret slightly.

* Added support for "special" log entries, containing whatever you know about a particular person, faction, etc.

* More Free Worlds log entries.

* Fix typo in Wanderers first contact

* Possible fix for low-resolution window icons on KDE.

* Wrapping the Linux-specific aspects for the previous commit inside ifdef guards.

* Typo in my previous commit.

* Backing out my changes to try to fix icons on KDE, because they didn't work.

* made a sestor search hint less subtle (endless-sky#2647)

* made a sestor search hint less subtle

The Varu K'prai hint now tells the player that the sestor fleet left
wanderer space.

* made it a tad more subtle

@MessyMix

* More Free Worlds log entries.

* Added the log text for the rest of the Free Worlds missions.

* Nemesis target selection now considers NPCs escorted by the player

 - Added a check of the target's personality for the "escort" tag, which indicates a ship important enough to the player that it appears in the HUD.

Ref endless-sky#2586

* Spelling corrections noted on Steam (Rhendox)

As per:
http://steamcommunity.com/app/404410/discussions/1/2333276539613621549/

* MOVE_TO orders should not stack ships on the same position

When cross-system MOVE_TO was implemented, the check to space out ships that were in the player's system did not get updated.

* Fixed the description and attributes of Trove.

* In the logbook, don't allow moving the selection up if you're already at the top. Also, if you click a different year, select the first month in that year, not the last one.

* Capitalizing "the Eye" in "Wanderers Conversation"

* Ships no longer mine if they have offered assistance

* Use user-defined colors for status overlays and escort attributes

Status overlays (shields, hull, scanning progress) were previously fixed
 - New colors are added to data/interfaces.txt to allow custom colors

Escort attributes (shields, hull, fuel, heat, energy) were previously hard-coded to the default values assigned to the flagship.
 - Colors now reflect the custom values given to the user's flagship's attributes.
 - Existing "overlapping" bar behavior for displaying attributes that differ between like-model escorts is preserved.

* Do not allow scanning of cloaked ships

When a ship cloaks, any "scan circles" will be removed
If your targeted ship is cloaked, you cannot attempt to scan it.

* Added two weapon modifiers: "safe," meaning the blast radius only hits hostile ships, and "phasing," meaning the projectile is not blocked by asteroids or other ships.

* Fix typo in FW log

* Fixed bad auto-hinting that made the '+' sign non-symmetrical.

* Prettify more credits displays with Format::Number (endless-sky#2672)

* Prettify more credits displays with Format::Number

* Remove unnecessary variables in Account.cpp

* Switched "Spaceport" to always being one word (even the button in the planet panel).

* Added a "target" personality that marks a ship by making it flash in the radar and the targeting display.

* Added a "skybound" personality that keeps a ship from landing on planets. (Useful for creating a bounty ship that will flee to other systems but will not land even if it's technically in friendly territory.)

* Added the first string of Remnant intro missions.

* Use Target personality to highlight espionage target

* Marked the Syndicate Test Dummy ships with the new "target" personality

* Added a secong Remnant intro mission.

* Pirate jobs (endless-sky#2646)

* Pirate jobs

* Removed reputation condition from normal jobs

They aren't relavent to this PR anymore. Will be included in slavery PR.

* Bounty hunters less likely to come after player...

but will come after the player even if they only land on pirate worlds.

* Changing pirate defense missions to offer in spaceports

* Minor changes

Not as likely to get the hardest stolen vessel to transport
Wording changes in descriptions
Removed redundant numbering on elminating law enforcement jobs

* Illegal cargo related hail

* New illegal cargo names (@comnom)

* A bunch of changes

Changed the `to offer` conditions on most of the jobs.
* Only the smaller cargo jobs and the smallest passenger job offer with
either a not-too-low pirate rep or a high combat rating.
* Required combat ratings for jobs now correspond to levels, the lowest
combat level requirement being ~5 (150) and the highest being ~8 (3000).

Removed all mentions of "your crew" in `illegal` messages. Highly wanted
passenger jobs now mention the cargo you must carry.

Renamed slave transport jobs and reworked the descriptions. They now
require a combat rating and positive pirate rep. Changed cargo name from
"shackles and grub" to "slave food."

Large law enforcement jobs now mention their size.
Lowercased all instances of "militia" in descriptions and dialog.

Reworded the description of large "Eliminating Competition" jobs.

Raiding merchant jobs now require you to have a positive pirate
reputation so your escorts don't attack you.

Removed the ransom jobs.

Fixed a typo. "Convoy at <system>" -> "Convoy near <system>"

* Created highly illegal substance and cargo categories

It doesn't make sense for jobs to sometimes consider a commodity illegal
and sometimes highly illegal, so I've moved some of th commodities over
into a highly illegal category.

Yes, stolen silver spoons are highly illegal. You never know what
pirates could do with those things.

* Lowered the payment for each job, in some cases drastically

Pirate jobs should be good, but not THAT good.

* Replacing all "target" governments with the new target personality

* Fixing a missing quotation mark

* Fixed the fleet names in the new pirate jobs.

* Fixed pluralization of "ton" vs. "tons" in the trading panel.

* Making "Unfettered: Jump Drive Source" invisible

* Made sure the Syndicate is hostile after you capture one of their executives in the Free Worlds story.

* Fixing a small story conflict in the Free Worlds plot.

* Black vegetable new hails (endless-sky#2275)

* Update hails.txt

* Added more hails

* Replace with contraction

"there is" sounds a little stodgy.

* Cleaned up spaces

I accidentally tried to insert spaces where tabs were expected.

* older generation --> oldsters

I'm starting to wonder if I am actually part of the older generation...

* fixup from reviews

* Fixed a bug in Files::RecursiveList() on Windows (because it turns out Windows doesn't use 0 to indicate an invalid handle).

* Clarified where you are supposed to go after deploying the surveillance cubes in the Wanderers story.

* Made the Free Worlds commitment conversation more generic to account for the fact that you may or may not have met each of the Council members already.

* Made "raids" on poorly defended player fleets only happen if the raid's government is hostile to the player.

* If the player somehow clicks through to the spaceport before all "landing" missions are offered, still offer landing missions there.

* Added the "target" personality to NPCs that must be killed for various story line missions.

* Carried Ships find parents

Commit 1177434 broke the assignment of fighters to a member of their government if they did not have a free bay to belong to.
This commit randomizes the assigned parent to one of the fellow members of the same government in the same system that is also not a fighter.

* Updating the changelog to include everything from the past 4 months.

* Fixed the "clear" keyword not working on planet data since the add / remove keywords were added.

* Fixed the logic for deciding when to show commodity prices for a system.

* Fixed an event that didn't fully succeed in making Varu K'prai show up as "uninhabited."

* Fixed a few typos and omissions in the changelog.

* Sorting out the distinction between System::IsInhabited() and ::HasFuelFor().

* Typo fix. (Spotted by @Alkallid)

* Made it so the only way to get pirates to be friendly toward you is to attack merchants.

* Added the final Remnant into mission, making it possible to get a license to purchase their ships and technology.

* enhancement: Allow mods to change wormhole hail messages (endless-sky#2706)

* Allow mods to change wormhole hail messages

* Drop leftover, unneeded commas

* Typo fix.

* Typo fixes. (@Bladewood)

* Ship group hotkeys now work in the shops.

* More typos. (@Bladewood, @awfulworldkid)

* Added log entries for the Wanderer story line.

* Typo fixes and minor edits. (@Bladewood, @jafdy, @Proont)

* Another typo.

* Made it so homing weapons that don't consume ammo can auto-fire in "dumb" mode (i.e. with no target).

* In the fleet list, made it possible to click and drag all the selected ships as a block, instead of having to reorder ships one by one.

* Made it possible to assign group hotkeys in the player info panel's fleet listing.

* Added support for ship attributes that confer resistance to heat, ion, disruption, or slowing damage.

* Fixed how harvested materials are shown when scanning a ship's cargo.

* Updating the tooltips to include "cooling inefficiency."

* Typo fix.

* Cleaning out more tooltips that are no longer used.

* Carried ships assist in NPC mining operations

The mining personality will now deploy any carried ships while actively mining.
These carried ships inherit the mining personality, so if they have cargo space free, they will mine independently.
After filling their cargo space, carried ships will assist their parent ship in destroying its target asteroid.

* Fixed the condition checks for which weapons are included in the "maximum range" check in AutoFire().

* Added a mission to clue the player in to the existence of the special wormhole in the Terminus system.

* Reduced the top speeds of some missiles to compensate for the 10% speed boost provided by endless-sky#2592.

* Typo fix. (@KiLEdEnNis)

* Typo fix. (@SolraBizna)

* Vindictive ships only remember targetable targets

Prevent vindictive personality ships from thinking they have someone to attack or assist when that ship is no longer available to target, yet still exists (i.e. carried ships).

* Mission NPCs added to the escort display are drawn with hostile colors as appropriate. (endless-sky#2725)

* Mission NPCs added to the escort display are drawn with hostile colors

If a mission adds a hostile ship to the escort display so that the player can track its whereabouts, this ship will appear under the player's colors (green) on the radar and in the target reticle.

This commit prevents drawing hostile escorts as assumed friendlies.

* Display escort icon as Radar::HOSTILE color

Also, do not merge it with friendly escort icons.

* Restore colors in radar display

* Made it possible to customize the colors used in the radar (which are also used for target crosshairs).

* bugfix: Restore follow-parent behavior for hostile NPCs which began patrolling (endless-sky#2722)

* Restore follow-parent behavior for hostile NPCs which began patrolling

In 4ab74b5 hostile, non-staying NPCs which could not target any ships in a system were instructed to patrol it instead of jump away and then jump back. However, if the player left the system while remaining untargetable, the NPCs would get stuck landing if they were targeting a non-planet at the time of your jump.
This commit resolves the logic bug in MoveEscort that assumed the ship's stellar target was a landable planet by verifying that it is indeed a landable planet. If it is not, the ship will clear the target and resume tracking down the player.

* Remove redundant check
tehhowch pushed a commit to tehhowch/endless-sky that referenced this pull request Sep 1, 2017
* made a sestor search hint less subtle

The Varu K'prai hint now tells the player that the sestor fleet left
wanderer space.

* made it a tad more subtle

@MessyMix
TJesionowski pushed a commit to TJesionowski/endless-sky that referenced this pull request Oct 2, 2018
* made a sestor search hint less subtle

The Varu K'prai hint now tells the player that the sestor fleet left
wanderer space.

* made it a tad more subtle

@MessyMix
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4 participants