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feat(content): Revert missile changes + miscellaneous balance tweaks #9973

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merged 5 commits into from
May 2, 2024

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Anarchist2
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@Anarchist2 Anarchist2 commented Apr 7, 2024

Summary did you know that the name of PR's branch is gullible

This is a simplified revision of #8622.

  • Revert missile drag, acceleration and velocity values back to their pre-improvement(content): Increase weight of human launchers and rebalance missiles accordingly #6260 numbers. While missile dodging is easier now, these changes have also made missiles impossible to use by players at ranges longer than point-blank. Damage numbers and outfit space are not changed by this PR.
  • Double radar jamming strength of the human jammers because they smell.
  • Reduce the Javelin Mini Pod's ammo count from 40 to 30. Javelins are by far and away the best missile type, and part of that is because of how spammable they are. This change should make Javelin Mini Pods less of the best weapon choice at that size.
  • Increase the Sidewinder Pod's ammo from 4 to 6, and the Typhoon Pod's ammo from 2 to 3. Despite being larger than the Torpedo Pod, the Typhoon Pod carries less total damage (2100 vs 2460). While Sidewinders do deal less damage than Meteors, the Sidewinder Launcher holds more damage than the Meteor Launcher (9900 vs 8700), whereas the Sidewinder Pod holds less than half of the Meteor Pod (880 to 2030). These changes are so that those pods don't desperately need ammo racks to be usable.
  • Altered ammo counts on some ships to account for these changes.

@Anarchist2 Anarchist2 added the balance A ship or weapon that seems too powerful or useless, or a mission that seems too easy or hard label Apr 7, 2024
@@ -139,7 +139,7 @@ outfit "Large Radar Jammer"
thumbnail "outfit/large radar jammer"
"mass" 14
"outfit space" -14
"radar jamming" 10
"radar jamming" 20
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Maybe doubling would be a bit too much? Why not values like 15? That's the only thing I'd suggest.

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I think doubling is reasonable. Radar jammers are heavily underwhelming at the moment, doubling them should make them more effective in their role.

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@Zitchas
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Zitchas commented Apr 7, 2024

I very much think that these changes should be broken up and done individually. Every line of the summary should be a separate PR and discussed individually.

Radar jamming and javeline pod are pretty solid, the rest are iffy and deserve to be discussed individually on their own merits.

@Hurleveur
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Hurleveur commented Apr 7, 2024

The only missile that's impossible to use is the Meteor, I think, and that could be fixed by tweaking the tracking (or these changes, idk I didnt test this tbh, I just know they're useless rn)

I personally like the way things like torpdoes currently function, they're very dangerous up close but otherwise dodgeable, if we're changing that I'd argue the damage should change with it, because right now taking a torp to the face is too impactfull, even, and forces me to stay at a distance from ships with torps.

The jamming changes are a very good idea, and addresses sidewinder currently being too good

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I like the changes, it really balance the outfits in a good way.

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I personally don't care about secondary missile type weapons much, but will make this comment to explain why.
They are largely ineffective for the player to use unless you have a medium or larger sized fleet of missile equipped ships.
If tracking was improved across the board, then maybe they become more viable for solo and small fleet players. Now, it is a real pain when you are facing an NPC fleet of missile equipped ships .
So, if anything the Jamming buff is great.
And nerfing everything else helps the players that don't use them. Seeing as they are only effective in fleets, players that do use them can just add a couple more ships to bring the overall DPS back up.

@bene-dictator bene-dictator added the text - short Content that contains short blocks of text such as jobs, small missions, descriptions, etc. label Apr 8, 2024
@MasterOfGrey
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MasterOfGrey commented Apr 8, 2024

I second the idea of separating out at least the jamming component into something else.
Current jamming behaviour isn't effective, and boosting the strength of it doesn't make it more so.

It's all well and good for it to have a small chance of jamming off course from the target ship and looping around until it re-locks, but when you've gotta compete with AM (which is intrinsically a strong option) - if the missile missing it's target and hitting another friendly ship while jammed is still a likely outcome, it's pretty worthless.

Some time ago VitalChip demo'd a jamming behaviour on the discord which I'd endorse: content-creating⁠

Ideally that^ + jammed missiles being unable to impact friendly ships other than their intended target = what is needed to make jammers worthwhile.

Alternatively, Azure proposed a whole larger rework of missile targeting and jamming:

Really I think all missiles/ship detection should have a sort of target radius with two relations to the ship being targeted

  • Center of the target zone, tied to the target and offset if being jammed
  • Radius of the target zone, out from the center and based on sensor power

Every frame or whatever the missile's actual spatial target point would be randomly chosen from inside that target zone.
Missiles would ideally have a good enough sensor power for the radius of the target zone to be roughly on the order of a ship's size (though providing an advantage to smaller ships) and the target zone center position should pretty much always match the target ship without jamming.

If that were seriously considered then I'd suggest Azure's approach + jammed missiles being unable to impact friendly ships other than their intended target.


In any event, with current jamming behaviour there's no point quibbling over the jamming strength, because it's fundamentally just not good or meaningful except for the minority of people tryna do this game in a solo, narrative-appropriate tech-level ship.
...and even then, it's eh.

So that probably doesn't belong in this cluster of changes.

@Anarchist2
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Jamming isn't forced to compete against AM in every area, though. The ships that are most vulnerable to Sidewinders, and benefit most from radar jammers are smaller ships that are unable to install turrets at all, or would rather use their hardpoints and weapon capacity offensively. In this situation, I find that haywire missiles combined with high maneuverability is generally comparable to shooting the missile down, and the only issue is how space inefficient jammers are compared to extra battery or more ammo.

I think it's an inevitability that AM will always outclass jamming in fleets and on larger ships; they just play into each other's strengths and weaknesses better. At the same time, I don't think that jamming being limited to the earlygame is a damning flaw that should make us completely neglect it; everyone starts in a single ship, after all.

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MasterOfGrey commented Apr 8, 2024

Jamming isn't forced to compete against AM in every area

As a player, with a desire for any degree of longevity for a given ship loadout, or with >1 ship (which is many people), it does compete in the overwhelming majority of areas.

I think it's an inevitability that AM will always outclass jamming [...] on larger ships

That actually is kind of the major problem with jamming.
Turret slots are highly limited. The bigger a ship gets, the more economical it should be to predominantly rely on jamming instead of AM, because outfit capacity spent on jammers enables you to bring more offensive weapons - which helps you end the fight faster, reducing the amount of time needing to be spent on countering missiles.
The fact that AM always outclasses jamming, even on very big ships, is the fundamental, underlying, problem with jamming as it current stands.

I don't think that jamming being limited to the earlygame is a damning flaw

I do, because it should be something that comes into its own in the late-game. Having a large ship able to bring a suite of different jammers and focus its hardpoints on weaponry to win toe-to-toe fights faster should be the goal.

that should make us completely neglect it;

Agreed, we shouldn't neglect it, but we should first recognise what are the actual defining constraints on ship outfitting - and limited hardpoints is the biggest, most restrictive constraint of them all.
Therefore, the bigger a ship gets relative to the number of hardpoints it has, the more attractive alternatives that don't use hardpoints should become.

You perceive jamming as an early game thing that people move beyond, and argue that it's fine that it's mostly early-game with limited late-game utility because it's bad.
I argue jamming should be the primary defence against missiles late-game if there were sensible mechanics for it relative to ship progression, and that the problem is that it's too bad for that to be the case.

This is why I don't think that just tacking on a strength boost to it here is meaningful.
This is why I argue for the above changes to jamming.
This is why I think it's a discussion that deserves its own space.

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Hurleveur commented Apr 8, 2024

At the very least the strength boost wont hurt, and should help players until they get their second ship. We can always start with that as that's an easy change, and then look into other suggestions? (but yes, in another PR)

@Anarchist2
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I've removed the jammer changes from this PR.

@Zitchas
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Zitchas commented Apr 8, 2024

Thank you.

I agree with MasterOfGrey that it seems kind of nonsensical that the anti-missile outfit that can be stacked to the limit of outfit space is the one that isn't useful for late-game (read: Bigger) ships.

That being said, I also agree that what is needed isn't so much a simple buff to jamming strength (although that's acceptable as a band-aid), we need to take a really hard look at how jamming, AM, and missiles as a whole work. I do like the sounds of VitalChip's behavior combined with Azure's. Either one sounds like a good improvement, both together sounds great.

Likewise, it would probably be worthwhile to take a hard look at jamming vs losing a lock. Something being jammed going haywire makes sense. Something just happening to lose a lock probably shouldn't be going haywire.

As an aside, I also like the idea of having sensor outfits that reinforce a missile's tracking ability as a way to opt for better reliability of the existing missiles instead of just using more of them. Ideally it'd come out to about the same cumulative damage, but through different means. But having anything that buffs tracking is a non-starter so long as jamming is more or less useless.

or would rather use their hardpoints and weapon capacity offensively

The only situation where this is not the case is fleets with dedicated support and/or defensive screening ships.

As I mentioned earlier, I would suggest moving the Javelin pod changes to a new PR.

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It was discussed with the reviewers that the remaining changes in this PR were all related enough to overall missile balance that they did not deserve being split up into their own PRs. If you have any issues with the changes, say it here.

@Amazinite Amazinite merged commit 88ea707 into endless-sky:master May 2, 2024
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Zitchas added a commit to Zitchas/endless-sky that referenced this pull request May 18, 2024
* feat(enhancement): Allow ships to define their center of rotation (endless-sky#9423)

* feat(balance) Nerf Shield Refactor Module (endless-sky#9447)

* ci/cd: Run integration tests without OpenGL (endless-sky#9466)

* chore: Migrate to C++17 (endless-sky#8996)

Co-authored-by: quyykk <quyykk@protonmail.com>

* feat(ui): Added keyboard navigation to the preference and plugin panels (endless-sky#9581)

* fix(ui): Better switching from mouse to keyboard navigation in plugins menu (endless-sky#9610)

* feat(artwork): Unique projectile & hit effect for Ionic Turret (endless-sky#9596)

* feat(enhancement): NPCs can be given a "restricted" personality to follow their government travel restrictions (endless-sky#9412)

* refactor: Resolve some C++17 todo items (endless-sky#9613)

* ci: Make the integration tests a bit more deterministic (endless-sky#9546)

* ci: Use C++ instead of the test_parse scripts (endless-sky#9449)

* refactor: Rename confusingly named variables in Engine (endless-sky#9522)

* feat(mechanics): Make escorts only pathfind through systems that the player has visited (endless-sky#6127)

* fix(build): Fix compilation error on SDL before v2.0.22 (endless-sky#9609)

* fix(typo): Correct grammar around payment replacements (endless-sky#9619)

* feat(ui): Shop keyboard navigation remembers selected column when moving between differently sized rows (endless-sky#9617)

* fix(typo): Typo in "Pookie, Part 3" (endless-sky#9625)

* ci: Don't cancel commits to the main branch (endless-sky#9618)

* ci: Allow and run integration tests on every platform (endless-sky#9607)

* feat(enhancement): New minable payload attributes and prospecting weapons (endless-sky#9397)

* fix(typo): Fix uses of "v" vs "w" in Skadenga + some other tweaks (endless-sky#9622)

Ser -> Captain
`<destination>` -> `<stopovers>` in a mission dialog.

* feat(content): Insert joke about black box in Sheragi quest line (endless-sky#9589)

* feat(ui): Allow "u" and "e" to be used as "Buy/Sell All" shortcuts on the trading panel (endless-sky#9623)

* feat(content): A new set of bounty jobs where the bounty ship enters the source system (endless-sky#9532)

* fix(artwork): Adjust brightness of Core space on map sprite (endless-sky#9434)

* feat(content): Sell Typhoons from Lovelace Labs outfitters shortly after their release (endless-sky#9629)

* feat(enhancement): Create flotsam tractor beams (endless-sky#9398)

* fix(content): Fixed outdated event condition in FW Bloodsea missions (endless-sky#9636)

* feat(content): Diversify the Assisting Merchants boarding missions (endless-sky#9446)

* feat(enhancement): "Shrouded" systems that can't be seen unless in visible range (endless-sky#9396)

* feat(content): Add large Swiftsong Hai transport jobs (endless-sky#9575)

* feat(mechanics): Adjust scaling of scan times with increasing number of scanners (endless-sky#9552)

* feat(ui): Add scrolling to the plugins page for both the plugins list and the selected plugin description (endless-sky#9603)

* fix(mechanics): Consider rings entirely contained within a mask as colliding with it (endless-sky#9644)

Fixes a bug where flotsam could skip past the collection radius around the edge of a sprite and get stuck in the middle of it.

* fix(typo): Add missing punctuation in FW (endless-sky#9646)

* fix(content): Correctly account for whether the player attacked Greenrock in the FW campaign (endless-sky#9647)

* feat(content): Small wording tweaks in the intro missions (endless-sky#9649)

* fix(typo): Pluralize "drive" in mission text (endless-sky#9651)

* feat(content): Change how Sayari refers to humans when translating for the Wanderers (endless-sky#9654)

* fix(ui): Ensure that all steps of the player's travel plan are visible (endless-sky#9624)

* feat(enhancement): Allow projectiles to penetrate through ships, dealing damage multiple times (endless-sky#6276)

* feat(content): Add a carrier variant option for the Kestrel (endless-sky#9653)

* feat(content): Gegno Intro Content Adjustments (endless-sky#9652)

* fix(content): Coalition mission grammar/consistency changes (endless-sky#9633)

* feat(content): New mining-focused ships and outfits (endless-sky#9621)

* feat(content): Add a new pirate territory to the South, including new ships, outfits, and more (endless-sky#9597)

* fix(shader): Fix a shader compilation error that can occur on older OpenGL versions (endless-sky#9667)

* fix(content): Add a location filter to the "remnant cafeteria" news so that they can display (endless-sky#9666)

* fix(typo): Remove erroneous article (endless-sky#9664)

* fix(content): Change Lunarium rescue jobs distances to prevent location overlap (endless-sky#9660)

* refactor(ui): Convert ShopPanel to using the new ScrollVar for its scrolling panes (endless-sky#9645)

* feat(enhancement): Added a message log panel for reviewing past hails and status messages (endless-sky#9246)

* feat(content): You can now ask the Quarg about the Coalition after having joined the Heliarchs or Lunarium (endless-sky#9538)

* feat(content): Change the Ringworld Debris: Quarg conversation to be more vague about the Ringworld's fate (endless-sky#9672)

* fix(ui): Fix segmentation fault when opening the message log (endless-sky#9675)

* fix(typo): Fix various typos (endless-sky#9677)

* fix(ci): Output the reason why an integration test failed if it failed because of a segfault (endless-sky#9678)

* feat(content): Add missions where you transport a Hai film crew to Darkrest (endless-sky#9606)

* feat(content): Add a mission transporting a group of Hai college students to Darkrest (endless-sky#9601)

* feat(content): Add a mining tutorial mission to the Sparrow intro quest (endless-sky#9163)

* fix(typo): Gegno planet description improvements (endless-sky#9680)

* feat(enhancement): Add an action that can be triggered when encountering an NPC (endless-sky#9049)

* feat(input): Tie the state of the caps lock to the state of fast-forward if caps lock is used as the fast-forward key (endless-sky#9676)

* fix(content): Fix location filters for Hai Film Crew missions (endless-sky#9681)

* fix(typo): Fix typos in various missions (endless-sky#9683)

* fix(content): Disable the Gegno Intro if the player has not met the Quarg yet (endless-sky#9684)

* feat(ui): Add a tooltip for the message log key (endless-sky#9685)

* fix(content): Correctly restrict offering of the Hai wormhole warning mission if you've started the Hai Reveal storyline (endless-sky#9688)

* fix(mechanics): Always face the flight direction on takeoff (endless-sky#9687)

* fix(ui): Reset zoom modifier if "Landing zoom" setting is off (endless-sky#9686)

* feat(mechanics): Variants can now add licenses on top of a base model using a licenses node in "add attributes" (endless-sky#9682)

* fix(content): Mention all possible missing objectives in the on visit dialog of "Remnant: Void Sprites 3" (endless-sky#9694)

* fix(content): Add proper location attributes to Clink and Mutiny (endless-sky#9695)

* fix(content): Add missing Nest mining variant (endless-sky#9702)

* fix(typo): Convert various single quotes to double quotes and put punctuation inside quotations (endless-sky#9708)

* fix(segfault): Fix a segfault on losing your ship during boarding (endless-sky#9718)

* fix(mechanics): Only add variant licenses to the base attributes of the ship (endless-sky#9724)

* docs: v0.10.5 changelog (endless-sky#9668)

* docs: 0.10.5 credits and docs update (endless-sky#9725)

* fix: Steam workflow test parsing (endless-sky#9726)

Co-authored-by: M*C*O <mcofficer@gmx.de>

* chore: Update version numbers for 0.10.6-alpha (endless-sky#9727)

* fix(docs): Correctly update remaining version numbers for 0.10.6-alpha (endless-sky#9732)

* docs: Add "GOG" as an option for "Game source" in the bug report issue template (endless-sky#9730)

* feat(content): Reduce the spawn rate of Astral Cetaceans (endless-sky#9712)

* feat(content): Reduce size and spawn rate of Embersylph (endless-sky#9711)

* fix(content): Fix reference in 'First Contact: Gegno Vi' (endless-sky#9744)

* fix(typo): Missing spaces in boarding mission phrases(endless-sky#9736)

* feat(content): Edit descriptions for Hai stations (endless-sky#9698)

* fix(content): Give required crew to the Javelin and Gatling Turrets (endless-sky#9778)

* fix(content): Check correct conditions in Gemini Shipyards jobs (endless-sky#9798)

* fix(typo): Gemini -> Geminus (endless-sky#9800)

* feat(balance): Give Dreadnoughts back their fourth torpedo launcher (endless-sky#9795)

* fix(ui): Fix the padding between lines in the ship info display (endless-sky#9788)

* refactor: Remove unused ShopPanel::Search declaration (endless-sky#9784)

* feat(content): Mention abandoned Navy bases on planets during Checkmate (endless-sky#9782)

* feat(content): Make Lasher Pistols more defensive than offensive (endless-sky#9779)

* Docs: Rename feature request template (endless-sky#9775)

* feat(ui): Reset the scroll speed of the credits if it was previously set to 0 (endless-sky#9774)

* feat(content): Adding hails about dumping cargo for pirates (endless-sky#9758)

* fix(typo): Various typo fixes (endless-sky#9752)

* fix(content): Uninhabited systems & Kaus Borealis switch sides throughout the FW campaign (endless-sky#9748)

* fix(ui): Render animated sprites in the hail panel correctly (endless-sky#9767)

* fix(content): Add the ramming personality to the timer ship so that it doesn't avoid damaging itself (endless-sky#9751)

* fix(typo): Move apostrophe in Solifuge description (endless-sky#9807)

* fix(typo): Typos in Southern Fiance 2 and Gegno: First Contact (endless-sky#9808)

* fix(content): Remove second "on complete" in "Lunarium: Combat Training 2" (endless-sky#9816)

* fix(typo): Various typos and wording style changes (endless-sky#9812)

* fix(typo): Grammar adjustments in various Lunarium missions (endless-sky#9793)

* fix(ui): Add missing color definitions for message log colors (endless-sky#9831)

* fix(docs): Correct some copyright entry orders and file patterns (endless-sky#9731)

* List less specific file patterns in stanzas before more specific ones.
  * For example, 'images/land/*' is less specific than 'images/land/mars*' and so its stanza should be listed first.
* Replace some spaces in file patterns with '?' as file patterns cannot contain spaces.

* fix(ui): Correct message log colors (endless-sky#9836)

* feat(content): Add `lingering` to Gegno Protolith Fleet (endless-sky#9804)

* docs: 0.10.6 changelog and docs update (endless-sky#9803)

* fix(typo): Fix typo in changelog (endless-sky#9837)

* docs: 0.10.7 alpha versions (endless-sky#9839)

* chore(CI): Update Github Actions versions (endless-sky#9821)

* feat(CI): Stricter copyright checking (endless-sky#9750)

Certain warnings will now be considered to be errors.

* fix(CI): Fix edge case in code style checker (endless-sky#9789)

* feat(content): Give the harvest personality to Unfettered fleets (endless-sky#9810)

* feat(balance): Reduce the chances of finding Bactrians in random pirate fleet spawns by half (endless-sky#9699)

Also removed Bactrians from Hired Gun fleets and as a pirate job target.

* feat(enhancement): Autocondition for testing if you can land on a given planet (endless-sky#9716)

* fix(content): Earth day jobs no longer offer unless you can land on Earth (endless-sky#9715)

* feat(balance): Nerf the Unfettered medical jobs (endless-sky#9232)

* feat(UI): Include messages when hailing other ships in the message log (endless-sky#9787)

* fix(content): Make TMBR 3a dialogue choice order consistent (endless-sky#9806)

* refactor: Improve load panel tooltip timestamp generation (endless-sky#9773)

No longer make use of manual memory management.

* fix(typo): Add missing word in "Bounty Hunting (Small, Hidden)" (endless-sky#9845)

* feat(enhancement): Added a "fused" weapon tag that causes projectiles to explode at the end of their life (endless-sky#9822)

* feat(enhancement): Added tags that stop projectiles from colliding with different object types (endless-sky#9823)

* feat(ui): The shop now has tooltips for viewing your unabbreviated credits and the names of your ships without needing to select them (endless-sky#9825)

* fix: Don't consider "Parsing: <file>" output when in debug mode as errors when test parsing (endless-sky#9855)

* fix(crash): Fix game crash on short error messages (endless-sky#9869)

* feat(mechanics): Remove the forced-default disabled hails from Government (endless-sky#9866)

* feat(mechanics): Disabled hails are now sent passively (endless-sky#9858)

* feat(enhancement): Add a "quiet" personality that prevents passive hails but still allows direct hails (endless-sky#9857)

By contrast, mute blocks all hails with a ship.

* feat(content): Add a mission transporting a Hai to Unfettered space (endless-sky#9753)

* feat(content): add Unfettered-related Hai news (endless-sky#9756)

* feat(content): Add missions about Hogshead referencing Boaty McBoatface story (endless-sky#9770)

* fix(content): Add blocked message to Hai Film Crew 3 (endless-sky#9886)

* fix(content): Add missing indent, remove unnecessary labels and gotos to Mafia Extortion mission (endless-sky#9875)

* fix(ui): Don't draw name tooltips for ships hidden under the shop sidebar footer (endless-sky#9883)

* feat(content): Add Coalition culture conversations (endless-sky#9790)

* refactor: Style updates to Armament (endless-sky#9842)

* feat(content): Add new human merchant hails about mining asteroids (endless-sky#9769)

* fix(content): Fix overlapping stars in Umbral system (endless-sky#9889)

* feat(balance): Cut Wanderer sun reactor energy capacity in half + -20% energy generation on the biochemical cells (endless-sky#9743)

Wanderer sun reactor energy capacities were doubled back in 0.9.15. The Wanderer sun reactors were already dominant before their energy capacity was increased, and they have remained dominant due to not losing out as much relatively to the energy capacity buff that was given to other outfits. Reverting the energy capacity buff gives other reactors and battery outfits more breathing room.

In that same update, biochemical cells received a 10x energy capacity buff. This pushed them into the realm of being great batteries with some energy generation rather than a weak energy generator with some energy capacity, although the combined effect has ended up being a bit too strong. As such, reduced the energy generation by 20% as opposed to reverting part of the energy capacity buff to keep them in their niche while not being too overpowered.

* feat(AI): NPC scan and surveillance personality behavior changes (endless-sky#9714)

* fix(content): Fix attribute on Vyrmeid lifeform (endless-sky#9898)

* fix(ship): Variant ships correctly inherit display names from base ships (endless-sky#9897)

* fix(UI): Use singular "ship" in messages when recalling/deploying a single ship (endless-sky#9908)

* fix(docs): Fix errors in the copyright file (endless-sky#9853)

* fix(syntax): Rename variable to avoid ambiguity with std::queue in some versions of clang (endless-sky#9907)

* feat(ux): Hide unknown system names in the escort HUD (endless-sky#8816)

Escorts located in systems that the player hasn't visited don't leak the system name in the UX, and instead show "???" instead of the actual system name.

Co-authored-by: Amazinite <jsteck2000@gmail.com>
Co-authored-by: Nick <quyykk@protonmail.com>

* feat(ui): Allow multiple pages of controls (endless-sky#9913)

Also splits the interface control on a separate page to separate them from the gameplay controls.

* fix(ci): Don't check for leading/trailing spaces in substitutions defined in missions (endless-sky#9915)

* build(IDE): Support CodeBlocks no longer stand-alone, but only through CMake (endless-sky#8095)

* fix(content): Give Cruiser in "FWC Cebalrai 1B" Combat Drones instead of Lances (endless-sky#9919)

* fix(mechanics): Fix ship parenting on takeoff with fighter flagship (endless-sky#9905)

* feat(CI): Check copyright with a linter (endless-sky#9882)

* Refactor: General purpose TaskQueue instead of SpriteQueue. (endless-sky#6928)

Use a general purpose TaskQueue instead of SpriteQueue.

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>

* refactor(content): Refactor the Argosy Hijacking mission (endless-sky#9901)

* feat(ui): Conditions to word-form numbers in conversations (endless-sky#8798)

Allow converting conditions to word form numbers in conversations.

* feat(mechanics): Disabled fighters and drones will no longer be hit by stray projectiles (endless-sky#9760)

This greatly increases their odds of survival after being disabled.
Explosions will still damage them.

* feat(mechanics): Separate delayed and non-delayed shield generation and hull repair attributes (endless-sky#9771)

* feat(ui): A help message for managing multiple ships in the outfitter (endless-sky#9910)

* feat(content): Create more passenger jobs requiring keystones in Hai space (endless-sky#9872)

* fix(ui): Correctly handle arrow keys with no item selected in the shop (endless-sky#9929)

* feat(content): edits to Unfettered missions (endless-sky#9757)

* fix(content): Add new "CCOR Logistics" fleet for non-combat ships (endless-sky#9932)

* fix(ui): Align plugin checkbox clickzones correctly (endless-sky#9922)

* fix(mechanics): Fix mission distance calculations with different settings (endless-sky#9921)

* feat(content): Add more human news referring to Korath attacks in the Core (endless-sky#9928)

* fix(internal): Improvements to fix crashes when loading/unloading images (endless-sky#9941)

* fix: Fix custom port button name when using "add port" (endless-sky#9946)

* feat(content): Reworked the distribution of outfits in southern and pirate outfitters (endless-sky#9944)

* fix(content): Allow quantum keystone jobs to offer properly (endless-sky#9936)

* feat(UI): Added a preference to turn off the sobel filter on your flagship and target ship in the HUD (endless-sky#9942)

* fix(content): Update New China and Geyser to have outfitters and tribute fleets that match their region (endless-sky#9939)

* fix(copyright): Fix the attribution of various copyright entries (endless-sky#9900)

* feat(UI): Rotate interface images (endless-sky#9943)

* feat(balance): Cut the asteroid scanner's price in half (endless-sky#9947)

* feat(content): Conspiracy theorist spaceport news (endless-sky#9937)

* ci: Run CI workflows when their configuration file is changed (endless-sky#9945)

Modifying a CI workflow file now triggers every job inside of it. This is to make sure that any changes to the file are caught by CI instead of being skipped and requiring a separate (temp) change to trigger the jobs in question.

* feat(content): Add logbook entries for Alastair Korban (endless-sky#9938)

* fix(parsing): Corrected the parsing of the initial player rep grandchild node in Government (endless-sky#9954)

* feat(enhancement): Added a control for toggling the turret tracking setting (endless-sky#9916)

This control by default isn't mapped to anything, but is available for people to map if they wish to use it.

* fix(typo): Replace two mentions of "Burthensider" with "Burthenian" (endless-sky#9955)

* feat(content): Remove facilities from evacuated Wanderer worlds (endless-sky#9931)

* feat(enhancement): Allow boarding (repair or capture) ships with a fighter flagship (endless-sky#9741)

* fix(content): Remove duplicate Korath phrase (endless-sky#9962)

* fix(content): Clarify the description of the Far Osk 27 (endless-sky#9976)

* fix(content): Remove outfit scanning capabilities from Grey's person ship (endless-sky#9983)

* feat(balance): Reduce the requirements for unlocking the Kestrel the first time (endless-sky#9988)

* chore(docs): Fix typo in and add Hungarian language description to Unix metadata file (endless-sky#9990)

* fix(content): Block "Lunarium: Questions" from completing while assisting the Heliarchs (endless-sky#9985)

* fix(ui): Use "strftime" instead of "put_time" to correctly generate save file timestamps (endless-sky#9975)

* feat(content): Various improvements to human hails (endless-sky#9865)

- Adds three new civilian hails (two on zero-g cricket and one on the Quarg, derived from a previous hail).
- Adds one new variation on a Navy hail.
- Removes one hail but integrates its text into another hail set and adds some more to them (as those "in Soviet Russia"-type jokes were happening too often).
- Revises some other hails & cuts down on some truly absurd variations.
- Adds some new variation to a bunch of other hails.
- Adds new sets of pirate disabled hails and makes the pirate governments use those hails.

* fix(content): Reword Deep's description (endless-sky#9982)

* fix(copyright): List correct attributions for Unsplash images (endless-sky#9459)

* fix(ui): Draw distance to the selected system after mission markers (endless-sky#10003)

* fix(UI): Ships with "disables" personality ask for help disabling, instead of destroying, their enemies (endless-sky#10011)

* fix(typo): Fix various typos (endless-sky#10001)

* fix(typo): Correct indentation in "Ask Quarg About Coalition Late" (endless-sky#10012)

* fix(ui): Suppress missions require landing in the next system messages from failed missions (endless-sky#10014)

* Enhancement: conditional links (endless-sky#7987)

* fix: Remove outdated watchdog (endless-sky#10023)

Watchdogs are no longer used within tests; remove from recently merged test as well.

* fix(content): Add back instances of "ser" and explain what it means in the Skadenga and Stones of Our Fathers missions (endless-sky#9989)

* feat(content): Update the descriptions of two Sestor worlds after the factories are shut down (endless-sky#10016)

* feat(content): Add some additional mentions of how Tele'ek's Molt is progressing to the last few missions in Wanderers Middle (endless-sky#10005)

* fix(typo): Fix two typos (endless-sky#10019)

* feat(build): Link GLEW::glew instead of GLEW::GLEW in CMakeLists.txt (endless-sky#9978)

* feat(build): Simplify CMake build on Linux and MacOS (endless-sky#9950)

* fix(typo): Remove unnecessary speech mark (endless-sky#10029)

* feat(content): Add mention of the CCOR in a FW pirate recon mission (endless-sky#10006)

* feat(content): Outfitters near Earth and the Dirt Belt stock Kraz and Delta V after the war begins (endless-sky#10021)

* feat(content): remove pirates from Ildaria (endless-sky#9809)

* feat(content): A short set of missions involving the Wanderers and Mereti (endless-sky#9979)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: Lorenzo.BdO <81255699+LorenzoBolla@users.noreply.github.com>

* feat(content): More new human planets and stations, update Kraken Station landing image (endless-sky#9917)

* feat(content): Add new uninhabited landable planets to existing systems in Human space (endless-sky#9879)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: ziproot <109186806+ziproot@users.noreply.github.com>
Co-authored-by: Amazinite <jsteck2000@gmail.com>

* feat(balance): Revert old human missile initial velocity changes + additional tweaks (endless-sky#9973)

* feat(balance): Reduced the Heavy Rocket's damage while increasing its blast radius (endless-sky#9912)

Reduces the damage dealt by heavy rockets from 1060/900 to 790/670, and increase their blast radius from 50 to 90. This is a drop of about 25% to damage, and an increase of 80% to blast radius.

The description of heavy rockets notes that they're primarily effective against groups of fighters, and this change leans further into that, making them more clearly distinct from the Torpedo, the premier anti-HW weapon for small ships.

* feat(content): Make the "Remnant: Cognizance 4" mission description more helpful (endless-sky#10017)


Co-authored-by: mOctave <73318970+mOctave@users.noreply.github.com>

* feat(balance): Tweak Marauder loadouts, including removing campaign unlocked outfits (endless-sky#9819)


Co-authored-by: Quantumshark <thedup.adg@gmail.com>

* fix(typo): Minor spelling in cognizance (hanger -> hangar) (endless-sky#10037)

* fix(content): make the <npc> substitution in Wanderers: Mereti: The Plant 5 point to the right npc (endless-sky#10036)

* feat(content): Changes to Pre-war Missions (endless-sky#9924)

* [Mechanic] Disabled Self-Repair (endless-sky#9846)

Co-authored-by: EjoThims <JEIPH@MAC.COM>

* feat(balance): Toned down the missile strength and turn rate of the Firelight (endless-sky#10038)

* fix(content): Don't offer the Terraforming missions at non-sensical times (endless-sky#10027)

* feat(balance): Give the Quicksilver +20 weapon capacity & a Capybara Reverse Thruster

* feat(content): Sell normal blaster weapons on pirate planets (endless-sky#10034)

* feat(enhancement): Game actions can now play music with a `music` node (endless-sky#10008)

* fix(content): Fixed an inconsistency in variable names used by Patir Mystery and Cognizance (endless-sky#10028)

* Feat(mechanics): Cloaking flexibility with additional attributes (endless-sky#7025)

Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-Authored-By: Nick <85879619+quyykk@users.noreply.github.com>
Co-authored-by: Peter van der Meer <peter.vd.meer@gmail.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>
Co-authored-by: warp-core <warp-core@users.noreply.github.com>
Co-authored-by: Zitchas <32169904+Zitchas@users.noreply.github.com>

* fix(typo): "cloaking shield" -> "cloaking shields" (endless-sky#10047)

"cloaking shield" -> "cloaking shields"

* feat(content): Bringing a lost dog to its owner on Glory (endless-sky#9961)


Co-authored-by: bene_dictator <benstaples8068@gmail.com>

* fix(content): Syntax in Lost Dog missions (endless-sky#10050)

* feat(cloaking): Update some cloaking tooltips (endless-sky#10052)

* fix(content): Don't select Graffias as a target for Free Worlds "Scouting Run" jobs (endless-sky#10053)

* feat: Ability to limit turret firing arc (endless-sky#7094)

* Introduce a capability to limit the rotation of a turret.

Co-authored-by: Hurleveur <94366726+Hurleveur@users.noreply.github.com>
Co-authored-by: oo13 <ooyooxei+gh@gmail.com>
Co-authored-by: OOTA, Masato <ooyooxei+gh@gmail.com>
Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>
Co-authored-by: tehhowch <tehhowch@users.noreply.github.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>

* feat(code): Ensuring label and line positions adapt to Weapons box positioning (endless-sky#10059)

Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>

* feat(content): Core Pirate Ship Variants with Tractor Beams (endless-sky#9772)

* fix(mechanics): Properly check if a mission is failed (endless-sky#10015)

* feat(content): Prevent "Deep: Interrogation" from offering during the main campaign (endless-sky#10055)

* fix(content): "Remnant: Continue Research" no longer offers if you've completed the missions after it (endless-sky#10056)

* feat(ui): "Fancy" cloaked ship outlines (endless-sky#9642)

* feat(content): Various improvements to some pirate jobs (endless-sky#9740)

* "Drug Running" missions are now "infiltrating";
* Added (and used) generic aborted phrases for pirate slave jobs;
* Failing or aborting a pirate slave job causes a reduction in reputation with the "Pirate" government;
* Many jobs now have a minimum travel distance of 4, instead of 3, to prevent them from involving travelling between the Men system and a CCOR world, as this route does not involve any territory hostile to pirates. Affected jobs:
  * "Cargo Smuggling", "Bulk", and "Stealth (South)" variations,
  * "Drug Running", and "Stealth (South)" variation,
  * "Slave Transport", and "Bulk" variation,
  * "Escort Illegal Cargo" South variation, and
  * "Escort Stolen Vessel" South variation;
* The targets NPCs in "Eliminating Law Enforcement" jobs have been given the "marked" personality;
* Alphabetized the list of personalities for the target NPCs in "Eliminating Competition" jobs;
* Various jobs will only place NPCs in systems neighbored by a non-Pirate system. Affected jobs are:
  * "Eliminating Law Enforcement" Core and South variations,
  * "Raid on Merchants" North and South variations, and
  * "Cargo Theft (South)"; and
* Various jobs will only offer from systems neighbored by a non-Pirate system (that is, they will no longer offer from CCOR worlds). Affected jobs are:
  * "Eliminating Law Enforcement (South)",
  * "Southern Pirate Defense",
  * "Cargo Theft (South)", and
  * "FW Assassination".

* feat(content): Adjust Imo Dep Minables & Add Hai Mining fleets (endless-sky#10057)

* feat(content): Added derelict ships that can randomly spawn in some human systems (endless-sky#9039)

---------

Co-authored-by: Rising Leaf <85687254+RisingLeaf@users.noreply.github.com>
Co-authored-by: Arachi-Lover <82293490+Arachi-Lover@users.noreply.github.com>
Co-authored-by: Nick <quyykk@protonmail.com>
Co-authored-by: tibetiroka <68112292+tibetiroka@users.noreply.github.com>
Co-authored-by: Daniel <101683475+Koranir@users.noreply.github.com>
Co-authored-by: Hurleveur <94366726+Hurleveur@users.noreply.github.com>
Co-authored-by: mOctave <73318970+mOctave@users.noreply.github.com>
Co-authored-by: Alex Rov <98854112+alexrovw@users.noreply.github.com>
Co-authored-by: Amazinite <jsteck2000@gmail.com>
Co-authored-by: Ezra Alvarion <ezraalvarion71@gmail.com>
Co-authored-by: Quantumshark <thedup.adg@gmail.com>
Co-authored-by: Daeridanii1 <20879740+Daeridanii1@users.noreply.github.com>
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Co-authored-by: bene_dictator <benstaples8068@gmail.com>
Co-authored-by: The-Legendary-M <130106565+The-Legendary-M@users.noreply.github.com>
Co-authored-by: Saugia <93169396+Saugia@users.noreply.github.com>
Co-authored-by: opusforlife2 <53176348+opusforlife2@users.noreply.github.com>
Co-authored-by: warp-core <warp-core@users.noreply.github.com>
Co-authored-by: LepRyot <88047246+LepRyot@users.noreply.github.com>
Co-authored-by: TomGoodIdea <108272452+TomGoodIdea@users.noreply.github.com>
Co-authored-by: williaji <70952724+williaji@users.noreply.github.com>
Co-authored-by: Timothy <tcollett+github@topazgryphon.org>
Co-authored-by: ThrawnCA <shell_layer-github@yahoo.com.au>
Co-authored-by: ziproot <109186806+ziproot@users.noreply.github.com>
Co-authored-by: M*C*O <mcofficer@gmx.de>
Co-authored-by: Max Horn <max@quendi.de>
Co-authored-by: Oversurge <42477777+AlexBassett@users.noreply.github.com>
Co-authored-by: neurotrope <137111201+neurotrope@users.noreply.github.com>
Co-authored-by: EjoThims <JEIPH@MAC.COM>
Co-authored-by: AvianGeneticist <64111606+AvianGeneticist@users.noreply.github.com>
Co-authored-by: xxxyyyqqq12345 <xxxyyyqqq12345@gmail.com>
Co-authored-by: Brendan Jones <16049594+brendanjones@users.noreply.github.com>
Co-authored-by: ovari <17465872+ovari@users.noreply.github.com>
Co-authored-by: Cromha <87318892+OcelotWalrus@users.noreply.github.com>
Co-authored-by: Peter van der Meer <peter.vd.meer@gmail.com>
Co-authored-by: enot888 <168086319+enot888@users.noreply.github.com>
Co-authored-by: Lorenzo.BdO <81255699+LorenzoBolla@users.noreply.github.com>
Co-authored-by: Anarchist2 <60202690+Anarchist2@users.noreply.github.com>
Co-authored-by: a4358 <a43582@gmail.com>
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Co-authored-by: 1010todd <19187937+1010todd@users.noreply.github.com>
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Co-authored-by: tehhowch <tehhowch@users.noreply.github.com>
Co-authored-by: Petersupes <77224539+Petersupes@users.noreply.github.com>
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