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Reduce combat rating kestrel.txt #9988

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merged 2 commits into from
Apr 15, 2024
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brendanjones
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@brendanjones brendanjones commented Apr 12, 2024

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This PR addresses the bug/feature described in discussion #9980

Summary

Simply reduces the combat rating required for the Kestrel mission to trigger from 8000 >> 6000.

I think the Kestrel mission comes too late. I don't agree with Saugia's comment on #8578 (comment) that "It's not designed to be rewarding to the player in a progressive way based on their place in campaigns or combat in the game." Why not? It's a nice combat ship progression from a Falcon/Leviathan, a nice alternative to a Bactrian, and is still outclassed by the various alien ships the player will gain access to.

Waiting until a combat rating of 8K basically guarantees the ship will be a fairly useless novelty, which I think is a waste.

Even if a new player has a combat rating of 6K then they still have to find the mission on Tarazad.

Screenshots

N/A

Usage examples

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Testing Done

none

Save File

Any pilot above 6K combat rating

Artwork Checklist

n/a

Performance Impact

n/a

Simply reduces the combat rating required for the Kestrel mission to trigger from 8000 >> 6000.

As discussed in endless-sky#9980, I think the Kestrel mission comes too late. I don't agree with Saugia's comment on endless-sky#8578 (comment) that "It's not designed to be rewarding to the player in a progressive way based on their place in campaigns or combat in the game." Why not? It's a nice progression from a Falcon/Leviathan, a nice alternative to a Bactrian, and is still outclassed by the various alien ships the player will gain access to. 

Waiting until a combat rating of 8K basically guarantees the ship will be a fairly useless novelty, which I think is a waste.

Even if a new player has a combat rating of 6K then they still have to find the mission on Tarazad.
@Anarchist2
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We don't consider the Kestrel as part of standard progression because it's not our ship. Before all else, the Kestrel is an easter egg referencing Escape Velocity: a ship that exists out of the player's way, rather than something they are meant to or encouraged to run into.

@Saugia
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Saugia commented Apr 12, 2024

As in my original comment and as Anarchist has said, the Kestrel is not part of the game itself. It is an aside, a reference. The intention is not to have the Kestrel be available to the player as a readily in-game option to play the game - the purpose is essentially the same as in EV where it is outside the regular gameplay loop as an easter egg on the side.

Regardless of its comparison to other ships in the game, the fact that it's not supposed to be obtained as an alternative, rather, as a trophy ship of sorts, means we shouldn't be trying to make it easier to obtain in comparison. This is why, however, we have the condition to increase its accessibility in further playthroughs, which is essentially the original resolution to this PR's suggestion, so I don't see a need to further make it easier.

@Saugia Saugia added the unlikely An enhancement or other change that is lowest priority label Apr 12, 2024
@brendanjones
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a ship that exists out of the player's way

I contend that at 6K combat rating and availability at a single planet with no other hints directing the player to that port/mission, it's still well out of the player's way.

@Saugia
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Saugia commented Apr 12, 2024

I would disagree. A lot of players play this game simply to fight. Some may play for trade, and others story. Those who purely play for combat and domination will gain access faster, and those who play the game through its story will get it as an aside in line with this. I'm not entirely opposed to looking at the number, but I don't think it's necessary as the Kestrel currently serves its intended purpose, and the increased ability through playthrough already is that easier obtainability.

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Saugia commented Apr 12, 2024

Although it would be pretty dependent on the player, if anything, I'd like to see what the average combat rating of someone who has completed the FW campaign is at, and the average of it after what's currently available for the Wanderers. In my opinion, the soft-spot would be somewhere in-between these campaigns (but would be fine if it's later, even if it's not here, I don't think that's reason enough to lower it).

Looking at the issue, cutting it in half is indeed way too much. I'm skeptical about still cutting a fourth out in this PR, since we made that availability mission in place of changing the combat rating like this, so further increasing its availability I feel should warrant a bit more.

@Hurleveur
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Hurleveur commented Apr 12, 2024

I dont think FW gives as much combat rating one might think it does, quoting myself #7477 you can do all of FW + some bounty hunting and only have 2400 combat rating (I did focus a lot on FW itself in that playtrough though iirc). I was playing single ship (I dont have the details caus I cant find my save rn)

@xX-Dillinger-Xx
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xX-Dillinger-Xx commented Apr 12, 2024

My question is why is it intended to be an Easter egg? In order for something to be an "Easter egg" requires prior knowledge to understand the reference. I had no idea and I doubt very few today have an idea what the intent is supposed to be. EV was 28 years ago. Just like @brendanjones, I feel like by the time you get it, it's kinda pointless. Even at 6000 it's still late in the game. Anybody that even knows what EV is, or rather was, would still be able to experience the same "wow, nice nod to EV" that they get at CR 8000.

It's not part of the game is an odd thing to say. Every player has one. Maybe back in 2015 or when ever it was put in the game, it made sense to have it as an Easter egg only, but not today.

On a side note. Endless Sky is not Escape Velocity and, I feel the that people need to stop trying justify every decision on what EV was and what MZ was trying to do back in 2015. Just my opinion.

@Saugia
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Saugia commented Apr 12, 2024

I do agree and make it often an argument that we aren't trying to be EV. However, it is important to consider MZ made the game under those terms as well, and we uphold a majority of what MZ based the game around, and we shouldn't be trying to move away from what MZ established just because it was a long time ago (this isn't to say we wouldn't adjust some things of course). That basis is largely what we pursue to this day. This isn't a matter of equating it to EV, but keeping it as it was originally intended within ES.

It's intended to be an Easter Egg because it's intended to be harder to find, access, etc., and yes, this can include prior knowledge. This is all within its own right as an easter egg, it's not meant as a standalone in ES content, it's meant as a reference and rarity. So I don't agree that we should be making it easier to obtain, as we already once did so with the re-playability and felt that was alright. This, however, is trying to take it further, which doesn't seem necessary.

So far, Anarchist, I and Amazinite agree that we feel the way the Kestrel is currently implemented is how it should be and what is desired. They're free to comment as well, but this was already a topic of discussion before and we've already made a decision on and already once made it easier to obtain in a way, keeping in mind this was without altering the original intent of the mission (combat rating, location, etc..), hence why this PR is unlikely.

Edit: Relevant comments from previous discussion:

#3824 (comment) Derpy's previous discussion on this
#3976 (comment) MZ's comment about the ship's relativity
#8578 (comment) A comment from zip about the nature of an easter egg

Within those and related PR's, it's already been discussed that we don't want to adjust the original mission's numbers. Here, it was discussed that an acceptable alternative was the new combat drop for new playthroughs. #8578 (comment)

The PR description states that

Waiting until a combat rating of 8K basically guarantees the ship will be a fairly useless novelty, which I think is a waste.

And with MZ's comment above, that's not the concern here, the ship is knowingly out of date by the time it is accessed, it's relevance isn't the intention, it's the rarity and uniqueness and difficulty/chance of finding it (which isn't based on an initial playthrough, hence the alternative).

So over discussion in the past, the idea is that we don't want to touch the mission itself, and found that the currently implemented workaround is the acceptable alternative.

@Zitchas
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Zitchas commented Apr 12, 2024

Just to quote myself from the previous discussion, since the question of "what CR are people at at certain points in the story?" came up:

Just checking my own save, and I'm only sitting at 6901 right now, and this pilot has:

* Completed the FW campaign

* Completed Hai Reveal

* Completed the Emerald Sword

* Completed the Deep (without revealing Remnant)

* Completed all the main Remnant missions

* Done about a dozen pirate/marauder bounties

* Done 8 Remnant bounties

If I've done all that and I haven't even reached the CR for the Kestrel missions... Definitely a fairly well known captain. There's probably an argument to be made that merely having the Emerald Sword would be enough to get Tarazed's attention just by itself. Alien warship and all that...

That's two regular campaigns and two mini-campaign complete, three of which have the player being very involved in major events. That's literally all the major plotlines in human space that the player can be involved in other than the Sestor invasion. It's pretty much impossible to be any more well known without just dominating all the planets and getting a rep as a warlord.

So, not much has changed as far as I'm concerned. I'm still in favor of dropping the initial requirement down to 6000. Honestly, by the time I'm at 6k CR, Human space isn't even something I bother landing in anymore unless a mission tells me to go there, or I happen to need to stop for fuel onroute to somewhere else. I'm definitely not eagerly checking the spaceport for missions. So I doubt it's going to get found much even at this point, but at least it will be found.

At 8k, I consider the Kestrel to basically be reserved for people who amass big fleets and then dominate planets or run around slaughtering everything aggressively. It's certainly the only way to get it in a reasonable amount of time early enough in the game when using the Kestrel is actually going to feel fun instead of disappointing.

If I was being fancy about it, I'd probably set it to a fancy AND condition of some kind. The first part to check if the pilot is noteworthy (CR 6k or has completed a human campaign, or previously unlocked the Kestrel should make them famous enough, I think), and the second part checks to see if they're associated with something that catch a shipwright-dreamer's attention, namely being associated with aliens by either having completed "Hai Reveal" or arriving at Tarazad flying an alien ship.

and
	or
		CR 6000
		completed human campaign
		and
			CR 2000
			has global kestrel access variable
	or
		flagship shipyard is not Human
		completed "Hai Reveal"

@Saugia
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Saugia commented Apr 12, 2024

Although I'm generally defending the original discussion and decisions, I do appreciate the data provided. At this point I'm leaving it for some of the other devs to comment any thoughts as well.

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Zitchas commented Apr 12, 2024

I'd also just like to point out that while we have traditionally considered it to be a "non-lore" ship that is purely an easter egg... That's really not actually the case.

  • We have an in-game character see it in a vision and design it.
  • We have in-game missions where we deal with it.
  • We have in-game unlock where we get to buy it.
  • We have an in-game shipyard that stocks in.
  • It has an in-character description.
  • It is reasonably balanced for a "top-end of human space advanced shipyard" heavy warship.

While sure, it is definitely inspired by the EV/O/N ship by the same name, and is an easter egg reference for those who played that game; it is also most definitely also our own ship at this point. As we go forward in time, more and more players will encounter it without any of that context, and this will be the only Kestrel that they've ever known, and there is sufficient in-game story, lore, and connection for that to completely make sense. Honestly, it's got as much player connection as the Dreadnought introduction does (albeit shorter and with less pre-access teasing)

Looking through the previous discussion, and my quick (non-exclusive take) is that we were basically wandering down a rabbit whole of increasingly complex formulas and and/or statements; and finally we just got tired of it and accepted someone's decision of "stick with the initial 8k for the first time, lowered the second time".

And since that is apparently not actually a very satisfactory solution, especially to those who haven't played the game a dozen times, it has resurfaced again.

@Anarchist2
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I'm open to reducing the combat rating of the mission, but not to tracking more conditions than the mission already does. Combat rating already acts as a gauge of player progression; we don't also need to track their campaign progress or if they have an alien flagship.

@Anarchist2 Anarchist2 removed the unlikely An enhancement or other change that is lowest priority label Apr 12, 2024
@Saugia
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Saugia commented Apr 12, 2024

I wanted to keep reference to and based my feedback on previous debate and comments from previous discussions since this has been a topic before. The PR's idea was based around the ship's relevance, which as stated before and I agree is not the intention/what this change should be based around. However, in terms of a generality, I did say I would be willing to look at the numbers - I just wanted to make it clear that this isn't necessarily something that should be changed on the Kestrel's relevance, but something to look at gameplay-wise, which discussion has leaned towards instead.

Although Z 's data is only one example so far, his combat rating being ~6900 after game completion lines up with what I said previously where main game completion is around where I'd see this sort of combat rating. So I agree with Anarchist that we can look at the number (still not entirely sure about 6,000, but maybe), but as we already added one condition for quicker access, I don't think we need to add other venues outside of this number.

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Whilst we're talking about the Kestrel, in my opinion the niche use it had (high gun port and weapon space) has been destroyed by the new Bunrodea's heavy warship and it's 17 gun ports; I'd argue we should give it back its 18 gun ports.
It doesnt have to be irrelevant when it comes out, it could be niche (for ppl who dont wanna go cap the ships in bun space)

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ziproot commented Apr 15, 2024

I would like to point out that after you find it the first time, the combat requirement drops to 2000. That makes sense to me: it starts out as an easter egg at first, and once you get it, you are rewarded by being able to use it when it’s useful.

Everyone appears to be talking about the Kestrel as if it still always requires a combat rating of 8000 on every playthrough to unlock, when this simply is not the case.

EDIT: Upon further consideration, this seems like a good case for a plugin. Not all plugins have to be big new storylines. See zuckung’s plugins.

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Although it would be pretty dependent on the player, if anything, I'd like to see what the average combat rating of someone who has completed the FW campaign is at, and the average of it after what's currently available for the Wanderers. In my opinion, the soft-spot would be somewhere in-between these campaigns (but would be fine if it's later, even if it's not here, I don't think that's reason enough to lower it).

As I mentioned in #8578, I finished FW with around a CR of 1800. That was with a bit of bounty hunting iirc, as well as fleet play. I did focus heavily on the campaign and completing it quickly rather than grinding the best ship possible, though.

I think, if anything, a low CR would be typical of new players. A lot of the missions sound really urgent, and sometimes you don't realize that you can take a few months to do something that the FW wants you to do "as soon as possible." So, if you don't know you can more or less pause the campaign, and don't use alien tech, it's hard to build up anything stronger than the bare minimum needed to beat the Pug, which tends to contribute to a low CR.

I think Zitchas' 6900 is probably the highest you could reasonably expect any non-grinding player to get in terms of CR.

As before, I am in favour of the drop to 6k. And, the diff looks fine ;)

@@ -18,7 +18,7 @@ mission "Kestrel Testing"
waypoint "Umbral"
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At Derpy's request. We don't want this to turn into a slow roll towards making the Kestrel an automatic unlock.

Suggested change
to offer
# The Kestrel is a secret that can only be unlocked after completing the rest of the game. Combat rating is used to track gameplay progression.
# After finding the Kestrel once, the threshold is lowered so players can use the ship during the human campaign on a later playthrough.
# Any requests to reduce the requirements will be rejected.
to offer

@Anarchist2 Anarchist2 merged commit 207afec into endless-sky:master Apr 15, 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>
Co-authored-by: roadrunner56 <65418682+roadrunner56@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>
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Co-authored-by: a4358 <a43582@gmail.com>
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