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Updated changelog for 0.4.6 #957
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I've made a PR out of the first draft of the changelog for 0.4.6 @geoffthemedio posted on the forum. As we traditionally commit changelog updates to the release branch and cherry-pick them into master after the release, I created this PR against the release branch. I also created the changelog branch in the main repo, not my clone, so we can better collaborate on it. I made some small changes to the text @geoffthemedio posted:
@geoffthemedio, are these adjustments ok with you? Feel free to revert any of them you don't think fitting. I have some further comments I will post below, partially as comments to specific lines. Everyone else, please also review the changelog and post your corrections, either here as comments or provide PRs. |
tweak as you want, I'll complain if I don't like it and notice |
- Various GUI improvements | ||
- GUI responsiveness / FPS improvements | ||
- Made GUI more configurable | ||
- New/better graphics |
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this does not seem like a "key change"
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Agreed.
Look good to me. An impressive amount of work. Congrats. |
system where a supply source planet is located | ||
- Made producing troop pods require a production location with troops, | ||
and made producing troop pods consume troops from the production | ||
location |
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Anyone please correct my if I'm wrong, but is that bit (about producing troop pods consuming troops from the production location) actually the case? In my recent test games I didn't notice that happening, and the relevant effects in the troop pod ship parts are commented out. Unless these effects have been added elsewhere?
IIRC that happened because with that change alone, producing enough troop ships became almost impossible, and we started a discussion about how to address the issue. As we didn't reach a general consensus yet, this feature has been disabled, at least that's how I remember it.
So that part needs to be taken out of the changelog, right?
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Yes, and made producing troop pods consume troops from the production location
must be removed.
I've just checked in-game, no troops are consumed when a ship with a Troop Pod part is built (only the minimum Troop meter value is required - 2 or 4 depending the Troop Pod class - basic or advanced)
I might have missed it when reading that massive list of changes, but I didn't find an entry that mentioned the following: all systems that are not deep space, black holes or neutron stars now should have at least one planet/asteroid belt (so there are no more systems with stars, but no planets). If it's really missing, should be added. |
Don't recall adding anything like that |
- Made AI adjust priorities based on costs of ship parts and hulls | ||
- Adjusted AI priorities for research time | ||
- Adjusted AI industry modifiers | ||
- Adjusted AI weapon upgrade calculations |
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Except for the losing-fleet part, imo the rest of the AI changes are small and unspecific enough to be summarized as "Various adjustments to AI priorities".
around the map randomly during galaxy generation, and share vision | ||
between planets on which they are located | ||
- The Honeycomb special will now turn nearby planets into asteroids | ||
instead of destroying them |
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Maybe this could be rewritten from the actual player perspective, i.e. instead of no planets in 5(`?) jump radius, there may only be asteroids?
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I wasn't familiar enough with the special to know that that wasn't from a player perspective. If it's just something that happens at game start and not during a game when a player can see it, that would be a reasonable change.
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"At start of game, the Honeycomb will now turn all planets without specials or inhabitants within 5 jumps into Asteroids instead of destroying them—without renaming them"
It's user facing because the weirdly named asteroids and similar is a deliberate hint, and not destroying the planets ties in with the "all-stars-get-a-planet" change.
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@MatGB has a point here I think, so I'll put in the text he suggested for now.
"New/better graphics" isn't really a key change (removal suggested by Geoff).
- Balanced BioAdaptive hull to work same as Nanorobotic | ||
- Tweaked numbers for Logistics Facilitator | ||
- Prevent Krakens Nests from spawning on Asteroid belts created by the | ||
Honeycomb special (and similar situations) |
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Considering that the Honeycomb special was reworked in this version to actually create those Asteroids, does this bugfix really belong into the changelog?
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probably not
The Drydock change needs to be up as a Key Change I think, they're a signficant part of the game. I would also consider putting the damage control changes, Basic is changed, Robotic hulls are the most used hulls and the robotic line in general is one of the most used. "Ship Repair has been substantially reworked, Drydocks require a ship to be stationary and repair a proportion of ship structure, no damage control effects work on the turn a combat has taken place except for the Logistic Facilitator flagship, which is substantially reduced." |
The change to directory structure on storage is important to note (possibly as a separate line item below key changes), as it still confuses me on occasions and we know there are a fair few linux users that only get their copy of the game from the official repos. When they update to this their save files and config files will have moved unexpectedly. If it's not mentioned, the change to the directory structure for scripting needs to be mentioned, there are enough amateur scripters and similar that might have their own hacks, etc. |
Drydock/repair -> ok |
Heh, I never understood why it was changed—it's some Linux standardisation thing, but given it really does affect you if you're on Linux and used to looking at config files for the game, etc, it needs to be clearly stated somewhere. I don't think it's a key change but I do think we're going to get some confused players. |
Add a note in technical / other about directory changes? (if not already suggested...) |
I think proper entries in technical for both the restructuring of the content scripts and this thing with the config files on Linux should be sufficient. If anyone of our English native speakers could come up with some properly phrased texts, I'd very much appreciate it (as a non-native speaker it's a bit more difficult for me... 😉). |
Only a sidenote: That revision does affect all ships, not only the robotic, those were just part of it because of their inherent self-repair capabilities. |
- Reprioritised mine effects to always occur before repair effects | ||
- Balance pass on Robotic line and Damage Control techs | ||
- Balanced BioAdaptive hull to work same as Nanorobotic | ||
- Tweaked numbers for Logistics Facilitator |
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@MatGB: the above 4 entries ("Reprioritised mine effects to always occur before repair effects" to "Tweaked numbers for Logistics Facilitator") all seem to have to do/potentially have to do with the ship repair revision. Which of these should be grouped with the bigger entry dealing with that revision? Should they be rephrased/rearranged when doing this, if yes, any suggestions?
Maybe wait until I commit all the changes/adjustments suggested so far, then you can review the my draft of the ship repair revision entry and provide your input/feedback/adjustments.
|
Thanks, looks good enough for me. 👍 |
* Added items that had been missed in the first draft * Removed items that, although being added since 0.4.5, have not been activated or commented out (for whatever reason) and are therefore not yet available in the game * Rephrased several items to be more clear * Rearranged/reordered/regrouped several items
I've added a line to the key changes, and tried to craft your paragraph into an entry+subentries in the "Balance" section for details. Please review. |
- Reworked ship repair: Drydocks, Damage Control techs, | ||
Robotic hulls self repair (details below) | ||
- Substantial GUI improvements | ||
- Substantial improvements to GUI responsiveness and FPS |
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@MatGB: do you think that's clear enough now...?
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Yup, that's good.
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I don't think we need "substantial" "GUI" and "improvements" in the main and sub-point
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Ok, will remove it from the main point.
Alright, big update has been committed, I've tried to incorporate all suggestions where we've reached at least some kind of consensus. Thanks to everyone for their input! 😃 Haven't been sure on the best phrasing/summary of some things, may have missed/misunderstood others, and on some items the consensus wasn't, well, uncontested. 😉 So again, everyone please review the changes and give your feedback/corrections. |
@@ -250,6 +250,8 @@ build ships with Ground Troop pods | |||
artificial blackhole | |||
- Prevent Experimentor spawn location from sundering the galaxy | |||
- Balance Hyperspatial Dam | |||
- Made planets in systems which contains a Gateway to the Void building |
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systems that contain or a system that contains
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Oops, thanks!
- Made GUI more configurable | ||
- Many small additions/changes to GUI rendering, layout, functionality, | ||
customization options, and displayed information that collectively | ||
substantially improve usability, responsiveness, and system resource usage. |
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responsiveness again...?
Just use this point, not the parent or sibling
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I don't quite understand what you mean? That line has been your suggestion...
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I don't see the need for a point for "Substantial GUI improvements" with sub-points about "Substantial improvements to GUI" and "Made more configurable", and then a separate point for "Many small additions/changes to GUI ..." where the second point pretty much covers what the first one and its sub-points say...
Seems oddly repetitive...
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@geoffthemedio, to save time (I'm deferring the RC1 builds here), just commit the corrections/adjustments as you see fit.
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Ah, now I get it. Apparently I misunderstood what you meant when you originally suggested that line - I thought it should replace just the one sub-point, but you meant to replace the entire main+sub points. Ok, will make the requested changes.
I'm not somewhere where I can do that, I think... |
No problem, I finally got what you meant and will remove the other point (the one with a main+subpoints). |
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