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- (Base Game & DLC) Fixed that the mod didn't randomise the agent pool when generating multiple games without quitting the game in between.
- Moved agent pool logic from `afterMapGenAfterHistorical` to `onTurnStart`, thus ensuring that all modded agents have been added prior to operation. This code only runs once, via a boolean check.
- Reworked how agent pool is repopulated to maximize compatibility between this mod and others.
- - When processing the Broken Maker's sleep cycle, instead of replacing the existing agent pool with a subset from the master agent pool, which is populated after map gen, those not in the used-buffer or the recruitment pool, are repopulated form the master pool, and then the recruitment pool is trimmed.
- Changed how the broken maker's used agent buffer is tracked, greatly improving performance.
This Update Breaks save compatibility.
Due to internal changes, this update is not compatible with saves made using the previous version. If you wish to continue those saves, you can download the release version via Github, and use that until your game is finished.
Apologies for the inconvenience.
- Implemented exact count mod options.
- - You can now select an exact number of generic or unique agents, configurable separately, that you wish to be present in a game, instead of using percentages.
- Implemented full Broken maker Compatibility.
- - At the start of the game, and each time the Broken Maker sleeps, the list of available agents will be randomly trimmed to the required level. This trimming occurs after the agent pool has had previously used agents removed, so 10% keep percentage size will be 10% of unused unique agents. Recommended with exact count option.
- - Removed Broken Maker mod option, as proper compatibility now exists.