Stormworks: Build and Rescue

Stormworks: Build and Rescue

Improved Conquest Mode 0.4.0 Pre-Release
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Update: 4 Mar, 2024 @ 9:13pm

Updated Improved Conquest Mode 0.4.0 Pre-Release.

Update: 7 Jan, 2024 @ 3:57pm

Updated Improved Conquest Mode 0.4.0 Pre-Release.

Update: 7 Jan, 2024 @ 3:37pm

Updated Improved Conquest Mode 0.4.0 Pre-Release.

Update: 7 Aug, 2023 @ 1:46am

Update 0.4.0.22 (Multiplayer Fixes and Capture Point Timer) pre-release
Overview
This is a smaller update, which is a half hotfix, This update fixes an error and a bug related to multiplayer, where due to game adding server as a player, it’d error when it’d sometimes try to target the server as a fallback. Also, map debug now works properly for clients in multiplayer (For real this time)

As for the features of this update, The tooltips of the capture points now show how much longer is left until the point is fully captured, and if the AI is capturing it, tells you how many enemies there are, and if the point is contested, it describes what to do when the point is contested. And to make the tooltip go smoother, the capture point tickrate is now every second instead of it just doing it for every 0.25%. In the future there might be a change to the system where the capture points actively being captured will be constantly tick for the timer to be the most accurate, and for it to be super smooth, but that will require a rewrite

See below for the full changelog

Main
  • Error - Fixed an error due to server being added as a player in multiplayer, which tricked the AI into thinking it had a target, when it actually didn’t. (Thanks for reporting, Daimonfire, and Tom Aiken)

Capture Points
  • Feature - The tooltip of the capture vehicle now shows some detailed information, such as how much time is left to capture the point, if the AI is capturing it, tells you how many enemies there are, as well, describes what to do when the point is contested.
  • Rework - Made it so the capture point’s transform offset for spawning is now where it is in the location, instead of set hardcoded amount, this is to have the capture point spawn more accurately to where it should.

Spawning System
  • Feature - The AI’s vehicle production timer is now synced with the game’s speed, when the flag sync_game_speed is enabled (makes it so when you sleep, the AI produces vehicles 400x faster to account for time going 400x faster)

Debug
  • Fix - Fixed a bug in map debug where all of the vehicles would draw at 0, 0 for clients, due to a typo (Thanks for reporting, Daimonfire)

Flags
  • Feature - Added the flag show_capture_timer_debug, Which shows detailed debug info on the tooltips for capture vehicles, to help debug the timer shown. (default disabled)
  • Rework - Renamed the flag capture_point_pay_amount to capture_point_payroll_amount to be consistent with the other flags.
  • Rework - Renamed the flag capture_point_pay_time to capture_point_payroll_time to be consistent with the other flags.

Backwards Compatibility
  • Compatibility Status - 0.4.0.22 should be compatible with saves made in 0.4.0.21 and before, however, if you changed the flags capture_point_pay_time and capture_point_pay_amount, that will not transfer over to 0.4.0.22, so you’ll have to set them via capture_point_payroll_time and capture_point_payroll_amount again.

Update: 4 Aug, 2023 @ 4:51pm

Update 0.4.0.21 (Capture Point Payroll) pre-release


Overview
This minor update sized commit brings in some new features and bug fixes, Such as the highly requested capture point payroll system, the player gets rewarded for holding capture points, as well, some stubborn bugs have been ironed out, such as the AI’s attack getting softlocked in some cases, and scout vehicles refusing to spawn due to a bug in the way it was calculated if a vehicle could be spawned for it’s cost. And thanks to everybody who’s been reporting issues!

Also, I’ve launched a patreon page for those who want to donate towards the development of the mod, https://patreon.com/Toastery. The only benefits of donating is a discord role, (I do the roles manually, so it might take me a bit to get to it), and also just generally supporting development. I won’t ever have any in game advantages or anything, in the future I might add a thank you message in game, but that’s really it.

See below for the full changelog

Main
  • Feature - Capture Point Payroll, Where every 7 days, you’ll get $700 for each island you own!
  • Feature - When the player is sleeping, the capture rate, the AI’s pseudo speed, the cargo production rate, the cargo vehicle spawn timer, and detecting if the player is attacking or not is now properly sped up! (Can be disabled by ?icm flag sync_game_speed false if desired)

Player Commands
  • Feature - Added the flag command which allows you to set or get the value of a flag, its very similar to how the settings command works, as flags are settings but a bit more advanced, used to tune your experience, and also to quickly change things for debug purposes, Also added the flags command, which prints out a list of all of the flags.

Cargo/Logistics
  • Error - Fixed an error in tickCargo(), when the route’s target island_index is nil (Thanks for reporting, 0909JWI, and Tom Aiken)

AI
  • Optimisation - Optimised tickVision, with the ticking of player vehicle’s damage thresholds, now spreading it out across 240 ticks, due to it using server.getVehicleData, if there were many player vehicles spawned, it would affect performance quite drastically.
  • Optimisation - Optimised tickVision, with having server.getTime() being outside of the for loop where it ticks the AI’s vehicles, as the time doesn’t change inbetween vehicles. Very, very small optimisation, but its an optimisation none the less.
  • Fix - Fixed a bug where if the boats failed to pathfind to attack an island, it would softlock the entire attack, so the AI wouldn’t be able to attack at all until they were eliminated.
  • Fix - Fixed a bug where the tick id for checking if the player is attacking or not was sending the current tick counter, resulting in the desired timer to possibly be incorrect.

Spawning System
  • Fix - Fixed a serious bug where vehicles that did not need to be bought at full price (eg: scout vehicles) wouldn’t be bought unless the AI could pay full price, this affected many other vehicle’s spawning, where they wouldn’t spawn when they should’ve been able to, and also potentially caused more instances of vehicles despawning when they were loaded, as the AI realised they couldn’t afford them at real price. (Thanks for reporting, Clump, Yeetlord, Trainman222, and Tom Aiken)
  • Error - Fixed an error when it tried to spawn a vehicle that did not have a normal variation (Thanks for reporting, Just Mob

Debug
  • Feature - Map debug now shows the variation of the vehicle, to help diagnose cases of it potentially spawning the wrong variation for the location. (Vehicles spawned before 0.4.0.21 will show a variation of “Unknown”)
  • Feature - Made the profiler influenced by the flag profiler_tick_smoothing, which controls over how many ticks it tracks for averaging the tps, and finding the max tps.
  • Rework - The failure to spawn scout vehicles message now includes the reason why the scout vehicle failed to spawn

Flags
  • Feature - Added the flag sync_game_speed, Which makes it so while sleeping, the AI will move, produce, etc, 400x faster to be inline with how fast time is moving while the player sleeps. (default enabled)
  • Feature - Added the flag sync_tick_rate, Which sets if the tick rate of the addon will be synced with the in game ticks, meaning that while sleeping, the addon will execute 400 ticks per tick call, to makeup for the game's speed being x400, Causes massive performance impacts while sleeping, which makes sleeping very slow. Not recommended to use. (default disabled)
  • Feature - Added the flag profiler_tick_smoothing, Which Controls how many ticks to track for the maximum and average result in the profiler. (default 60)
  • Feature - Added the flag capture_point_payroll_frequency, Which Controls the frequency of which you get a payroll for how many capture points you hold in days. (Default 7)
  • Feature - Added the flag capture_point_pay_amount, Which Controls how much money you get per capture point you hold. (Default 700)
  • Feature - Added the flag capture_point_pay_time, Which Controls at which time of the day you will recieve the payment, may have strange behaviour when the payroll frequency is less than 1. (Default 0.2916666667, (24*0.2916666667 = 7, so you get paid at 7.))
  • Feature - Added the flag capture_point_payroll_sleep_ratio_max, Controls the minimum amount of time you must've spent not asleep for you to get the payroll. (default 0.3, so you must've spent at least 30% of the payroll period awake to get your payroll)

Backwards Compatibility
  • Compatibility Status - 0.4.0.21 should be compatible with saves made in 0.4.0.20 and before.

Update: 28 May, 2023 @ 8:27pm

Update 0.4.0.20

Cargo/Logistics
  • Error - Fixed error due to a typo, when it was checking if the origin island could spawn land vehicles, while trying to calculate the convoy's route (Thanks for reporting, @tomato soup?🥣#5309)

Update: 28 May, 2023 @ 1:18pm

Fixed name being "Improved Conquest Mode 0.4.0.dev", when it should've been "Improved Conquest Mode 0.4.0.pre"

Update: 28 May, 2023 @ 12:41pm

Update 0.4.0 (Vehicle Pack API and Meier) pre-release
Overview
0.4.0 has been an update myself and many others have been quite excited for, as it brings the long awaited Vehicle Pack API, and I’m happy to announce that its finally here! The Vehicle Pack API allows you to make addons, without even touching the lua script, that can add and remove vehicles from ICM, when used along side it, so lets say you want a WW2 themed experience? You can do that! You want to fight vehicles you made? Go ahead! Just want to tune some vehicles or just add some? That too! Now, you can add as many vehicles as you want, and remove any from any add on to avoid clashing! In fact, some Vehicle Packs have already been made, such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2925200084, an awesome WW2 themed vehicle pack, adding ~25 new WW2 themed vehicles and removing the vehicles in ICM, to avoid an era clash, made by Tom Aiken.
Another one is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946689144, Which replaces the ships for ones with more advanced sinking systems, featuring separate compartments, so the entire ship just doesn’t flood at once, made by justin

As well, Land AI has also been improved in this update, before, they’d get stuck near tile borders, and just get stuck, now they’re able to get past the tile borders, so they wont just suddenly stop chasing you. As well, they now re-generate a path if you move too much from when they last generated a path, so you wont just be able to pull a 180 while they’re in chase, and then see them zoom off into the distance anymore. Also, their speeds are no longer slower than they should’ve been, so you shouldn’t find yourself leaving them in a dust in a tank anymore.

Speaking of Land AI, Meier support has been added, with land pathfinding setup all along the roads! In fact, theres now over 10,000 graph nodes that have been manually placed! So if you own the Industrial DLC, you can now fight against the AI in Meier! Meier has also been outfitted with 13 new capture points! Along with this, land vehicles have been given a desert camo when they’re spawned in Meier, to fit in with their surroundings.

This update has had quite a few more features, balance changes, and some fixes, see the changelog in the discord server for the full changes (changelog is over the character limit for steam)

Update: 24 Nov, 2022 @ 2:50pm

Update 0.3.0.86 (The 1.6.x Compatability Update) pre-release

Overview
In this minor update, many bugs in 0.3.0 found so far have been fixed, and this update also makes the pre-release version of the mod compatible with Stormworks versions 1.6.x. And sorry for the time this update took, I kept taking on and off breaks.

This also adds many QOL features and changes, such as Air Crash Mode, Automatic Migration, Giving all vehicle with a temp name a proper name (Huge thanks to Just Mob with this) and “?icm tp”, to name a few.

As well, all of the errors that have been reported have been fixed*
*It’s Possible that I missed some, if you notice an error that I did not say was fixed in this version but was present in 0.3.0.77, please notify me again of the error.

Also, many vehicles that had specific issues have been solved, such as the Fox not starting it’s engine, or the Guardian and Swatter not properly aiming on the yaw axis.

Lastly, thanks to Lassi, the Corvette has gotten a new look, making it more accurate to its real life counterpart which it’s based off of (https://en.wikipedia.org/wiki/Hamina-class_missile_boat).

Below is a detailed list of the changes made from 0.3.0.77.

Main
Feature - Added air crash mode, where planes and helis will explode if a crash has been detected (if velocity changes too much, or changes too little within a certain period of time) Note: if a AI’s velocity is too stable (ie, jet dog-fighting) it may explode, due to an oversight with this feature (should be checking if there's too little movement, not too little velocity change). Will be fixed in a future update.
Feature - Added a new automatic migration system, to automatically update data from saves made with older versions of Improved Conquest Mode (only supports 0.3.0.77+).
Rework - Did a bit of code cleanup
Fix - Fixed issue where it’d be trying to recharge batteries named “Diesel #”, instead of “Battery #”
Error - Fixed error due to server.setVehicleSeat() having “trigger” added to it.
Error - Fixed error due to the AI capturing their main base.

Modified Vehicles
Fox
Rework - Renamed from BI-D1
Fix - Fixed issue where it’s engine would not start
Patrol
Rework - Renamed from BS-H1
Corvette
Feature - Now incorporates the target’s Y level for firing a VLS missile, so they don’t get shot at submarines below the water.
Optimisation - Optimised the mast (Thanks Lassi)
Rework - Renamed from Destroyer
Rework - Updated to be more realistic with it’s real life counterpart (Thanks Lassi)
- Changed Propulsion system to fluid jets
- Moved some things around (eg: crane)
- Camouflage Paint
Rework - Increased time between VLS missiles from 10s to 12s
Removal - Removed hatches that would open to make the ship sink faster, as the devs fixed the sinking physics.
Wolf
Rework - Renamed from AI-C1
Fix - Fixed issue where it would be extremely slow
Swatter
Rework - Renamed from CD-E1
Rework - Removed logic on the missiles where they’d stop tracking once within 200m of the target.
Mule
Rework - Renamed from AT-C1CT
Rodent
Rework - Renamed from ET-C1
Rework - Made its minimum target mass and minimum target y to be less restrictive
Guardian
Rework - Renamed from HD-C1
Fix - Fixed the yaw aiming of the turret being broken.
Rework - Fixed issue where it’s maximum pitch was set too low, resulting in it unable to hit targets which were high up.
Spider
Rework - Renamed from CD-C1
Fix - Fixed the yaw aiming of the turret being broken.
Supply
Rework - Renamed from A988-1 Supply
Rook
Fix - Fixed issue where it would detonate under severe depression

Player Commands
Feature - Added “?icm” as a valid prefix
Feature - Added “?icm tp <vehicle_id> <x> <y> <z>”, to teleport an AI vehicle to the specified coordinates
Feature - Added “?icm queue_convoy”, to queue a convoy to be sent out.
Feature - Added “?icm kill” as a valid alias for “?icm delete_vehicle”
Feature - Now makes the prefix you entered lowercase, meaning that “?ICM” or “?IMPWEP” will work.
Optimisation - Optimised the checking for if the player had access to the command they entered.
Rework - Updated the message when a player tries to spawn a land vehicle near or at coordinates (no longer planned to be added for 0.3.0)
Removal - Removed “?icm full_reload” command, replaced with automatic migration.
Removal - Removed “turret” as a valid type for “?icm sv”, as its logic for spawning cannot work like the other vehicles (use ?icm st instead, or specify the turret’s name).
Fix - Fixed “?icm list_vehicles” not working as an alias for “?icm vl”
Fix - Added missing “graph_node” and “driving” for the errors in “?icm debug”.
Fix - Fixed issue where “?icm debug graph_node” would not work (was turning the _ into a space).

Cargo/Logistics
Fix - Fixed issue where when a cargo vehicle was done transferring, it wouldn’t be set to be despawned instantly, instead taking an hour to despawn.
Fix - Fixed issue where escort vehicles would be killed if they could not be afforded.
Fix - Fixed issue where the cargo vehicles would not sync their contents with the script properly when they were loaded, causing the script to think that their tanks are empty

Pathfinding
Optimisation - Optimised the time it takes to get all the graphnode’s y level at world creation by around 372% (~533.55 nodes/s from ~143.4 nodes/s).
Rework - Now considers graph nodes in a 100km radius from 0, 0, instead of a 50km radius.

AI
Fix - Fixed issue which caused vehicles to be unable to transfer out of the resupply squadron.

Spawning System
Rework - Increased the amount the spawn modifiers change, resulting in larger and faster adaptions to the AI’s vehicle selection.
Fix - Fixed issue where it would get mixed up while dealing with NSO and not_NSO zones, sometimes removing the wrong ones, causing vehicles to spawn in the wrong spots.
Fix - Fixed issue where it would not set the turret spawn point to say that its occupied after a turret spawned there, resulting in the turret cap per island to be disobeyed.
Fix - Fixed issue where when a turret was killed, it’s spot would not be set to say that it’s location is free now, causing that turret location to be permanently locked.
Fix - Fixed mistake I made in the equation for deciding which island to spawn the defence vehicle at.
Error - Fixed error due to not checking if the enemy AI can spawn a defence vehicle at an island, causing them to be spawned at invalid islands, sometimes resulting in script errors.

Backwards Compatibility
Compatibility Status - Should be directly compatible with worlds made in 0.3.0.77+

Update: 21 Sep, 2022 @ 7:53pm

Update 0.3.0.77 (Hotfix) pre-release

Overview
This update just has some hotfixes, fixing some errors, and debug errors

And In this update, Plane's strafing should be slightly improved.

Below is a detailed list of the changes made
Cargo/Logistics
Error - Fixed an error when the script tried to spawn a cargo or escort vehicle, as the code for spawning vehicles was below it.

Main
Error - Fixed a rare error when server.getVehicleData() failed to get the number of voxels on the player's vehicle (Thanks for reporting, justin)
Error - Fixed an error when it'd try to check if something already existed in the cache at a specific location, as the Tables code was below it. (Thanks for reporting, justin)

AI
Rework - Slightly Improved the Plane's Strafing AI, by making them need to continue going 1km
Rework - Distance check to see if to switch to the next path is now 2D distance instead of 3D (should help prevent instances of planes just doing circles around a point)

Player Commands
Error - Fixed error when using the ?impwep sv command without any arguments (Thanks for reporting, justin)
Debug Error - Fixed debug error when using the ?impwep debug command without any arguments (Thanks for reporting, justin)

Debug
Error - Fixed error when it'd try to get the data for the profiler, as Tables was misspelt as Table, and the table code was below (Thanks for reporting, justin)

Backwards Compatibility
Compatibility Status - Directly compatible with worlds created in 0.3.0.69+