Stormworks: Build and Rescue

Stormworks: Build and Rescue

Improved Conquest Mode 0.4.0 Pre-Release
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Update: 20 Sep, 2022 @ 2:19pm

Update 0.3.0.76 (The NSO Compatability Update) pre-release

Overview
This update, as the title says, adds compatibility with NSO. Whenever NSO is detected to be installed, it will automatically change out some graph nodes, vehicle spawns, flag vehicle locations, etc to follow how NSO is, as well, it will add two new capture points in the new areas in NSO If you're using NSO version older than 1.4, follow the instructions in instructions to get the mod to enable NSO compatability mode.

As well, A few bugs and errors have been fixed.

The script has also gone through a huge re-organisation, where the script in the backend has been split into multiple files, to make developing the mod quicker. This is mainly why there was such a large gap for this update

Oh, and we "buffed" the VLS missiles on the destroyer

Below is a detailed list of the changes made

Logistics/Cargo
Fix - Fixed issue where if you killed a convoy while there was another convoy waiting for it to transfer the cargo over, the convoys would softlock as they'd be waiting for a transfer forever (now kills the convoy waiting for transfer)

Islands
Feature - Added Fort Lewin (NSO Only)
Feature - Added Toastery Village (NSO Only)
Fix - Fixed issue where if two islands were really close together, they'd get their spawn zones mixed up, sometimes causing turrets to spawn on a player's base (Thanks for reporting, justin, Just Mob and Tom Aiken)
Optimisation - Optimised the way it'd add zones for spawning vehicles to islands during setup

Main
Rework - Re-Organised the script file to be split into many files in the form of libraries (on the backend), this doesn't change anything about the gameplay.
Rework - Made it so now when a player is damaged, instead of splitting damage between all enemy AI vehicles within 3km away from the player, it now splits between all enemy AI vehicles within 2.5km from the player and which are loaded

Pathfinding
Feature - Added graph nodes along many tiles to follow the roads in NSO, only used if NSO is detected
Fix - Fixed a tile where none of the graph nodes had any connections

AI
Rework - Custom targeting systems (ex: rook's roof mounted turret) now prioritise targeting vehicles instead of the player themselves
Fix - Fixed issue where the turrets spawned by the AI were forcibly spawned (Which causes them to spawn even if the player was within 2.5km)
Fix - Fixed issue where sometimes vehicles would spawn without AI NPCs

Spawning System
Feature - When picking which island to spawn a turret at, it now properly checks the island for zones where it can spawn turrets, and makes sure that the island has not already hit the maximum for turret spawns on that island, and that the island has a turret spawn free which is of type which was requested
Rework - Made it so when spawning a turret at an island, it will only choose from the zones which it can spawn at, instead of choosing one and then checking if it can spawn there, and then if not it would give up. Now it will almost always succeed in finding one.

Player Commands
Feature - Made "?impwep spawnvehicle" now support spawning turrets
Rework - Re-organised the "?impwep spawnvehicle" command's code to be cleaner
Error - Fixed error when running the ?impwep aiknowledge command

Modified Vehicles
AI-C1
Optimisation - Added a physics flooder a compartment (Thanks justin)
Destroyer
Fix - Fixed COM on the VLS Missiles being too far forward
Fix - Fixed the VLS Escape room being physics flooded, meaning you couldn't escape if you fell into the vls hatches
ET-C1
Fix - Fixed/Update the ECU, which was causing some issues with it's engine
Optimisation - Added a physics flooder inside a small compartment (Thanks justin)
Eurofighter
Optimisation - Added a physics flooder to some compartments (Thanks justin)
Griffon
Optimisation - Added a physics flooder to the mast
Optimisation - Added a physics flooder inside the ammo hatch (Thanks justin)
Hornet
Fix - Fixed the electric engine starters not working, causing the plane to just fall out of the sky sometimes
Humvee
Fix - Added some wedges underneath where the distance sensors used to be
O-2 Skymaster
Fix - Fixed issue where it didn't have a SR latch for its starting, sometimes causing it to turn off its engine when it shouldn't
Tiger
Optimisation - Added a physics flooder to the tail (Thanks justin)
Venom
Optimisation - Added a physics flooder to the tail (Thanks justin)

Debug
Feature - Now says the name of the island that was setup during the world creation
Feature - graph_node Debug now has different colours for each graph node depending on if they're NSO Exclusive (Brighter), Globally Compatible (Normal) or NSO Incompatible (Darker)
Feature - Prints message when NSO is detected
Feature - Now makes debug_type in the command ?impwep debug debug_type friendly, so now things like ?impwep debug MAP will work.
Feature - Added additional debug when the world is being created
Rework - Updated debug in Vehicle.spawn() to contain (Vehicle.spawn)

Backwards Compatibility
Compatibility Status - Should work just fine with worlds created in 0.3.0.69+, for the vehicle changes, only the new vehicles that are spawned will have the changes. And for NSO, a new world is required.

Update: 3 Aug, 2022 @ 2:58pm

Uploaded Improved Conquest Mode Pre Release to the Workshop.

For 0.3.0 Changelog, join the discord server and check #pre-release-updates (can't post changelog here as steam has a character limit)