Quasimorph

Quasimorph

Mercenary Trader: Complete
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Update: 30 Jun @ 3:58am

Fixed a dependency issue.

Update: 26 Jun @ 9:28pm

Fixed a feedback loop caused by postfixing getters for values stored in the player's save file.

Added manufacturing profiles to a few missed stations.

Update: 16 Jun @ 9:52am

Minor manufacturing time tweak on Implants.

Update: 16 Jun @ 9:14am

Mission Economy:
- increased minimum mission duration by x1.5
- increased maximum mission duraiton by x2
- Faction Strategy is now semi-deterministic.
-Factions expand when they have >4k power and are in the top 4 ranks
-Factions defend when they are in the bottom 5 ranks.
-Factions scout in all other circumstances.
-Factions ranks shifting relative to one another and the strategy duration mean there is still some randomness in how and when a faction takes a specific strategy.
- Conquest missions now cost 500 power and reward 0
- Espionage missions now cost 50 power and reward 150
- Most other missions cost 150 power and reward 400
- Mission difficulty (skulls) now tied to victim faction's tech level.
- Mission difficulty maximum is set by 1+Ceil(VictimFactionTech/2)
- Halved points allocated for floor loot on missions.
- doubled points allocated for mission rewards.
- Maximum missions per faction now caps at 6.

Station Economies:
- removed random non-economic trade items.
- removed random faction tech distribution from non-hq stations.
- removed (most) non-economic manufacturing from non-hq stations.
- each non-hq station generally produces one type of trade-good.
- adjusted trade recipe consumption/production.
- reduced tech/power gain for most stations.
- disabled an enconomic safety valve that spawned a bunch of items from nowhere when prices in the economy got too high.
- As a result, there is more extreme potential price growth as the game progresses.
- Civil Resistance, Unchained Belt, and Quasimorph bases are no longer considered in global price calculation since they do not trade with the corporate economy.
- Civil Resistance and Unchained Belt will now trade with each other.


Faction HQs:
-slightly evened out power/tech gain multipliers on faction HQs
- Each faction now consumes a specific low-level good to produce a level of their faction tech at their HQ. At tech 5 and above non-quasimorph factions will also need a basic item chip to manufacture that tech level in addition to the low-level good. Quasimorphic factions will need a 'Breaking the Pact' in addition to skulls.
- Each tech-level manufacturing action takes approximately 2 months, and contains all items in that tech tier.
- At tech 5 and above, factions will consume specific pact-skulls to boost tech by 500 points at the end of a roughly 1-month research timeline. Q factions consume a different high-end good for a similar tech-boost.
- Per faction those low-end goods and pacts are as follows:
- Ancom: Prototype Schematics, skull_contract_venus
- SBN: Ledgers, skull_contract_ron
- RealWare: Weapon Parts, skull_contract_mars
- Dilthey: Transformers, skull_contract_mercury
- Coreward: Rod Parts, skull_contract_cattaram
- DaydreamChems: Rubber, skull_contract_venus
- Grasshopper: Short Pipes, skull_contract_scrivnus
- Franche Comte: Employee Tags, skull_contract_mars
- Sunlight Coven: Lenses, skull_contract_mercury
- PlanetBridge: Capacitors, skull_contract_cattaram
- Church of Revelation: Glass, skull_contract_luna
- Civ Res: Crude Mechanisms, skull_contract_ron
- Pirates: Rusty plates, skull_contract_scrivnus
- Tezctlan: Skulls, highItemChip
- Feathered Masks: Skulls, highItemChip
- Shedu's Thousand: Skulls, highItemChip
- Based on their current strategy, each faction will randomly choose one production profile consuming common high-end goods at their HQ to increase power, technology, or both.
Expansion:
- none
Defense:
- weapon container, armor container -> Large power increase
- packaged security robot -> Large power increase
- mining equipment, military unit -> Large power increase
- Qmorph only: 5 hearts - Large power increase
Scouting:
- quasi research, darknet unit -> small power + small tech increase
- Security clothing, drug cargo -> small power + small tech increase
- quasi research -> large tech increase
- quasi samples, scientist clothing -> large tech increase
- robot parts, specialist rosters -> large tech increase
- military rations -> medium power increase
- created a list of fixed-cost items
-These items do not flucuate in value at a global level, though will based on consuming station supply. This list mostly consists of pacts consumed in research and highItemChip.
- created a list of item-required production profiles. These will only begin manufacturing if the required items are present. This list primarily contains strategy-specific profiles and pact-research profiles.

Stock Market Window:
- Now displays stations that consume and produce goods regardless of active missions.
- There's some issues with this, but it still gives a more accurate picture of the economy than the base game:
- Fixed-cost items will display the price-history of the last item clicked with a valid price-history.
- Consumption and production rates do not always appear correctly.

Tech:
- Increased tech required to reach levels 6-10.
- T6:4000
- T7:5000
- T8:6000
- T9:7000
- T10:8000


Reputation:
- minimum faction buy/sell rep is now 50
- minimum faction exchange (random barter) rep is now -75
- trade-wipe rep is now -75

Magnum:
- Multiplied cooldown of Recycler and Monitoring abilities by 24 (essentially x hour cooldown is now an x-day cooldown).
- The cooldown is still displayed in hours, so it's a little ugly, but accurate.
- doubled crafting times of all items.

Reasons to travel to Jupiter and its Satellites (aside from the sweet soundtrack and tilesets):
-Unchained belt now has an ammo depot out that direction
-The adrenaline junkies at Pintado Petrel have figured out how to manufacture some specific implants and will sell them to you.

Known issue:
I missed a few stations in the production-profile rework, so a few stations manufacture nothing and consume only food/water.