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Changelog.txt
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V 1.8
- Tweaked the explosion distance, last version felt a bit too soft
- With inspiration from the forums, stopped incosequential relation changes from being logged
- Removed the "sticktime" bonus effect from Obliterator and Anihhilator mods
V 1.73
- Corrected all erroneous build time changes, now 60% of original across the board
- Added the Xenon to build time reduction.. it's only fair
- Increaced (minorly) most of the percentages for info unlocking when scanning stations
- Updated L/XL charge time for both Avarice and Boron expansions
- Added Avarice/Boron modules for build time reduction
- Updated missing/changed ship mods to remove RNG
- Reworked and updated Readme for both GitHub and Nexus
- Relaxed the distance at which explosions cause damage
V 1.6
- Fixed a HUGE oversight of not having the expansions as a dependency
- More cleaning, always
- Nerfed the insanity of the hazard field in The Void
- Fixed an unintentional ware production change for terran energy cells and medical supplies
- Added missing Terran habitats from build time reduction
- Unlocked the Syn and Asgard for purchase from Terran Shipyards (Still need to be on best terms with them!)
- Corrected some build time discrepancies, some were still 60% - now everyone is 80%
- Added faction modules to build time reduction (i.e. their trade station unique modules)
V 1.5
- Terran update, yay!
- Terran station build times reduced to match other races
- Terran engine travel charge matched to other races
- Removed Smart Chip Economy Fix from the code, I think it's now depreciated
- Major redesign of README and restructuring for hosting on Github
- Tweaked Learning All The Things some more
- More indentation and prettiefying
V 1.4
- Dropped the explore alterations, JanPanthera makes better scripts and I'm sick of dealing with Ego breaking and unbreaking the explorer :p
- Revamped all the build module time reductions and corrected some mistakes, currently at 60%
- Took some inspiration from "No cockpit chair sounds" to drop the annoyance level of those chairs (looking at you dragon)
- Tweaked some of the scan percentage requirements, they were a bit too cheeky after playing a ton of vanilla
- Drastically neutered the amount of mod components vendors sell and the chances they carry them
- Overhauled ALL of the mod componenet prices, no more earning millions for tuning software and buying T3 weapon mods in bulk
- Disabled the smart chip economy fix; been playing vanilla and not seen the same issue from back in the day
- Updated Learning All The Things and lowered some of the values to keep the new beta seminars valuable, also go give iforgotmysocks some love!
- Dropped the time for travel charge of All-Round L engines to 7 seconds. Travel varients are 10 seconds for L and 12 seconds for XL now.
- Lots of spelling/formatting/gramatical tweaks that no one will ever notice or care about in the documentation.
V 1.3
- Fixed station module time reduction not working properly
- Added "Surface Element" mod to the list for removing random stats
- Removed station credit transfer script, it wasn't working and JanPanthera makes a better one
V 1.2
- Removed stations supply build storage script
- Removed collect inventory wares script
- Altered Learning All The Things so that only currently used skills advance
- Added split station modules to the build time reduction list
- Bumped up satellite range slightly
- Put the exporation fixes back in because Egosoft just loves to break things...
- Fixed a file structure problem that caused the split engine charge to not be reduced
V 1.1
- Removed "Turret Cycling Fix", it appears that patching has sorted this out
- Added Split L/XL engines to the travel drive reduction list
- Dropped the Explore Faster/Better Explorer merge as it looks like Ego have improved the exploration command
V 1.0
- Double checked for typos in the Readme/description
- Finally worked up the courage (and got permission) to put my pack on the Nexus!
V 0.9.2
- Added in the No More Weapon Behavior Sound changes, gets rid of that insufferable reloading sound that turrets make
V 0.9.1
- After much play-testing, settled on 80% build time (20% reduction) following the format from Build Time Reduction mod; original was a 10x reduction, WAY too fast to feel right for me
V 0.9
- Build Time Reduction (mjr121) changes merged
- TONS of documentation cleanup, adding credits, etc.
- Fixed indentation and line order in some *.xml files
V 0.8.1
- Tractor beam was a bit unstable, reduced top speed of containers and slightly bumped up the range
V 0.8
- Found unpacked versions for Shorter Travel Drive and Improved Tractor Beam to merge with my other changes
V 0.7
- Added in graphicboy's station account transfer snippet so I could remove the other standalone mod I was using for this purpose
V 0.5
- Faster Explorer (Simmel) tweak merged with an adjusted Improved Explore Command (MegaJohnny) script
- Dropped More NPC's to 50 (default 100) after performance issues on my laptop and silliness in the bars
V 0.4
- Learning all the Things default settings gave me full 5 star crew after a short amount of SETA time. Tweaked and tested lowering all of the different values associated. Settled (for now) at 12% chance for 1 point each hour.
V 0.3
- Combined all the following with no noticeable issues:
- Djfhes Dock Fix
- Faster Explorer
- Learning All The Things
- More NPC's
- Improved Explore Command
- Improved Repair Laser
- Stations Supply Build Storage
- Collect Inventory Wares
V 0.2.2
- Linux is a case-sensitive operating system; learned the hard way
- Going forward, all versions will be fully Linux compatible
V 0.2.1
- It didn't work, only merge a few mods and test for quirks
V 0.2
- It worked! Incorporate ALL THE MODS!
V 0.1
- Did not like some of the settings in the G_Pack mod, opened up Atom and changed things more to my personal taste
- Added in the change from Smart Chip Economy (zebai) into G_Pack's wares.xml
- Begun my journey into learning how basic *.xml mods work