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Rampant/changelog.txt
2020-05-23 20:47:45 -07:00

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Version: 0.18.13
Date: 16. 4 2020
Improvements:
- Swapped to ai command completed for unit movements
- Added effect when spawners build to destroy build site
- Integrated vanilla AI into Rampant for pollution management
- Map processing sweep now does and forward and reverse pass
- Better handling of death pheromone and squad coordination
Tweaks:
- Changed ai credits per rocket launched to 5000
- Refactored calculateKamikazeThreshold based on member count and current evolution
- Reduced enemy unit lost contribution to AI state to 0.001
- Reduced RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX to 190000
Bugfixes:
- fixed add movement penalty not using squad chunk
- fixed landfill and waterfill getting registered properly
- fixed surface filter queries grabbing player buildings that didn't have a collision mask
- fixed worm icon in kill stats
- fixed units not counting for ai state shift
Optimizations:
- Cleaned up regroup squads
- Cleaned up invalid group detection
- Minimized use of group.members
- Changed how settlers remove entities around build sites
- Split map processing and unit group creation
- Refactored pheromone map
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Version: 0.18.11
Date: 13. 4 2020
Improvements:
- Groups stolen from vanilla AI can now become settlers based on ai state
- AI now gains extra credits based on the number of spawners in pollution
Tweaks:
- Increased chance to 45% for both attack and settle on a map processing logic cycle
- Squads and settlers created per map scan capped at 7
Bugfixes:
- fixed script_raised_destroy not being pass to the onDeath handler
- fixed SENTINEL_IMPASSABLE_CHUNK not being defined in base entity upgrade handler
- fixed rapid in squad defense to rabid (Thanks to jnshi)
- fixed squads being able to record movement penalties for SENTINEL_IMPASSABLE_CHUNK
- fixed squads being able to be added to SENTINEL_IMPASSABLE_CHUNK
- fixed new unit scalers now have a minimum of 0.0001
- fixed tile changes using surface index instead of surface name
- fixed squad cap due to spawning not taking into account pending squads
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Version: 0.18.10
Date: 4. 4 2020
Bugfixes:
- fixed gameSurfaces not being set after adding game surfaces by upgrade
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Version: 0.18.9
Date: 3. 4 2020
Bugfixes:
- gameSurfs crash on game upgrade
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Version: 0.18.8
Date: 3. 4 2020
Improvements:
- Rampant now has a mechanism to drain pollution around spawners as before they were filling up and stopped absorbing pollution.
Bugfixes:
- Spawner pollution proxies being counted against enemy force spawner evolution
---------------------------------------------------------------------------------------------------
Version: 0.18.7
Date: 3. 4 2020
Improvements:
- Added logic for switching active surfaces and Rampant alerting when players enter new surfaces. Rampant can only handle one active surface still.
Tweaks:
- Spawners periodically spawn lower level units at higher evolutions
- Reduced player pheromone cloud range by half (Player threshold setting from 7 to 20)
Bugfixes:
- Remove second info.json dependency entry for Rampant Resources
- Remove desync warning message from biters affected by tiles as it was fixed in factorio 0.18.16
- Fixed biter, spitters, worms, and spawner icons
---------------------------------------------------------------------------------------------------
Version: 0.18.6
Date: 25. 3. 2020
Tweaks:
- Changed setting default to true for units affected by tile as factorio 0.18.16 fixes the desync issue
- AI now has a minimum number of points that it can always accrue up to (100)
- Buffed Rampant Enemies biter close range damage by 70% for all tiers
- Nerfed Rampant Enemies spitter damage by 75% for all tiers
- Nerfed Rampant Enemies electric biter damage by 40%
- Nerfed Rampant Enemies worm damage by taking the spitter damage range and multipling by 3
- Nerfed damage for vanilla blockable projectile by roughly 50% for all tiers
- Added a warmup pause for spitters to spit (30 ticks tier 1, 20 ticks tier 10)
- Added cooldown deviation to Rampant Enemies
- Reduced stdDev of Rampant enemies attributes to 17%
- Reduced minimum of Rampant enemies attributes to 70%
- Added a min_attack_distance to new Rampant enemies spitters
- Added 0.18.18 new death effects for Rampant enemies
Bugfixes:
- Squads size correctly scales with evolution now.
---------------------------------------------------------------------------------------------------
Version: 0.18.5
Date: 14. 3. 2020
Improvements:
- Added on hit damage for biters include filter for fire
Tweaks:
- Increased range of visible size of enemy units
- Full map scan has been re-enabled by default to ensure eventual map consistency
- Decreased sticker movement speed reduction and removed friction modifier from vehicle
- Vehicles are less slowed then the character on foot for stickers
- Added setting to enable units affected_by_tiles (As of 0.18.15, this setting can cause desyncs)
Bugfixes:
- Fixed splash damage with friendly fire disabled not affecting neutral objects
- Fixed rally flag being set by the wrong function
- Fixed mod settings getting recalculated for rampant arsenal and rampant resources
- Fixed desyncs around units having affected_by_tiles set to true (boskid)
Optimizations:
- Combined enemy structure query in full map scan
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Version: 0.18.4
Date: 2. 2. 2020
Improvements:
- Unit groups created by factorio when shelling spawners are now converted to Rampant squads
Bugfixes:
- Re-added removed settings that were actual used with Rampant
- Potential squad getting stuck on impassable terrain
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Version: 0.18.3
Date: 1. 2. 2020
Improvements:
- Fixed scaler settings not applying to worms or unit spawners
- Added scaler settings for hives
Tweaks:
- Increased Hive spawn times by 1.75
Bugfixes:
- Removed settings that were unused with Rampant
- Fixed removing factions during play
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Version: 0.18.2
Date: 1. 2. 2019
Contributions:
- RuZZone - Updated to 18.2 fixing engine breaking changes
Improvements:
- Added blood effects on damaged for new enemies
- Added water reflections for new biters and spitters
Bugfixes:
- Fixed blood fountains not finding updated particles
- removed water effect from blood particles
- Reduced pollution to attack for vanilla AI on Rampant New Enemies
---------------------------------------------------------------------------------------------------
Version: 0.17.32
Date: 24. 12. 2019
Contributions:
- Billbo99 - Energy thief crystal next_upgrade was not getting set to nil.
Bugfixes:
- script_raised_revive was not being listened for (AMCH0507) (https://mods.factorio.com/mod/Rampant/discussion/5e02758ead17f4000c086b7b)
---------------------------------------------------------------------------------------------------
Version: 0.17.31
Date: 19. 12. 2019
Tweaks:
- Added setting to revert enemy map color change
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Version: 0.17.30
Date: 17. 12. 2019
Bugfixes:
- Hive buildings not getting swapped out correctly
- Hive and Spawner spawning cooldown was using wrong start and end values
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Version: 0.17.29
Date: 15. 12. 2019
Optional Graphics:
- New Hi and Low resolution graphics for Troll and Physical Factions biters, armored biters (Thanks to CybranM, requires downloading separate mod Armoured Biters)
Features:
- Hives that can produce unit spawners, turrets, or more hives. Typically appear on resources patches.
Improvements:
- Pathfinding now looks two steps ahead
- Squad formation now has a gathering delay to allow all members to make the initial group
- Better tracking of squads on chunks to accommodate the two step path finding
- Collision checker for squads and squad movement from a container to a unit
- Attack waves should generate more localized squad formations, so that biters appear to attack from all sides less
- New AI temperament system
- Spawner pollution coverage detection
- Acid biter melee attack now leaves acid puddle
Tweaks:
- Reduced size of new enemy lower tiers
- Onslaught AI setting and aiAggressiveness setting removed
- Increased minimum unit count for a retreat from 3 to 6
- Biters and Spitters now are affected by tile modifiers
- Nerfed inferno spitter fire damage and duration to reasonable levels
- Buffed suicide biters damage and health
- Nerfed poison biters cloud damage and duration
- Added blood color to match new enemy color
- Added blood explosions to each new enemy
- Nuclear biters have more visual explosions
- Changed poison biter death cloud to be generated using dying_trigger_effect
- Reduced sticker damage and duration everywhere
- Switched general spit projectile from direction only to positional targeting
- Added spit projectile stickers to tooltip
- Default for new enemies spit projectile stickers damage reduced by half
- Spawner spitter and worm eggs now damage the immediate area around the egg
- Acid pools no longer cause friendly fire
- Prioritize settler group creation over attack squads
- Biter faction color should match map color now
- Increased unit spawner spawning time by 3x
Optimizations:
- Better object reuse for squad and pending attack, creating less garbage
- Trimmed table creation where possible
- Regrouping squads and builder clean up put onto separate intervals
- Reusing chunk scanner tables
Bugfixes:
- Fixed spawner egg and wasp size being larger than intended
- Fixed old savegames penalties having nil chunk index
- Fixed that mining a resource by hand unregister all remaining resource on a tile
- Fixed pheromone dispersal not following pathing restrictions
- Fixed chunk scan and player building pheromone generator mismatch
- Fixed ai credits being uncapped and accumulating more than Max Credits available for that evolution level
- Fixed retreating squads being adding to squad set multiple times
- Fixed retreating squads not waiting long enough to assemble all units before movement
- Fixed spitter max projectile range could cause a spitter to attack but not hit a target
- Fixed non retreating group formation not having a distraction modifier
- Fixed icon size not being set energy thief drain crystal
- Fixed new enemies attacks following naming levels instead effective levels
- New spawner enemies color mask should fit much better now
- Fixed blood particle size not increasing with tiers
- Fixed enemy volume not changing based on tier
- Fixed Nuclear and Suicide spawners instantly spawning low level units
- Fixed Physical and troll spawner and worm scales
- Fixed chunk processing not checking chunk generation status
Framework:
- Bobs enemies and Natural Evolution Enemies no longer able to be active with Rampant's new enemies
- Cleaned up new enemy creation
- Dropped support for 5 tier new enemy configuration
- Changed default blood particle removal optimization to off
- Added interop function that allows other mods to set the active surface for the AI processing
License:
- License change from Apache2 to CC BY-NC 4.0
---------------------------------------------------------------------------------------------------
Version: 0.17.28
Date: 8. 17. 2019
Bugfixes:
- Fixed uninitialized enemy seed lookup
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Version: 0.17.27
Date: 8. 16. 2019
Bugfixes:
- Fixed settle move position error
- Fixed gaussianRandom having min greater than max causing hangs
---------------------------------------------------------------------------------------------------
Version: 0.17.26
Date: 5. 14. 2019
Contributions:
- Choumiko - Added event hooks for script_built and script_destroyed events
Optimizations:
- Disabled full map scan by default in favor of script_built and script_destroyed events. If a mod does not use these events and creates or destroys entities through scripts, you may need to re-enable this feature in the mod map settings under Compatibility: enable full map scan.
Improvements:
- Added a check for script created resources in the script_built and script_destroyed events
- When a squad is destroyed its last few chunk moves now receive a portion of the death generator pheromone from the chunk they died on
Tweaks:
- Removed unused mapping tables
- Chunk properties now use <= instead of == when checking for minimum allowed values
- Increased death pheromone generator amount to 1300
- Increased retreat levels by 30%
- Increased raiding base activition threshold to 550
- Decreased minimum cooldown time for attack waves in aggressive state to 30 seconds
- Reduced all player generator values by half
Bugfixes:
- Memory leak with settlers last tick map
- Multiple version of chunks where in the processing queue causing double processing issues with a duplicate context
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Version: 0.17.25
Date: 5. 8. 2019
Improvements:
- Added lite mode which causes the mod to run with a lower UPS cost by making the ai scan and process the game map slower
Tweaks:
- Reduced default spitter projectile AOE damage by 25%
- Added default spitter projectile direct damage for 1/3 damage of AOE, spitters don't get stopped by trees now with friendly fire disabled
- Renamed nest to spawner in unit-spawner prototypes
- Normalized player building pheromone generation into six groups 50, 200, 1000, 2000, 3500, 12000
- Increased player process tick interval to 63
Optimizations:
- Refactored player building scoring
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Version: 0.17.24
Date: 5. 3. 2019
Improvements:
- Added interop functions for getSettlerCooldown and getSettlerWaveSize
Tweaks:
- Increased spitter projectile acceleration to 0.02
- Increased spitter projectile starting speed to 0.6
- Added projectile lead with default spitter and worm projectiles
- Switched to water-tile collision mask in chunk scanning for surface queries
- Added checks to spitter puddles on water so they dont happen
- Reduced the settler standard deviation to 1/3 of the wave size
Bugfixes:
- Fixed settler cooldown increasing with evolution as opposed to decreasing
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Version: 0.17.23
Date: 4. 30. 2019
Tweaks:
- Added support for lighted-big-poles for safety
Bugfixes:
- Fixed interop register unit group not actually registering new squad
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Version: 0.17.22
Date: 4. 24. 2019
Tweaks:
- Normalized unit 10 tier evolution spawns ((1, 0%) -> (2, 30%) -> (3, 40%) -> (4, 50%) -> (5, 60%) -> (6, 70%) -> (7, 80%) -> (8, 85%) -> (9, 90%) -> (10, 93%))
- Normalized unit 5 tier evolution spawns ((1, 0%) -> (2, 40%) -> (3, 60%) -> (4, 70%) -> (5, 90%))
- Decreased default new enemy physical decrease for (level, newVal) (1, 1) (3, 3) (7, 8) (8, 10)
- Changed default unit tiers to 10
- Changed aggressive AI state to spawn unit groups with 1 to 3 minutes between groups, (raid, onslaught, siege, and migration still can mass spawn)
Bugfixes:
- Fixed random tick generator not being uniform over provided range
- Fixed AI migration state not respecting peaceful surfaces
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Version: 0.17.21
Date: 4. 21. 2019
Bugfixes:
- Fixed 1 and 2 levels of biters instantly spawning due to 0 spawn time modifier
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Version: 0.17.20
Date: 4. 19. 2019
Improvements:
- Spawner faction spit spawned biters now lose life over time
- Added mod setting that causes biter projectiles to no longer collide with other biters but still collides everything else
Tweaks:
- Doubled all spawner faction spit spawned biters health (30,60,90,120,150,180,220,500,1000,2000)
Bugfixes:
- Fixed unkillable construction robot settings not clearing and setting new resistance table
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Version: 0.17.19
Date: 4. 08. 2019
Bugfixes:
- Fixed energy thief faction buildings not being hidden from filter bar
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Version: 0.17.18
Date: 4. 08. 2019
Bugfixes:
- Fixed missing mod variables due to an internal update not taking place
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Version: 0.17.17
Date: 4. 07. 2019
Improvements:
- When settlers start building they will clear the immediate area of colliding neutral objects
- Added initial pause when forming squads allowing members time to group
Bugfixes:
- Fixed settlers groups being in a finished state when building
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Version: 0.17.16
Date: 4. 07. 2019
Tweaks:
- Reduced biter AoE damage by 25%
- Added biter direct target damage in the amount of 1/3 of the AoE damage
- Reduced the average distance settlers travel by 50%
Bugfixes:
- Fixed biters not being able to kill neutral objects
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Version: 0.17.15
Date: 4. 06. 2019
Tweaks:
- Split enable swarm setting and shrink nest + worm
Bugfixes:
- Fixed mod setting breathing and enable swarm not using correct valueu
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Version: 0.17.14
Date: 4. 05. 2019
Improvements:
- Added mod setting to directly affect ai aggressiveness
- Added mod setting to toggle construction bot and logistic being immune to all damage
- Killing spawners cause the ai to gain points to spawn up to 1 squads per nest
- Killing worms cause the ai to gain points to spawn up to 0.5 squads per worm
Tweaks:
- Increased new enemies default scale for levels 7+ by 0.2
- Increased new enemies troll and physical scale for levels 6+ by 0.2
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Version: 0.17.13
Date: 3. 28. 2019
Bugfixes:
- Fixed bobs and NE find non colliding error
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Version: 0.17.12
Date: 3. 27. 2019
Improvements:
- Changed new enemy unit spawning probabilities to follow a gaussian distribution over the level of the nest, so lower level nest spawn lower level enemies longer.
- Increased new enemy building spacing
Tweaks:
- Added a collision box reduction to all nests and worm turrets of 50% on the mod setting Enable the Swarm.
Bugfixes:
- Fixed spitter pollution to attack numbers
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Version: 0.17.10
Date: 3. 17. 2019
Bugfixes:
- Fixed vanilla spawner autoplace requirement
- Fixed unit spawner breath setting only working if new enemies is checked
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Version: 0.17.9
Date: 3. 16. 2019
Improvements:
- Updated spit graphics to 0.17 version
- Updated spit effects and damages to 0.17 vanilla
- Allow mod settings toggle between blockable and unblockable projectiles for vanilla
- Switched wasp drones to blockable projectiles
- Added AOE to melee attacks based on size
- Switch new enemies over to acid splash from vanilla
- Updated stickers to work on vehicles
- Added lead targeting to inferno biters
- Added acid puddle slowdown from vanilla as default spitter attack effect
- Added damaging acid puddle slowdown from vanilla as default worm attack effect
- Added damaging acid puddle slowdown from vanilla on acid faction
Tweaks:
- Removed bob blockable projectile logic
- Removed force old projectiles setting option
- Changed color of spawner egg and wasp drone
- Added better explosion effect to troll and physical worms
- Increased on wasp range from spitter by 6
Bugfixes:
- Fixed troll spitters having a homing projectile
- Fixed spitters changing color when attacking
- Fixed biter attacks getting bonuses from player research
- Fixed suicide biter level 9 and 10 wouldn't die when they attacked
- Fixed physical and troll worm turrets having incorrect health values
- Fixed physical and troll nests having incorrect health values
- Fixed more damage then expected on enemy projectiles
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Version: 0.17.8
Date: 3. 14. 2019
Improvements:
- Added some basic description of the faction to the mod settings description for each faction
- Added rough approximation of health per tier to mod settings start and end tiers
- Updated enemy variations description to better describe what it does for randomness per tier
Tweaks:
- Increased spawner egg life 2-10 (100->120, 110->120, 110->170, 120->170, 120->200, 130->200, 130->250, 140->300, 140->350)
Bugfixes:
- Fixed spelling from 0.17.12 factorio
- Fixed upcoming emissions_per_tick to emissions_per_second
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Version: 0.17.7
Date: 3. 12. 2019
Improvements:
- Added setting for unit spawners breathing air to allow poison capsules to affect them
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Version: 0.17.6
Date: 3. 12. 2019
Improvements:
- Reworked base upgrade system
Tweaks:
- Increased max evolution level for new biters from 95% to 97%
- Decreased distance to evolution from 1/7200 to 1/9600
- Normalized evolution requirement for Neutral faction 1-9 (0.08->0, 0.16->0.1, 0.24->0.2, 0.35->0.3, 0.4->0.4, 0.45->0.5, 0.55->0.6, 0.65->0.7, 0.75->0.8)
- Increased evolution requirement for levels 2+ by 2% per tier on Acid, Electric, Fire, Laser, Physical
- Increased evolution requirement for levels 2+ by 5% per tier on Energy Thief, Inferno, Poison, Troll, Wasp
- Increased evolution requirement for levels 2+ by 7% per tier on Nuclear, Spawner, Suicide
- readded acid splash purple for spitter attacks
Bugfixes:
- Fixed nest and worms incorrectly being upgraded resulting in lost entities
- Fixed NE and Bobs faction alignments being correctly selected
---------------------------------------------------------------------------------------------------
Version: 0.17.5
Date: 3. 10. 2019
Improvements:
- Added robot on pre cliff destroy to invoke a passability scan on the chunk
Bugfixes:
- Fixed cliff explosive error due to removed code fragment
- Fixed expansion being forced on for testing
- Fixed process scan chunk process removing potentially incorrect chunk from processing
---------------------------------------------------------------------------------------------------
Version: 0.17.4
Date: 3. 5. 2019
Improvements:
- Increased chunk processing from 825 to 1020 chunks
- Settler groups now occasionally disregard everything to reach a spot to build a base, instead of attacking player or buildings
- Reworked attack move commands and settle move commands
Tweaks:
- Reduced full chunk scan threshold for water from 0.4 to 0.25
- Removed old map path finder settings
- Added new find position centered flag to positions searches
- Adjusted new enemy worm ranges to vanilla levels
- Added kill_all_units on first add with new enemies for nest and worm space
- Increased migration ai state to 10%
- Removed attack wave message
- Decreased max squads from 40 to 35
- Increased squad movement penalty from 10000 to 300000
- Balanced squad movement distance between straight and diagonals
- Increased find path location entity size to 2x2 for better position resolution
- Added exponential growth to squad movement penalties
Optimizations:
- Improved squad processing and squad cleanup
- Refactored chunk utilities
- Refactored unit group utilities
Bugfixes:
- Fixed player pheromone not having highest value on chunk player was on
- Fixed settlers not being able to see chunks with resources on them
- Fixed retreat command not disengaging biters
- Fixed Poison faction poison death cloud crash
- Fixed new enemies newly built settlements not creating nests or worms
- Fixed find new enemy faction base by distance
- Fixed base recycling
- Fixed base alignment deadzone ttl and usage
- Fixed squad movement penalty lookup
- Fixed orphaned unit group recycling
- Fixed retreat scoring causing retreat location to be on player buildings
---------------------------------------------------------------------------------------------------
Version: 0.17.3
Date: 2. 28. 2019
Bugfixes:
- Fixed NE enemies version numbering change
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Version: 0.17.2
Date: 2. 27. 2019
Bugfixes:
- Readded renamed or missing assets
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Version: 0.17.1
Date: 2. 27. 2019
Bugfixes:
- Fixed bobs enemies integration
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Version: 0.17.0
Date: 2. 26. 2019
Improvements:
- Added thumbnail
Tweaks:
- Updated to 0.17
- Synced worm vanilla to worm template
- Synced spawner vanilla to spawner template
- Changed ground shakes warning message to off by default
- For now, acid-splash-purple replaced explosion
Bugfixes:
- Require statement path changes
- Removed unused chunk scanner entity causing load errors
- Removed acid splash spitter and worm decal as it no longer exist
- Fixed 0.17.2 hide-from-bonus-gui
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Version: 0.16.42
Date: 2. 18. 2019
Improvements:
- Reworked how nests are activated by pollution, player, and base pheromone for better nest tracking
- Reworked chunk passability to only look for water or cliffs for impassable terrain
- Removed use pollution map setting
- Removed min and max attack threshold settings
Tweaks:
- Increased max squad count from 30 to 40
Bugfixes:
- Reverted pheromone projection
- Reverted settings default player threshold to 7
- Fixed radial pattern sort not being trigger on map rebuild
---------------------------------------------------------------------------------------------------
Version: 0.16.41
Date: 2. 18. 2019
Note:
- Enemy level maxes have changed what was 10 is now roughly equal to 8
Tweaks:
- Added energy thief crystal and pylon physical resistance 25%
- Increased crystal pylon health from 150 to 750
- Decreased electric and energy thiefs faction damages (7->6, 15->10, 22.5->15, 35->20, 45->30, 60->45, 75->60, 90->75, 150->90, 200->150)
- Decreased energy thief beam width (1.5->1, 1.5->1, 1.6->1.2, 1.6->1.2, 1.7->1.3, 1.7->1.3, 1.8->1.4, 1.8->1.4, 1.9->1.5, 1.9->1.5)
- Decreased energy thief range (11->9, 11->9, 12->10, 12->10, 13->11, 13->11, 14->12, 14->12, 15->13, 15->13)
- Decreased crystal pylon resistances for fire, electric, laser from 100, 100, 100 to 85, 95, 90
- Added energy drain to crystal pylon of 500kW
- Increased drain crystal drain amount from 300kW per tier to 1.3MW
- Increased drain crystal health from 100 per tier to 400 per tier
- Increased all biter default health for levels 5 to 10 (400->1000, 750->2000, 1500->3500, 3000->7500, 5000->15000, 10000->30000)
- Increased physical and troll biter default health for levels 5 to 10 (800->1500, 1500->3000, 3000->5000, 6000->12000, 10000->20000, 20000->40000)
- Increased all spitter default health for levels 5 to 10 (750->1250, 1000->2250, 1500->3250, 2500->6500, 4500->12500, 7000->25000)
- Increased all nests default health for levels 5 to 10 (2500->3500, 3500->7500, 5000->11000, 7000->20000, 10000->30000, 15000->45000)
- Increased all worms default health for levels 5 to 10 (750->2000, 1000->3500, 1500->7500, 3000->12000, 5000->20000, 9000->25000)
- Increased nuclear and suicide biter faction health for levels 9 to 10 (3000->5000, 5000->10000)
- Increased spawner spawned biter faction health for levels 8 to 10 (145->250, 165->500, 180->1000)
Bugfixes:
- Fixed a chance that connecting wires on entity death has invalid target
- Fixed electric turret not being counted for energy thief conversion
- Fixed pylons not being targeted by turrets
---------------------------------------------------------------------------------------------------
Version: 0.16.40
Date: 2. 16. 2019
Bugfixes:
- Switched to numeric value to represent scoring functions
---------------------------------------------------------------------------------------------------
Version: 0.16.39
Date: 2. 15. 2019
Bugfixes:
- Reset squad scoring functions and set default scoring function
- Switched to single instance require statements causing multiple sentinel memory objects
---------------------------------------------------------------------------------------------------
Version: 0.16.38
Date: 2. 14. 2019
Bugfixes:
- Fixed squad attack being nil due to timing delay in update
---------------------------------------------------------------------------------------------------
Version: 0.16.37
Date: 2. 10. 2019
Improvements:
- Added the energy thief faction that will convert powered player structure into electric draining crystals
- Added the poison faction that when killed creates a damaging toxic cloud
- Removed unnecessary grouping mechanism when spawner eggs produce units
- Added individual base faction ai to manage base development
- During onslaught ai state player building destroyed by biters credits x10 to the biters
- Increased dispersion projection of pheromone by 20% allowing for further pathing
- Reworked squad attack scoring to better account for death pheromone
- Squads that kamikaze may now occasionally disregard death pheromone
- Maintain sorted chunk array for processing in a radial pattern from origin
- Hide spawner drones from the bonus gui screen
Tweaks:
- Increased resource pheromone min from 9000 to 15000
- Increased resource pheromone max from 10000 to 20000
- Increased retreat pheromone min from 1000 to 10000
- Increased retreat pheromone max from 17000 to 170000
- Increased player pheromone multipler from 500 to 2500
- Increased bad squad movement penalty from 4000 to 10000
- Increased death pheromone generator from 125 to 750
- Increased victory pheromone by x3
- Decreased death pheromone generator persistance from 0.995 to 0.9
- Decreased death pheromone persistance from 0.99 to 0.975
- Removed arbitrary player gen multipler in retreat scoring function
- Increased default setting of player score attack contribution from 7 to 16
- Added minor resistance to poison to acid faction
- Added minor resistance to laser to electric faction
- Added minor resistance to explosion to fast faction
- Added minor resistance to electric to laser faction
- Added major resistance to explosion to physical faction
- Added minor resistance to poison to suicide faction
- Added minor resistance to physical to troll faction
- Added minor resistance to explosion to troll faction
- Added minor weakness to poison to inferno faction
- Added minor weakness to laser to physical faction
- Added minor weakness to electric to physical faction
- Increased general biters physical decrease for levels 7 - 10, (10->11,12->13,14->16,15->17)
- Increased general biters physical percent for levels 7 - 10, (13->14,13->16,14->18,15->20)
- Increased general biters explosion decrease for levels 6 - 10, (0->10,10->12,12->14,14->16,15->20)
- Increased general biters explosion percent for levels 6 - 10, (12->13,13->15,13->16,14->17,15->20)
- Added general spitters physical decrease for levels 1 - 10, (0,0,0,0,2,4,6,8,10,12)
- Added general spitters physical percent for levels 1 - 10, (0,0,0,10,12,12,14,14,15,15)
- Decreased base spawner upgrade from 300 to 250
- Decreased base worm upgrade from 250 to 200
- Removed evolution requirement rounding for bobs spawners and ne spawners
Bugfixes:
- Fixed pheromone dispersion when non-cardinal directions receiving pheromone when it shouldn't
- Fixed ai states of migrating and seige when expansion is disabled on the map instead onslaught state happens 10% more in place
- Fixed retreat score function not using correct player multiplier
- Fixed kamikaze flag being removed on merged group if mergee group didn't have kamikaze
---------------------------------------------------------------------------------------------------
Version: 0.16.36
Date: 2. 5. 2019
Improvements:
- Integrated nocturnal mode with siege, migration, and raiding states so they work together now.
- Swapped scoring function when in siege mode causing the biter lines to actually advance now.
- Added Onslaught AI state where ai gets 2x credits per logic cycle
Tweaks:
- Reverted nest upgrade chance to 0.05%
- Increased Biter credits per destroyed building by 10% after fixing 10x credit bug
- Increased settler unit groups standard deviation by roughly 30%
- Increased death pheromone persistance from 0.975 to 0.995
Bugfixes:
- Fix for squad movement penalties not be boosted alongside building pheromone causes units to repeat movement into chunks more frequently than needed
- Fix for biter getting 10x credits for destroying buildings causing relentless onslaughts.
- Fix Siege spelling
- Updated retreat chunk scoring function to use negative for player and player base generator
---------------------------------------------------------------------------------------------------
Version: 0.16.35
Date: 2. 1. 2019
Improvements:
- Added options to toggle new enemy factions
- Randomized base alignment array with map seed so faction distribution changes from map to map
- Added a setting to disable siege ai state, which may have been causing extra non pollution biter movements
Tweaks:
- Added upgrade path for neutral faction to laser resist faction
- Removed upgrade path from electric biters to laser resist faction
- Increased nest upgrade chance from 0.05% to 1.5%
Bugfixes:
- Fix for base upgrade framework to leveling nests correctly due to rounding errors in floating percision for lookup
- Fix for migration toggle setting not preventing the ai migration state
- Fix for entity upgrades allowing for a evolution decrease instead of start from current evolution requirement
---------------------------------------------------------------------------------------------------
Version: 0.16.34
Date: 10. 19. 2018
Improvements:
- Reworked dispersion to process pheromone in two phases.
- Switch to all adjacent neighbors instead of cardinal neighbors for dispersion
Tweaks:
- Reduced chunks process per interval from 400 to 300
- Increased building pheromone generator by 10x
- Reduced Retreat pheromone max level from 20000 to 17000
- Reduced Retreat pheromone min level from 1500 to 1000
- Increased death generator from 75 to 125
- Increased movement persistence from 0.875 to 0.975
- Increased player persistence from 0.98 to 0.97
- Increased resource persistence from 0.99 to 0.97
Bugfixes:
- Fix for unit groups not being able to move off of impassable terrain
- Fix for incorrect variable name in interop
---------------------------------------------------------------------------------------------------
Version: 0.16.33
Date: 9. 25. 2018
Improvements:
- Reworked how death pheromone sticks to terrain and how long it is active for
Optimizations:
- Reduced in memory map footprint increasing save speed
Bugfixes:
- Fix for unit groups getting stuck in random locations
- Fix for unit retreats causing excessive retreats due to inverted comparison
- Fix for unit groups not creating new settlements
---------------------------------------------------------------------------------------------------
Version: 0.16.32
Date: 8. 1. 2018
Improvements:
- Raiding AI Toggle - toggles the ai raiding parties from outside your pollution cloud
- Added a check for waterfill to trigger pass ability scan on affected chunks
Tweaks:
- Lowered base alignment selection threshold from 0.65 to 0.35, causing more variation in the later stages of the game for factions
- Lowered upgrade entity selection threshold from 0.65 to 0.35, causing more variation in the later stages of the game for spawners and worms
Bugfixes:
- Invalid surface index for creative mode blueprinted tiles
- Surface tile change event wasn't correctly accounting active surface
- Normalized evolution requirements so when starting at a higher enemy level they are placed at the correct starting distances
- Fixed NEE compatibility
- Version upgrade map rebuild will no longer reapply deadzones
- Parenthesis in the wrong spot in pheromone dispersal algorithm
- Moved AI toggles to map settings instead of startup settings
- Changing new biter settings mid game no longer crashes the saves, still can cause entity loss
---------------------------------------------------------------------------------------------------
Version: 0.16.31
Date: 7. 19. 2018
Bugfixes:
- MAJOR BUG: fixed typo in inverted filter for processing player buildings and enemy nests, which eventually lead to all aliens going inactive due to invalid targets [https://mods.factorio.com/mod/Rampant/discussion/5b48e84e1495c8000be8f961]
- For changing start and end enemy level in relation to scaling value error [https://mods.factorio.com/mod/Rampant/discussion/5b4e37227ffb42000a2dc40d]
---------------------------------------------------------------------------------------------------
Version: 0.16.30
Date: 6. 7. 2018
Improvements:
- Raiding AI state nows requires an evolution of 0.04 before it can trigger
Bugfixes:
- Fixed fire biter nest size
- Fixed Acid spitter resistances to be more inline with vanilla resistances
- Fixed laser faction not having in-place evolution path from electric biters
- Fixed range of unit levels being off by one, limiting the max units to level 9 only instead of 10
- Fixed missing wasp worm drone locale entry
Tweaks:
- Increased troll units scale +0.2
- Increased troll health regeneration for units by ~3x, spawners and worms by ~7x
- Increased the lower attribute bound from 0.7 to 0.85
- Increased the base distance to evolution index ratio from (1 / 5480) to (1 / 7200)
- Increased the chance that initial base alignment picks a lower tier alignment by 0.15
- Normalized all enemy faction attributes through the defaults, should be minor unit corrections
Framework:
- Refactored new enemy modules
- Created default attributes for all unit, unit spawner, worms
---------------------------------------------------------------------------------------------------
Version: 0.16.29
Date: 6. 3. 2018
Tweaks:
- Increased ai state min time from 1 to 7 minutes
- Increased ai state max time from 4 to 17 minutes
- Increased ai temperament min time from 5 to 25 minutes
- Increased ai temperament max time from 15 to 32 minutes
---------------------------------------------------------------------------------------------------
Version: 0.16.28
Date: 6. 1. 2018
Bugfixes:
- Fixed new enemies setting units and worms to different numbers for variations or tiers causing startup crash
---------------------------------------------------------------------------------------------------
Version: 0.16.27
Date: 5. 23. 2018
Tweaks:
- Changed spawner faction loot drops from green to orange.
- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
Improvements:
- Changes to player accounting to enable multi player forces in a pvp scenario.
- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.
---------------------------------------------------------------------------------------------------
Version: 0.16.26
Date: 5. 19. 2018
Bugfixes:
- Fix for combination of NE and Bobs with non-standard mod settings in relation to alien artifacts.
---------------------------------------------------------------------------------------------------
Version: 0.16.25
Date: 5. 19. 2018
Improvements:
- Configuration options for scaling biter, spitter, worm, and nests stats by a scaler.
Optimizations:
- Switched passScore per chunk calculation to use the mutli filter query instead of individual calls for tile counts
Bugfixes:
- Changed how mod settings are set in memory to prevent missing unit crashes (https://forums.factorio.com/viewtopic.php?f=190&t=31445&start=320#p362819)
- Cleaned up NE and Bobs detection
- Fixed locale typo in deadZoneFrequency description from with to without(https://forums.factorio.com/viewtopic.php?f=190&t=31445&start=320#p363436)
---------------------------------------------------------------------------------------------------
Version: 0.16.24
Date: 4. 14. 2018
Tweaks:
- Reduced Inferno biters damage at levels 8+
Bugfixes:
- Removed all conditional requires in data, data-update, and data-update-final
---------------------------------------------------------------------------------------------------
Version: 0.16.23
Date: 3. 1. 2018
Improvements:
- Changed nuclear blast damage to scale with tiers and increased explosion count at higher tiers (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p346147)
Bugfixes:
- Fix for bobs enemies and ne dumb projectiles (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p345778)
---------------------------------------------------------------------------------------------------
Version: 0.16.22
Date: 2. 18. 2018
Features:
- AI State Migration, where the ai looks for resources patches to setup new bases
- AI State Siege, where the ai does a migration event but also builds towards the player and their base
- Default is vanilla AI is off by default now
Tweaks:
- Death pheromone persistance increased from 0.9 to 0.99
- Death pheromone per death increased from 600 to 3000
- Death Retreat threshold switched to linear interpolation between, 2.5 deaths @ 0%, 400 @ 100% evolution
- Increased player pheromone weight for squad movement from 100 to 500
- Decreased victory scent multipler from 100000 to 10000
- Increased ai max stored points from 10000 to 12500
Improvements:
- Added splitters to be detected by enemies
- Added added a recycle waypoint threshold for paths that the unit seems to be stuck in a cycle
Bugfixes:
- Nests and worms not getting counted correctly when upgrading
- Fixed getEntityOverlapping chunks returning more than it should have
Framework:
- Fixed exportaistate visualizer
---------------------------------------------------------------------------------------------------
Version: 0.16.21
Date: 2. 16. 2018
Improvements:
- All other robots now take damage from biter projectiles and explosions (https://mods.factorio.com/mod/Rampant/discussion/5a81bd380333a5000c939c7f)
- Removed unnecessary squad roll during map processing
Optimizations:
- Switched over to the nth tick functions for logic and processing
---------------------------------------------------------------------------------------------------
Version: 0.16.20
Date: 2. 11. 2018
Improvements:
- Removed squad movement penalty before disband
- Combat robots now take damage from biter projectiles and explosions
- Spawner biters are now put into groups after they are spawned
- Changed pheromone spread to no longer take into account water tiles
- Added enemy nests to the resource pheromone field as a negative weight
Bugfixes:
- Removed Deadzone nests and worms from the internal memory map
- Fix for unit spawner scaling based on tier (Existing saves will have spawners overlap due to scale increase)
- Removed movement from spawner egg sacks
- Fixed local of worm spawner eggs
Tweaks:
- Increased damage spawner spitters take when shooting
- Increased resource persistance from 0.9 to 0.99
- Increased base and resource dispersal from 0.3 to 0.35
- Increased resource generation range from a min of 90 to a min of 900
- Adjusted unit spawner collision and selection box
- Reduced spawner biter size
Optimizations:
- Added property garbage collection for certain chunk properties
Framework:
- Fixed visualizer selection
---------------------------------------------------------------------------------------------------
Version: 0.16.19
Date: 2. 09. 2018
Features:
- Blockable projectiles, most projectiles will be stop by walls and other objects
- Rocket launches now agitate biters
- Added Raiding phase where for a short period of time the ai triggers based on player base proximity for an attack wave to form
Improvements:
- Switched linear tier generation from rounding using ceiling to nearest number
- Spawner faction spitters now degrade when attacking and check buildability for units to prevent infinite biter masses when attacking
- Added a random roll to form biters during map processing to cause a more spread out squad formations
Bugfixes:
- Added check for null group (https://github.com/veden/Rampant/issues/16)
- Added check for null alignment table (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p342122)
- Fix for adaptive factions only adapting one chunk of each faction instead of the whole faction
Tweaks:
- Changed Spawner baseline evolution requirement from 60 to 70%
Framework:
- Added interop function for registering unit groups from other mods for Rampant AI management
---------------------------------------------------------------------------------------------------
Version: 0.16.18
Date: 2. 05. 2018
Bugfixes:
- Fixed the enemy naming so the enemy tiers can be changed without losing enemies (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340944)
- Fixed bob enemies load error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340897)
---------------------------------------------------------------------------------------------------
Version: 0.16.17
Date: 2. 02. 2018
Features:
- Added the Wasp faction, an enemy that throws smaller flying enemies
- Added the Spawner faction, an enemy that throws egg sack that make biters
Improvements:
- Added setting to turn off most of the friendly fire for worm and spitter splash damage
- Changed electric biters to target multiple entities with their beams at a time
- Changed electric worms to shoot a projectile that explodes into an electrical cluster
- Added settings for controlling what tier enemies start and end at
- Changed laser spitters and worms to shoot a projectile that explodes into an laser cluster
Bugfixes:
- Added laser resistance to laser worms
---------------------------------------------------------------------------------------------------
Version: 0.16.16
Date: 1. 31. 2018
Improvements:
- Added support for NE Buildings artifacts
- Switched biter clump scanner to chunk based search for roughly constant performance
Bugfixes:
- Potential desync fix relating to squads
- unitGroup being nil (https://mods.factorio.com/mod/Rampant/discussion/5a72832d3b14f30009910dce)
- Squads not being deallocated for chunks when group is no longer valid
- Fix for 5 tier of units resulted in only the larva class
Tweaks:
- Increased player base pheromone generation by 10 times
- Increased retreat threshold max from 10000 to 18000
- Increased the spread of player base pheromone from 0.25 to 0.30 (this is only for pathfinding)
- Increased the generation of player pheromone from 150 to 300
- Increased the death pheromone from enemys from 500 to 600
- Increased the player aggro distance from 4 chunks to just over 5 chunks
Framework:
- Changing squads on a chunk to a map instead of an array
---------------------------------------------------------------------------------------------------
Version: 0.16.15
Date: 1. 29. 2018
Bugfixes:
- Fixed NE and bobs integration
Tweaks:
- Increased base processing passes from every 5 to 2 seconds
---------------------------------------------------------------------------------------------------
Version: 0.16.14
Date: 1. 28. 2018
Bugfixes:
- Fixed inverted check for bobs and ne (https://mods.factorio.com/mod/Rampant/discussion/5a6ec83c1650e7000ee173b2)
---------------------------------------------------------------------------------------------------
Version: 0.16.13
Date: 1. 28. 2018
Bugfixes:
- Fixed load error for mod dependencies (https://github.com/veden/Rampant/issues/15)
---------------------------------------------------------------------------------------------------
Version: 0.16.12
Date: 1. 28. 2018
Bugfixes:
- Fixed an error where item could be nil (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p339033)
Improvements:
- Added support for bobs and NE artifacts
- Added options to include Bobs or NE as factions
---------------------------------------------------------------------------------------------------
Version: 0.16.11
Date: 1. 27. 2018
Bugfixes:
- A a null check for nil'ed squad groups (https://mods.factorio.com/mod/Rampant/discussion/5a6d09cb9a95f7000b165865)
Improvements:
- Added setting options for changing tiers and variations to allow for a smaller memory footprint
---------------------------------------------------------------------------------------------------
Version: 0.16.10
Date: 1. 27. 2018
Bugfixes:
- Fixed missing function in surfaceTileChange call (https://mods.factorio.com/mod/Rampant/discussion/5a6cf2ff68436500096b638b)
---------------------------------------------------------------------------------------------------
Version: 0.16.9
Date: 1. 27. 2018
Bugfixes:
- Fixed uninitialized kamikazeThreshold
- Fixed that deadzones wouldn't expire allowing for resettling
---------------------------------------------------------------------------------------------------
Version: 0.16.8
Date: 1. 26. 2018
Bugfixes:
- Fixed on_tick empty interval (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220#p338531)
---------------------------------------------------------------------------------------------------
Version: 0.16.7
Date: 1. 26. 2018
Improvements:
- Reduced the number of trivial smoke created to 4 from ~20
Tweaks:
- Turned off new enemies by default
- Set default number of enemy variations per tier to 1
---------------------------------------------------------------------------------------------------
Version: 0.16.6
Date: 1. 25. 2018
Features:
- Generated enemies for a large variety of things to battle
- Evolving bases now get stronger over time and specialize their units
- Creates areas clear of biters
Bugfixes:
- Fixed a cause where squads could get stuck on hard to pass terrain
Tweaks:
- Increased squad movement penalty before removal from 8000 to 10000
---------------------------------------------------------------------------------------------------
Version: 0.16.5
Date: 1. 24. 2018
Bugfixes:
- Fix from Pxanych for calculatekamikazethreshold passing table instead of a number
---------------------------------------------------------------------------------------------------
Version: 0.16.4
Date: 1. 23. 2018
Bugfixes:
- Fix for invalid ai max squad variable reference
---------------------------------------------------------------------------------------------------
Version: 0.16.3
Date: 1. 13. 2018
Bugfixes:
- Fixed creative mode tile wand robot error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220&hilit=rampant#p335574)
- Fix from CyaNox for build tile positions to array of tiles change in factorio 0.16.17
Improvements:
- Removed squad limit
- Squads converted from vanilla control receive immediate kamikaze roll
- Units not under a unit group, now get a kamikaze roll before being put into a retreating squad
Optimizations:
- Reworked squad regrouping to be surrounding chunks instead comparing against master list
Framework:
- Add squads to chunk map for faster location sensitive lookups
---------------------------------------------------------------------------------------------------
Version: 0.16.2
Date: 1. 2. 2018
Bugfixes:
- Fixed invalid function call due to a function renaming
---------------------------------------------------------------------------------------------------
Version: 0.16.1
Date: 1. 1. 2018
Features:
- Artillery shell impacts cause biter squads to form and prevents the single file line of retaliation
- Unit spawners now rally troops when they die
Improvements:
- Cliffs and impassable areas due to object density have been added to the pathfinder
- Terrain that is dynamically altered (landfilled, cleared of trees, cleared of cliffs) will be accounted for now
- Added artillery turret to buildings that emit pheromones
- Increased kamikaze frequency by increasing the chance to roll for Kamikaze from 70% to 100%
Optimizations:
- Switch scanning for cliffs, resources, and tiles to event based instead of polling
- Reduced number of table allocations when working with squads
Bugfixes:
- fixed changelog so it shows up in-game interface
- Added checks for correct surface before processing build events
Framework:
- Created visualler for viewing internal Rampant ai game state
---------------------------------------------------------------------------------------------------
Version: 0.16.0
Date: 13. 12. 2017
Tweaks:
- Updated info.json
Bugfixes:
- Fixed broken icon size prototypes
- Fixed create-smoke calls
- Fixed perimeter to radius
- Fixed smoke
- Fixed missing fire tile properties