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Releases: SphereII/SphereII.Mods

2.5.53.911

01 Feb 13:43

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Version: 2.5.53.911
[ NPCs ]
- Fixed an issue where an NPC would get run over while you were driving, and you'd pay the price.

[ Drop Box ]
	- Refactored distribution code slightly to add guards against lost item stacks during distribution.

[ Challenges ]
	- Added a check in Sleeper Cleared to make sure that another player is within the same POI as the clearer.

2.5.48.914

27 Jan 13:17

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Version: 2.5.48.914

[ NPCs ]
	- Added a patch by Gussak to fix NPCs getting stuck on corpses.
		- https://github.com/SphereII/SphereII.Mods/issues/133

[ Remote Repair ]
	- Added some fixes to prevent repairing from remote containers when enemies are around.

[ Quality ]
	- Fixed an issue where item values of quality in the xml will scale to the quality settings over all.
	- ie, if you have 1 to 600 quality levels, and your xml list only 6 possible values ( vanilla ), then the tier of the quality item will be used
	- as an index value, rather than throwing out of bounds.
	Example:
		<! quality 56 would use 02.  Quality 500 would use .1, etc -->
		<triggered_effect trigger="onSelfEquipUpdate" action="ModifyCVar" cvar="$treatedPreacher" operation="set" value=".02,.04,.06,.08,.1,.2">
		
[ UAI ]
	- Added a safety check for UAI Consideration Target Weapon Range

[ Quests ]
	- Integrated some patches by khzmusik.
	```
	This implements the feature request from ticket 127, but also fixes other bugs that were introduced by vanilla game updates.

	New feature for [Teleport Quests] Localization of Objective keyword in ObjectiveGotoPOISDX.cs and related Objective patches.  

	#127: Subtypes of ObjectiveRandomPOIGoto use their own localization keys for keywords (and not just "ObjectiveRallyPointHeadTo") - 
	by default their values match vanilla in Localization.txt
	
	Subtypes of ObjectiveRandomPOIGoto no longer need their own implementations of SetDistanceOffset (the base class method was made public in a recent game update)
	QuestUtils.ValidPrefabForQuest once again checks for quest tags (if it didn't, ObjectiveRandomTaggedPOIGotoSDX would not be compatible with vanilla quests)
	
	I don't know why the code was originally commented out, but I took a guess that POIs weren't matching if the XML property was empty, so I additionally added a check for questTag.IsEmpty to make sure empty quest tags aren't considered
	QuestUtils.GetRandomPOINearTrader code updated to have the same functionality as DynamicPrefabDecorator.GetRandomPOINearTrader (which was updated for 2.5)
	
	Adjusted min search distances to match current vanilla value ObjectiveRandomTaggedPOIGotoSDX.CopyValues copies the values which are copied in the base class Clone method (this method can't be called by subclasses)
	Minor fixes to ObjectiveRandomTaggedPOIGotoSDX (documentation, renamed inaccurately-named variable)
	```

2.5.39.1103

18 Jan 15:05

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Version: 2.5.39.1103
[ Quality]
- Backed out a bad patch causing cvars and buffs not to apply correctly.

2.5.36.1511

15 Jan 19:17

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Version: 2.5.36.1511
[ Quality ]
- Fixed an issue where Quality levels above 255 were being reset to lower values when crafting in closed workstation.
- The game code was casting ItemQuality to a byte (limit 255) during the UI synchronization process,
causing any quality higher than 255 (e.g., 600) to overflow and wrap around (e.g., 600 became 88).
- We implemented a "Bit-Packing" strategy where the UI patch hides the high-quality value inside the
unused bits of the StartingEntityId integer (which survives the byte cast), and a second patch in AddCraftComplete
unpacks that value to restore the correct quality just before the item is finalized.

2.5.35.841

14 Jan 14:36

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Version: 2.5.35.841
[ Challenges ]
- Added missing requirement check on BlockDestroyedByFire

[ Fire Manager ]
	- Re-fixed(1)(2) fire extinguish being recursive.
	- Also may have fixed the challenge for extinguish.

2.5.30.1209

09 Jan 16:13

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Version: 2.5.30.1209
[ Challenges ]
- Removed debug lines

[ Quality ]
	- Fixed an issue with ModifyCVar script not correctly calculating the quality tier levels.
	- Added logging for crafting recipes where they lose their reference when crafting with the workstation closed.

[ EntityNPCBandit ]
	- Removed some inappropriate checks, such as playerstat changed.

2.5.25.1105

04 Jan 15:11

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Version: 2.5.25.1105
[ NPCs ]
- Fixed an issue where NPCs would duplicate on dedi, and respawn dupes when reloading the game.

[ UAI ]
	- Fixed a bug where an NPC would sort of slide towards you rather than actually start running with you.
	- Optimized the UAI Follow task to perform a bit better.

[ Challenges ]
	- Reworked requirements for Challenges to work more smoothly with the game.

	*** XML Change Required! ***

	- Effect groups are now required for requirements.

	BEFORE:
    <challenge name="burntSurvivalPlantTrees" title_key="challengeBurntPlantTrees" icon="ui_game_symbol_tree" group="ScoreTest"
               short_description_key="challengeBurntPlantTreesShort" description_key="challengeBurntPlantTreesDesc"
               reward_text_key="challenge_reward_1000xp" reward_event="challenge_reward_1000">
        <objective type="PlaceBlockByTagV2, SCore" count="25" description_key="xuiPlantTrees"/>
        <requirement name="InBiome" biome="9"/>
        <requirement name="BlockHasTags" tags="challenge_plant_trees"/>
    </challenge>

	AFTER:
    <challenge name="burntSurvivalPlantTrees2" title_key="challengeBurntPlantTrees2" icon="ui_game_symbol_tree" group="ScoreTest"
               short_description_key="challengeBurntPlantTreesShort" description_key="challengeBurntPlantTreesDesc"
               reward_text_key="challenge_reward_1000xp" reward_event="challenge_reward_1000">
        <objective type="PlaceBlockByTagV2, SCore" count="25" description_key="xuiPlantTrees"/>
        <effect_group name="Groups are required">
            <requirement name="InBiome" biome="9"/>
            <requirement name="BlockHasTags" tags="challenge_plant_trees"/>
        </effect_group>
    </challenge>

2.5.20.1243

30 Dec 16:47

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Version: 2.5.20.1243

[ Event on Sleeper VOlume Cleared Update ]
	- Added another null check

[ Shared XP ]
	- Fixed an issue where NPC kills were not being shared, and causing crashes.

[ Fire Manager ]
	- Fixed a recursion issue when extingushing on a dedi

[ WorldCanPlaceBlockAt ]
	- Fixed a possible error when placing a land claim block

[ NPC Issues ]
	- When an NPC is being picked up, the hired_ cvar is now removed. 
		- When the NPC gets placed down, there's a new ID assigned, so it can create duplicates

	- Note: Sometimes when placed down, an NPC will not move or be interactable. Still invesgigating the conditions in which this happens.

[ Challenges ]
	- Modified the BlockDestroyed Challenge
		- Fixed an issue where the challenge was registered for both destroyed AND change, so was triggering twice.
		- Fixed an issue where the challenge would not register if you were not in a POI, even if you were not checking for POIs.

2.5.10.2106

21 Dec 12:09

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Version: 2.5.10.2106

[ Event On Sleeper Volume Cleared Update ]
	- Fixed a possible null reference when a zombie from a sleeper volume left the POI.

2.5.2.1743

12 Dec 21:52

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2.5.2.1743 Pre-release
Pre-release

[ Experimental ]

[ Update ]
- Updated calls to radius to radiussq() for buff radius
- Updated SCore's Requirement Challenge groups
- Changed TileEntityDewCollectors to target TileEntityCollector
- Updated tooltip for Advanced Item Repairs, which were using labels no longer available.