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Improvements
- Expand reward selection config to include options for opting out of goodwill rewards.
- Shuttles now try to find a landing spot near the colony no shuttle landing areas are free, instead of landing in random places.
- Colonists lent to the empire now return in a drop-off shuttle.
- Crashed ship parts now only disallow punching through natural roofs.
- Skip intro wimp quest if the player has a Yeoman or above.
- Royalty intro quests won't trigger on extreme biomes because it made no sense.
- Standardize red text to a more readable color.
- Reduce the chance of selecting decrees that have recently happened.
- Hosting quests now pick lodgers Pawnkinds relevant to their original faction, so royals' court allies will make more sense.
- Rewrite chemical interest thoughs to not mismatch situations where drugs were consumed, but in insufficient quantities.
- Make speech attendees prioritize position in front of the throne, if available.
- Sleeping prisoners show "Not while asleep" for their prison break interval, if asleep.
- Empire is permanent enemy to every faction except player, to solve issues where your royal aid doesn't fight your enemies.
Tuning
- Buff toughskin gland, armorskin gland, and stoneskin gland.
- Rebalance knee spike, hand talon, elbow blade, venom fangs, and venom talon power and price (mostly increased). Increased the toxicity gain per venom attack (also applies to cobra bite).
- Power claw does more damage, but slows down the user like a field hand/drill arm.
- Endgame quest raids (royal ascent and escape ship) raids now also always have at least 500 threat points so they can't be trivialized.
- Reduce flesh pawn flammability 100% -> 75%. This makes them extinguish easier, fire grows slower, and rain puts them out now.
- Destroying the arrival shuttle now gives a -50 relations penalty.
- Royalty intro quest now starts on day 8 instead of day 3.
- Intro quest timer now does not start until the player has at least 3 colonists.
- Manhunter pack now always consists of at least 2 animals.
- Manhunters will now leave after 1-2 days like the letter says.
Technical
- Added def info to biocoded string so translators can use the weapon's gender.
- Merged StorytellerComp_IntroRoyaltyQuest into StorytellerComp_SingleOnceFixed. Changed allowRoyaltyIntroQuests to isExtremeBiome.
- Added a fallback for QuestNode_GetRandomPawnKindForFaction
- Add default values with GetStatValueAbstract when requesting MeleeAverageDPS with ThingDef and stuff.
- Implemented missing Scribe call on ThreatsGeneratorParams for minThreatPoints.
- Implemented attach fire debug tool.
- Made CompDeepDrill.WorkPerPortionCurrentDifficulty obsolete and replaced usages. Moved hardcoded mining yield factor from StatWorker to StatPart_Difficulty_MiningYield.
- ThreatReward_MechPods_MiscReward: If helpers are generated, the quest ends a day after all mech buildings are destroyed.
- Cleaned up hospitality quests pawns lists.
- Improve duplicate quest name warning message, added more naming content to ThreatReward_Raid_MiscReward.
- Quest names now use GenText.CapitalizeAsTitle instead of ToTitleCaseSmart. This makes customizing capitalization behaviour easier to modify for individual languages.
Fixes
- Fix: Some implants don't add to pawn market value.
- Fix: Hyperlink for "Human" displays on OpportunitySite_PrisonerWillingToJoin quest.
- Fix: 15 day wait period for monument decrees starts before monument has been completed.
- Fix: Empire pawns generate with implants and the body purist trait together.
- Fix: Helpers leaving letter arrived even if there were no alive helpers left.
- Fix: Quest lodgers arriving with carcinoma. This made it pretty darn hard to keep them alive sometimes.
- Fix: Product hyperlinks from recipe info cards omit several stats if product is stuffed.
- Fix: GetWidthCached calls TryGetValue for string before stripping tags, as a result caching doesn't work for tagged strings.
- Fix: Bill config UI shows ingredient filter for recipes with all fixed ingredients; it was pointless.
- Fix: Nullref exception when trying to abandon colony with bonded animals left in it.
- Fix: Trade inspiration removed after accepting on trade window, even if nothing was traded.
- Fix: Psychic harmonizer thought not removed until out of range after having a harmonizer installed.
- Fix: Occasional duplicate items in quest rewards.
- Fix: Some possible cases where the starting items spawned in fogged areas.
- Fix: Crashed ship parts spawning partially inside of mountains, causing the roof to collapse and destroying them right after spawning.
- Fix: Friendly raids go starving even if they got food.
- Fix: "Expert fighter" pawns generating incapable of violence.
- Fix: Destroying the arriving shuttle displays incorrect Stellarch name.
- Fix: Shuttles can land through roofs if there is a pad.
- Fix: Skills bars visuals scaled incorrectly (maxed at level 19).
- Fix: Can't return to main research tab if modded research tabs are added.
- Fix: Unconscious pawns force-dropping their guns after loading savegame.
- Fix: Hyperlinked info card melee DPS and melee AP readouts don't seem to change if you select different materials.
- Fix: Quests incorrectly capitalize words inside curly brackets.
- Fix: Huge FPS drop when multiple explosions overlap.
- Fix: "Art Student" backstory typos.
- Fix: Some cases where the starting items may spawn in fogged areas.
- Fix: No faction name color on corpse inspect strings.
- Fix: Food poisoning resetting to initial when poisoned again.
- Fix: Using skip, some areas are painted as if you can teleport there, but there are walls.
- Fix: Can't use skip psycast on top of power conduits.
- Fix: Cannibals don't automatically choose to wear human leather apparel.
- Fix: Roof grid sometimes overlapping fertility grid.
- Fix: Flickering on overlapping CellBoolDrawers.
- Fix: World map doesn't show names composed from non-Latin symbols.
- Fix: Unresolvable shuttle destruction letter with imperial helpers but no lodgers.
- Fix: Only return hyperlink if defsToExcludeFromHyperlinks is not empty.
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