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Tonight's hotfix addresses the following:
(IMPORTANT - After booting this version, if you are already up to or past the quest How to HQ, please wait about 10 minutes after booting up before doing anything in HQ, as there is a lot of code that needs to run.)
Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/
Xbox players, the versions to watch for when you can safely update are: 36 of SS2, and version 9 of Chapter 2.
-kinggath
(IMPORTANT - After booting this version, if you are already up to or past the quest How to HQ, please wait about 10 minutes after booting up before doing anything in HQ, as there is a lot of code that needs to run.)
- Upon startup of this patch, if the player is in the middle of quest How to HQ, SS2 will attempt to reassign all NPCs to HQ, in case any of them failed to be assigned to HQ due to script lag or other bugs, which could result in some of the quest objectives being impossible to complete.
- If the player has turned off the disease system, when arriving at a settlement, any settlers who were previously infected will now be cured of all diseases.
- Migrated many of the MCM hotkeys to use a new central management quest to relay the commands to the HUD. This should eliminate a quirk with MCM, where it is unreliable when working with quests that have multiple scripts, and should help the SS2 hotkeys work more consistently.
- Identified and attempted to fix a bug where in HQ, some references were ending up deleted, which could cause many features to quit working. This was most notable in that the max number of workers each department could handle wouldn’t match what the player would expect based on what is built.
- After booting a save with this patch, the deleted references will be recreated and set to a protected state which should prevent anything other than the engine itself being able to delete them again.
- If you ever arrive at HQ and find tons of items missing, you can refresh the Rooms from the Room Control panels to restore the items, but if mechanically HQ feels like something broke - such as assignment issues, supply agreement issues, resource issues, energy issues, etc - please send me your .fos save file so I can further investigate into why this is happening for some players.
- The quest Hostile Takeover will no longer choose interior settlements, which can cause the quest to be non-completable.
- The quest Hostile Takeover now has a fallback system to simply spawn gunners near the workbench if the assault system fails to queue up a proper raid.
- Fixed a bug where HQ could become disconnected from the settlements it had Supply Agreements with.
- Fixed a bug in HQ where scrap resources couldn’t be spent from Command Mode if resource complexity was set to Simple.
- Restored Alan Walsh’s missing outfit files.
- Changed several markers used during the quest War is Good for Business to try and ensure Jake is close to Lupe, which is required for some of the conversations to play correctly.
- Adjusted the setup during Martial Law to fix an issue where Jake would sometimes wander around the Hardware store instead of sitting in the church as Lupe says he is.
- Peace of Mind should now be completable by activating the area near Old Paul, even for players who had not previously done the quest Let Sleeping Dogs Lie.
- Fixed several dialogue problems in the quest Martial Law that could occur if Algernon was killed or told to leave during Runners and Gunners.
- Mansfield's radiant quests will now be auto-completed if the player had any active after the quest Moving Day.
Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/
Xbox players, the versions to watch for when you can safely update are: 36 of SS2, and version 9 of Chapter 2.
-kinggath