- Messages
- 5,184
This is the big one. Easily biggest patch we've done for SS2 to date - for those of you who play with all the bells and whistles turned on (operating/maintenance/component complexity) it will heavily transform the way you approach building in SS2 - in a way I believe will feel far better!
As a little treat, and because it helped with another balance issue, Jake has returned for a few extra lines of dialogue during one of the quests! So if you're starting a new save, you'll find that you'll get access to plots to produce defense quite a bit sooner than in the original release of SS2.
I'll be working with one of our artists tonight to try and create some infographics to better summarize some of these changes and explain the logic and flow for how things are meant to play under these new numbers. For now, I've got a mountain of patch notes for you guys, as well as a link to a spreadsheet with a ton of data on the numbers. I will say there is a little bit of self-leakage here as some of the data is for future content, but I didn't want to have to rebuild this sheet twice, so we'll just leave those mechanics listed and you all can try and guess what they do until we get to the 2.0.0 patch which will integrate them into your gameplay.
This also includes a beta of WSFW's next patch.
Download Public Beta 1.1.0 here.
(Hit the character limit! Patch Notes continued in next several posts...)
Download Public Beta 1.1.0 here.
This will not be the last balance patch, it's very likely we'll be re-evaluating the numbers again after Chapter 2 releases and we get more feedback on how things feel altogether.
Please let me know ASAP if anything goes horribly awry with this patch, as the goal is for me to hunker down until the 2.0.0 patch and get us prepped for the C2 release! There are some major updates I have to make to the primary SS2.esm which will make it very difficult to do anything other than minor hotfixes afterwards and I plan on starting on them the Monday after this 1.1.0 patch goes live.
-kinggath
As a little treat, and because it helped with another balance issue, Jake has returned for a few extra lines of dialogue during one of the quests! So if you're starting a new save, you'll find that you'll get access to plots to produce defense quite a bit sooner than in the original release of SS2.
I'll be working with one of our artists tonight to try and create some infographics to better summarize some of these changes and explain the logic and flow for how things are meant to play under these new numbers. For now, I've got a mountain of patch notes for you guys, as well as a link to a spreadsheet with a ton of data on the numbers. I will say there is a little bit of self-leakage here as some of the data is for future content, but I didn't want to have to rebuild this sheet twice, so we'll just leave those mechanics listed and you all can try and guess what they do until we get to the 2.0.0 patch which will integrate them into your gameplay.
This also includes a beta of WSFW's next patch.
Download Public Beta 1.1.0 here.
- Fixed a bug that was breaking the Previs for the Forest Marsh cell.
- Improved the code used to manage max storage so it’s less likely to cause resource loss due to temporary reductions in storage, such as when refreshing a plot, or changing who is assigned to an Industrial plot.
- Resource Complexity options have been slightly renamed to: Simple, Category, and Component. (previous names were Scrap, Scrap Categories, and Scrap Components).
- Tracking Industrial, Commercial, and Martial plots should now work correctly.
- Fixed a bug that would cause Beacon runs to get stuck. If any were stuck in an existing save, they should begin processing again shortly after this patch is loaded.
- Fixed a bug in the quest “Heart and Soul” that would cause an objective to display “Failed” after it was successfully completed.
- Fixed Charles Baker’s aggression level so he will correctly join fights during settlement attacks.
- Recruitable characters that are part of factions the player has become enemies with, should now correctly be hostile to the player immediately.
- Modified Patrol/Guard code slightly to try and fix an issue with Hubert’s Leader Trait that would cause Children of Atom guards to attack NPCs friendly to the player.
- Fixed a bug that would cause max scrap storage benefit from Industrial plots to be lost if operating costs were unpaid or power was lost. Lost max storage benefit should only happen if the settler working the plot is unassigned, the plot is destroyed, or is changed to a different building plan that doesn’t provide the same storage benefit.
- Fixed a bug where choosing the Pay Operating Costs option on the ASAM Sensor menu would reactivate the plot but would not actually consume any resources.
- Restored several missing voice files for Stodge. Additional missing lines were identified that were never recorded, the VA is going to make time to record them at a future time.
- Excess production beyond storage will now be logged each day, and cleared at the beginning of the next day’s production cycle. Excess production can be spent for transactions, such as plot operating costs.
- This was a compromise made to maintain the spirit of storage limits, but prevent the fact that “storage is shared” from becoming a problem. For an example of the problem, imagine if a settlement was producing 10 Nuclear Material per day, but had 0 in storage because the storage was full from steel, anything that required Nuclear Material could never be paid until storage space was cleared - this problem would require never ending construction of new storage space as it would always fill up fastest with materials being spent the slowest over time. With this new change, that 10 nuclear material will be logged as “overproduction” and be available for spending that day, but will not stockpile to greater numbers.
- A solution to allow for clearing out less valuable resources to make room for greater value ones will be brought in a future update.
- Theresa’s clinic dialogue should now correctly result in doctor services being performed.
- Industrial Conversion and Production building plans now list the type of resource they consume for operating costs in their description.
- Players starting a new game after this patch will find that Jake has a new reward at the end of the quest Well, Well, Well. This is meant to help bridge the long gap between that quest’s end and the unlocking of the remaining plot types.
- Fixed a bug that would sometimes cause objects with maintenance costs to continue applying those costs even after scrapping the object. (Thank you msabala and cbrgamer2 for doing the research on this!)
- The quest Well, Well, Well no longer attempts to make the player use an animation marker when “kicking”.
- Fixed a bug that was causing maintenance costs to double on items when they were powered up.
- Activating a Municipal Power Switch should now force it to refresh. IMPORTANT: Settlements should only ever have one Municipal Power Switch (either the wall mounted or freestanding - not both). If you have multiple in a settlement, you should scrap down to one and then activate just that one.
(Hit the character limit! Patch Notes continued in next several posts...)
Download Public Beta 1.1.0 here.
This will not be the last balance patch, it's very likely we'll be re-evaluating the numbers again after Chapter 2 releases and we get more feedback on how things feel altogether.
Please let me know ASAP if anything goes horribly awry with this patch, as the goal is for me to hunker down until the 2.0.0 patch and get us prepped for the C2 release! There are some major updates I have to make to the primary SS2.esm which will make it very difficult to do anything other than minor hotfixes afterwards and I plan on starting on them the Monday after this 1.1.0 patch goes live.
-kinggath
Last edited: