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This is a big one! HQ automation system is finally here!
I'm looking for some more eyeballs on this rather quickly - over the next 24 hours - to look for any showstoppers.
Below is a high-level overview of the new features, and the things you should jump to if you want to help try it out:
So two major points to test:
1. On a save just before the quest How to HQ starts, so you can experience the new scene, as well as the full automation system.
2. On a save after the entire main questline is complete, which should immediately trigger the new quest added to extended.
Download Public Beta 3.3.0
Please keep responses to this thread relevant to issues mentioned in the change notes above so we don't derail the focus. If you have other issues with the mod, please continue to post them in the help section - once one of our team members is able to replicate your issue, they will put it on our internal tracker.
Thanks for checking this out!
-kinggath
I'm looking for some more eyeballs on this rather quickly - over the next 24 hours - to look for any showstoppers.
Below is a high-level overview of the new features, and the things you should jump to if you want to help try it out:
- [SS2 Extended] Shortly after the quest Internal Affairs, a courier will arrive the next time the player travels outdoors in the Commonwealth offering a new quest to say goodbye to an old friend.
- For existing saves that have finished State of War, but have not yet completed the remainder of the Chapter 3 story, this courier will wait until after the quest Victory Lap is finished.
- Added new setting to HQ that is enabled by default: Commands Use Task List.
- While this is enabled, all commands can be triggered for free and are added to a task list. After the player exits command mode, and periodically throughout the day, HQ staff will attempt to complete any tasks on the list they have energy and other resources for.
- Known issue - you will occasionally be told that a certain project does not yet support the task list, this will be addressed in smaller patches after the release of 3.3.0 as we test out ways to support more complex projects from running with this new system.
- Added new setting HQ that becomes available during the quest How to HQ: Automated Departments.
- When automation is enabled, each department can be set to Automated. When this mode is on, that department will set up their own Task List, which they will attempt to complete projects on throughout the day.
- Automation requires the use of a Department Plan. A default set is applied automatically that will result in all of HQ being cleaned, repaired, and fully built up.
- Support for community made plans will be added in a future update to the Addon Maker’s Toolkit.
- Most projects will be automated in the default plan with the exception of:
- Research Projects (other than disease related, which can be automated)
- Mission type projects that require staff to exit HQ
- Administration Policies
- Added new setting to HQ that is enabled by default: Choose Department On Recruit.
- When enabled, after recruiting someone to HQ, the player will be prompted to choose a department to send the person to.
- The quest How to HQ now has a new scene in the middle that explains automation and offers an opportunity to skip some of the construction projects in the middle of the quest.
So two major points to test:
1. On a save just before the quest How to HQ starts, so you can experience the new scene, as well as the full automation system.
2. On a save after the entire main questline is complete, which should immediately trigger the new quest added to extended.
Download Public Beta 3.3.0
Please keep responses to this thread relevant to issues mentioned in the change notes above so we don't derail the focus. If you have other issues with the mod, please continue to post them in the help section - once one of our team members is able to replicate your issue, they will put it on our internal tracker.
Thanks for checking this out!
-kinggath