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Added a new amount_added_to_range_per_ship_of_this_type_on_planet for ships, which allows for ships of a certain type to get a bonus of that integer (for instance something like 50 or 500 or whatever we want) for each ship of that same type on the planet beyond the first.
This currently gives the benefit to all systems of the ship, whether they are weapons or not.
This allows for the "Networked Targeters" type of mechanic that RocketAssistedPuffin thought up.
Thanks to Puffin for suggesting!
In the lobby, it now says "Intensity" for factions, like it does in game, rather than saying Strength. Strength means something else in-game, so keeping this separate and consistent is helpful for clarity.
Thanks to Ovalcircle for suggesting.
For external invulnerability to be granted, now the granters have to either have the tag "InvulnerabilityGranter" on them, or be of type guard post.
This lets things that would become invulnerable do far less checking, thus being far more efficient about it.
Balance Improvements
Infinite-ranged ships now have some new logic that should set them to always attacking ONLY the types of ships that they prefer to shoot (based on your selection) if those sorts of targets are available in their current system.
Thanks to DEMOCRACY? DEMOCRACY! for reporting.
Ships that are crippled no longer provide vision to the planets they are on. People were able to use crippled flagships as scouts.
Thanks to Fluffiest for reporting.
Frigates now automatically have 1/3 as much priority as targets for enemies to shoot. They should feel more beefy now.
The deprioritization based on overkill or frigates now only happens if the potential target is "not my special target," meaning not set to specifically be what the player ship shoots at, or the strongest tractor beam grappling the ship.
The frigate deprioritization now only affects player frigates. Won't help outguard or other factions or AIs or zombies.
Bugfixes
If a forcefield is sitting on top of a wormhole, it will block enemies from going into the wormhole even if the simulation speed is very high or coarse background processing is on.
Thanks to a variety of people for reporting, including Waladil, MatterofLight, and KDR_11k.
Fixed a bug where the targeting was deprioritizing anything that would be overkilled, and not factoring in stacks when doing so. This led to large things being prioritized more in general by ships.
Fixed an exception that could happen when disbanding fireteams if they did not belong to the scourge faction, thus leading to ships no longer moving.
Thanks to Histidine for reporting.
Put in some fixes for an exception that could happen inside GetFleetCap, particularly for mods.
Thanks to Flypaste for reporting.
Fixed a longstanding bug that could happen in LowerOrRaiseGameSpeedStyle if you tried to raise that kind of alternative game speed increase too many times.
Please do note that increasing the game speed in this particular way will absolutely hammer even a top-end CPU and probably lead to worse game performance despite not affecting gameplay accuracy. It's kind of meant for computers that don't exist yet, which is why we haven't had anyone run into this before now.
Thanks to Daniexpert for reporting.
Fixed a probably-rare exception that could happen during tooltip generation for factories, most likely related to cross-thread updates.
Thanks to Daniexpert for reporting.
Fixed a RenderShip error that could happen in some rare cases as ships were dying.
Thanks to NoMoreBlender for reporting.
Fixed a variety of possible exceptions that could happen during loops through certain entity lists if the list changed during the loop. This is somewhat a side effect of more parallelism, but was already a thing that could happen prior to the most recent updates just because of what we already had in parallel. The game already was guarding against the most common cases where this could happen, but not another few subsets. It now guards against them all.
Thanks to Daniexpert for reporting.
Fixed a rare exception that could happen inside GetWormholeToOtherPlanet in entity orders.
Thanks to Daniexpert for reporting.
Fixed an exception in the claiming code for neutral entities that could happen and then spam the log endlessly.
Thanks to Daniexpert for reporting.
Fixed a really rare and strange error that could sometimes happen in FramePartTimings. This happened to Chris periodically for the last year, but it had never been seen "in the wild"" until Daniexpert ran into it. We thought it was just related to the dev environment somehow, but it seems to be a cross-threading thing that can rarely happen on startup if things go just wrongly. The game itself will run terribly and spam the world if this happens, so making it gracefully recover is a good thing.
Thanks to Daniexpert for reporting.
Fixed some typos in the AIP history where it had double "from" and where it would try to say what planet you captured a planet, but always say "null" instead since we don't actually track the linked planets to things.
Thanks to Histidine for reporting.
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