V 1.6.5 - Some events getting a hit
This patch is to address some events being a bit too strong, especially as there was a bug (albeit rare) that could possibly increase the strength of failed events! While I do the porting, I'm also reorganizing my notes, as I intend to make more changes to the event system down the line.
Also, Trustworthy Neighbours now works as intended, i.e. as a way for very low-pipulation villages to be feasible, and not as a "win more" button for larger pipulations. This takes into effect only from games started with 1.6.5!
Have fun
- Michele
V 1.6.5
Balance
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Trustworthy Neighbours: Now appears only if you have <= 10 Pips. Also, the Overpip penalty scales 10x. Rarity from 3 to 1.
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Mass Riot: Reduced selection value from T10% to T5%
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Cold Times: Reduced selection value from T10% to T5%
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Shared Sickness: Reduced selection value from T10% to T5%
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Burning Heat: Reduced selection value from T15% to T10%
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Losing Balance: Reduced selection value from T10% to T5%
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Overwhelming Anger: Reduced selection value from T15% to T10%
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Flu Epidemic: Reduced selection value from T10% to T5%
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Rising Tensions: Reduced selection value from T10% to T5%
UX
- Events that hit a large amount of Pips with ailments now have a sped-up animation when the ailment hits based on the total number of Pips
Bugfixes
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Fixed bug with new event scaling not correctly reducing the event strength below 7 at certain configurations of threat values
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Fixed dogs poking out of graves when buried
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Fixed 'inverted Domain' scenarios selecting the wrong Domain for the pact
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Fixed Dwarves being able to use Stones to build that they were actually going to eat instead
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English: Renamed Psychologit's Study to Psychatrist's Clinic
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Some minor optimizations
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