From 022ec9c5ea403d541b675d9b7eac26573702a54c Mon Sep 17 00:00:00 2001 From: ziproot Date: Sat, 25 May 2024 10:41:40 -0400 Subject: [PATCH] Update README.md --- README.md | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 3f31956..f63b132 100644 --- a/README.md +++ b/README.md @@ -25,20 +25,25 @@ Do you know those test dummy missions that you have to do? Well, there's a reaso ## Improved Checkmate Amazinite had, a long time ago, added changes that improved the Checkmate branch, that ultimately didn't go anywhere, other than some changes in the first part of the campaign rework. These changes will likely be added as part of the next parts of the campaign rework. However, as I am a fan of the Checkmate branch already, I think more people should be doing it, so I am incorporating these changes now, along with some minor fixes. Mostly, these allow you to ask about progress made by the Syndicate in finding the terrorists, and eventually allow you to “fight” them with automatic ships after the Pug invasion. I am also changing one major thing: the nuke launcher has been replaced with “augmented nuclear missiles,” which are essentially the buffed nuclear missiles proposed by Azure3141. When these begin being sold, the Syndicate also begin using them instead of regular nukes in a new “Mark II Nuclear” loadout in the systems raided by the Korath. This Manta loadout has four augmented nuclear missiles and two sidewinder missile launchers, the latter of which ensures that the Mantas use the “missile boat” AI, making them less likely to blow themselves up. This updated plot is referenced in the Neutrality option, mentioning the Syndicate finding the “terrorists” and the automatic vessels being used as cannon fodder. Both the old nuclear missiles and the new augmented nuclear missiles are also 10x cheaper than the nuclear missiles in vanilla are, i.e. they cost 100,000 credits each instead of a million credits each. +## Other Changes + ### Free Worlds Albatross Bounty The FW Albatross 2A mission requires you to fight Ryk Bartlett, essentially like a bounty mission, however, instead of using the Bounty government, Ryk Bartlett uses the Pirate government, allowing you to just wait for friendly ships to take the ship out. This replaces the government for Ryk Bartlett in that mission with the Bounty government. -## Deep Science Drones +### Deep Science Drones 0.10.5 added the sunder and mining drones, so I decided that it was time to allow you to get your own science drones! Some time after you do project hawking, Valhalla and Asgard will begin selling a drone variant of the aerie along with science drones, and a fleets consisting of an aerie with two science drones will begin to travel around the Deep. A few months later, miners will begin using the drone variant with mining drones to mine. The aerie drone variant is also occasionally used by the pirate fleet in road to hai reveal. +### Author Ships +Author ships no longer fine you, because they aren’t canon, with the exception of Captain Pester because she’s Captain Pester. + ## Bugs I have playtested this plugin and fixed any bugs, edge cases, and warnings I could find. There may still be bugs, and bug reports and pull requests fixing bugs are welcome. ## Uninstalling Most changes made by this plugin should be automatically reverted when the plugin is uninstalled or disabled. The one exception is the Neutrality plotline, where if you uninstall or disable the plugin while in the middle of that plotline, you will be unable to finish the main plot, Hai Reveal, or Wanderers. If you have not finished Neutrality and Road to Hai Reveal, you will probably have to revert your save, as Hai Reveal normally requires you to complete Free Worlds. I do not recommend uninstalling or disabling Main Plot Plus if you are in the middle of the Neutrality or Road to Hai Reveal plotlines. -## Other Plugins -My plugin takes the Crisis in Management plugin into account as much as possible, with the exception of Road to Hai Reveal. This means you still cannot do Hai Reveal if you did Crisis in Management. It also used to contain a patch to prevent the Constellations plugin from softlocking the game, but recent versions of this plugin no longer have the issue, so the patch has been removed, and loading this plugin should result in the patch also being reverted. This is because the patch would remove the wormhole if the plugin gets disabled/uninstalled, which I think is worse than old versions of one plugin breaking. +## Other Plugins and Forks +My plugin takes the Crisis in Management plugin into account as much as possible, with the exception of Road to Hai Reveal. This means you still cannot do Hai Reveal if you did Crisis in Management. It also used to contain a patch to prevent the Constellations plugin from softlocking the game, but recent versions of this plugin no longer have the issue, so the patch has been removed, and loading this plugin should result in the patch also being reverted. This is because the patch would remove the wormhole if the plugin gets disabled/uninstalled, which I think is worse than old versions of one plugin breaking. Furthermore, Endless Sky Delta is a fork of Endless Sky adding in features that are not considered suitable for the base game at the moment, one of which is “engine slots” which breaks plugin ships that do not have slots assigned. As the only ship that would be broken is a person ship, I have given that person ship engine slots, as they won’t be noticed in non-Delta versions of the game anyways. There should be no other issues with using this plugin in Endless Sky Delta, but if there are other issues, feel free to leave a bug report. ### Mega Freight Battles Mega Freight Battles by 1010todd contains three missions that conflict with this plugin, so my conflicting missions override the Mega Freight Battles missions and spawn the ships from Mega Freight Battles if the plugin is detected, with permission from 1010todd. This requires the plugin being called “Mega Freight Battles” and requires the plugin to be enabled for those ships to spawn. It additionally requires Endless Sky version 0.10.3 or later, and the version of Mega Freight Battles linked in the Endless Sky Community Discord in the #plugin-releases channel on 2/29/2024 at 14:45 UTC. If these requirements are not met, there is still a conflict and one of the two plugins should be disabled. If the conflict is because of an update to Mega Freight Battles, please report this as a bug and I will try to address the changes as soon as possible. This uses a fail-safe approach, so all Mega Freight Battles NPCs will despawn if the plugin is disabled or the mission is offered without the plugin being enabled, and will not respawn. This does not prevent there from being a conflict, rather, this is an attempt to workaround the conflict. In most normal circumstances, there should not be an issue, however, that doesn’t mean that there isn’t one, so keep this in mind.