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Prepare for release 1.0 beta
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Finished and fixed road to hai reveal, moved many files to a private plugin, moved remaining files to new folders, updated copyright
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ziproot committed Feb 10, 2024
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22 changes: 7 additions & 15 deletions README.md
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Expand Up @@ -8,10 +8,10 @@ This is an optional feature that can be enabled or disabled upon creating a new
You can choose to remain neutral in the human civil war. To do this, wait until 3023 without choosing sides, then when asked what side you are on, say that you are neutral. When pressed, continue to remain neutral. Shortly after, land on any world one jump away from a Pug planet and tell the Pug that you are neutral, and you will be able to skip the main plot. However, there's a catch: a different pilot will do the free worlds campaign instead, and they will choose checkmate. If you want the reconciliation ending, join the Syndicate with the Crisis in Management plugin or join the Free Worlds and choose reconciliation. The missions are designed so that you will be relocated to Ruin and time will advance by several years, but this is waiting on several pull requests to be merged, so at the moment you will have to use your imagination.

### Compatibility
Work is still in progress on correcting assumptions about what you know or did made by other missions in the base game. You are told about the Pug war, the Free Worlds having nuclear weapons, and some of the new outfits produced by humanity: the plasma turret, flamethrower, s-970 regenerator, s-270 regenerator, ionic afterburner, typhoon torpedo launcher, electron beam, and catalytic ramscoop. This isn't everything, as it excludes the stack core due to it not being sold by Kraz Cybernetics, but it is enough to cover everything in the Coalition intros. You also learn about the Oathkeepers upon landing on Farpoint, and you assist Danforth by taking out a pirate fleet, unlocking the Wanderers campaign. I have additionally patched a mission that assumes you know Alondo. This works for both Neutrality and Crisis in Management.
Neutrality should be compatible with most major missions in the base game. You are told about the Pug war, the Free Worlds having nuclear weapons, and some of the new outfits produced by humanity: the plasma turret, flamethrower, s-970 regenerator, s-270 regenerator, ionic afterburner, typhoon torpedo launcher, electron beam, and catalytic ramscoop. This isn't everything, as it excludes the stack core due to it not being sold by Kraz Cybernetics, but it is enough to cover everything in the Coalition intros. You also learn about the Oathkeepers upon landing on Farpoint, and you assist Danforth by taking out a pirate fleet, unlocking the Wanderers campaign. From there, you can start Hai Reveal through Fiona and Rain, as the pirate fleet happened to have Hai weapons. I have additionally patched a mission that assumes you know Alondo. This works for both Neutrality and Crisis in Management.

## Road to Hai Reveal
Hai Reveal is still in a work in progress state. Additionally, it at the moment requires you to specifically join the Free Worlds, or none of the missions after the leak will offer. As a result, I have completely blocked Hai Reveal if you did Crisis in Management or the Neutrality option. However, I am planning on working on a series of missions called "Road to Hai Reveal" that will allow you to do the intro of Hai Reveal if you have done Neutrality or Crisis in Management, however, know that you aren't missing much, as nothing past the intro of Hai Reveal is complete. I have patched all the post-war reactions, see below. I have also added a mission that ensures that you and Danforth both know each other, and ensures that you can fight hard battles, such as the ones in Hai Reveal.
Hai Reveal is still in a work in progress state. Additionally, it at the moment requires you to specifically join the Free Worlds, or none of the missions after the leak will offer. As a result, I have a series of missions called "Road to Hai Reveal" that will allow you to do the intro of Hai Reveal if you have done Neutrality. I have also patched all the post-war reactions, see below. I have set it up so that you meet Alondo, which should allow the rest of Hai Reveal to work without issue if it gets merged as-is. If it gets changed to be more campaign agnostic, that still works and you can go down the free worlds path.

### Post War Reactions
The post-war reactions by default all assume you have directly fought with the Pug, which isn't necessarily true in Crisis in Management and definitely isn't true in the Neutrality option. I have replaced all three of these with patch missions which vary depending on how you interacted with the Pug, based on this plugin, the vanilla Free Worlds Reconciliation branch, and Crisis in Management. It also tries to test if you have done the vanilla version of Free Worlds Checkmate instead, if needed. I also removed a stupid section about the Free Worlds and Navy captains joking about almost killing each other. Other than that, doing Free Worlds should result in the same post-war reactions as vanilla, but doing Crisis in Management or the Neutrality option will give you different outcomes that make sense for what you've done.
Expand All @@ -26,25 +26,17 @@ Do you know those test dummy missions that you have to do? Well, there's a reaso
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.

## 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! Once 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.

## Landing Fees and Tax
I have improved and implemented the "Landing Fees and Tax" plugin by Rafael Ramawadh. A few months after the bombing of Geminus and Martini, you will have to start paying a variable weekly tax along with landing fees on all inhabited Republic, Syndicate, Free Worlds, and Neutral planets, along with the planet Humanika. The tax is calculated as "cargo space * 140 + passenger space * 1400 + 7 * 10 ^ ( 2 * ( armament deterrence + 1 ) )." This results in a weekly weapons tax of 70,000 credits for the dreadnought and 7 million credits for the hurricane. The landing fees range from 1,000 credits on dirt belt planets to 9,000 credits in the Sol and Alpha Centauri systems. You will also have to pay 15,000 credits to land on Kor Efreti planets at any time, and 10,000 credits plus the same weekly tax to land on Hai and Unfettered Hai planets once the existence of the Hai gets leaked.This will only block "minor" missions from offering when you first have to pay a landing fee for a given planet, or on Pirate worlds that have been temporarily occupied, along with every time you pay the tax.

## Han Sizer Month
On PR 7805 by Zitchas, I mistakenly thought on stopover appeared on every stopover. There was going to be a popup that appeared on the last stopover of a Han Sizer month job, but it was removed as it was thought to be annoying. I have re-added it to the longest, rarest mission, so that you at least get something after having visited four planets. In vanilla, you would visit four planets, get absolutely nothing, then finally get a reward when landing on the destination. It's not truly part of the main plot, of course, but I felt like this should be added, as I was the one who messed up my review.

## Korath World-Ships
I have renamed the Korath World Ships to names that should hopefully be more memorable and more Korath Exile (rather than Korath Sestor).
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! Once 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. They are also occasionally used by the pirate fleet in road to hai reveal.

## Bugs
I have playtested this plugin and fixed any bugs, edge cases, and warnings I could find. There may still be bugs, especially with content added since then, but if there are, I couldn't find them. Bug reports and pull requests fixing bugs are welcome.
I have playtested this plugin and fixed any bugs, edge cases, and warnings I could find, with the exception of Road to Hai Reveal. There may still be bugs, and bug reports and pull requests fixing bugs are welcome. This is currently in a beta release while I work on fixing bugs and re-organization based on the structural guidelines.

## Other Plugins
There is a plugin called "Constellations" that modifies the Pug wormhole to point to Queri instead of Over the Rainbow. As remaining neutral will eventually send you to Ruin once the relevant PR is merged, this change would softlock the game. As a result, remaining neutral will cause the wormhole to point to Over the Rainbow, as is the case in vanilla. I could have made it kick you out of the Pug galaxy permanently once you leave, but this seems like it would create more problems than it would solve, at least to me. If you don't like the decision I made, this plugin is open source. Just modify it.

## Copyright
This plugin was initially dedicated to the public domain, however, I have taken and modified text from missions in the base game, which is technically code, so it is now licensed under the GPL v3 or later to ensure that I do not violate the endless sky license terms. See the "copyright" file for more details.
This plugin was initially dedicated to the public domain, however, I have taken and modified text from missions in the base game, which is technically code, so it is now licensed under the GPL v3 or later to ensure that I do not violate the endless sky license terms. See the "copyright" file for more details. I am working on a machine readable copyright file for the full release, which will be added to debian/copyright.

## Note on Breaking Changes
Due to the pending PRs and mission compatibility, I do not consider this plugin "ready for release." As a result, I have not made any releases. You are free to clone this repo to your "plugins" folder if you wish to try it out. However, as I have not made releases, I may make breaking changes, including, but not limited to, renaming the plugin, renaming files, removing files, reorganizing files, splitting files, merging files, and modifying data files without providing patch missions or other backwards compatibility features. Treat this like you would the "continuous" branch of Endless Sky, and do not be surprised if you end up with broken saves. Remember, there is no warranty.
I have made one Beta release, which means that there will be no more "breaking" changes. For those who just downloaded the Beta release, I still make no guarantees, but I will try to prevent save issues from now on. Note that I still may rename missions, for instance, but I will provide patch missions, whereas before this wasn't the case. However, those playing before the release will likely have to go through breaking changes when updating to the Beta branch, including, but not limited to, renaming the plugin, renaming files, removing files, reorganizing files, splitting files, merging files, and modifying data files without providing patch missions or other backwards compatibility features. For those who tested out my plugin before release, thank you, but treat this like you would the "continuous" branch of Endless Sky, except for updates after the Beta release, and do not be surprised if you end up with broken saves. Remember, there is no warranty.

6 changes: 4 additions & 2 deletions copyright
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@@ -1,10 +1,12 @@
Some text was paraphrased or copied verbatim from files in the video game "Endless Sky." The files that the text was taken from are all copyright Michael Zahniser and licensed under the GPL v3 or later. Comments on the data files will say what text was copied. This means that this plugin can be considered modified from the base game. The data files were "free worlds 3 checkmate.txt" and "pug missions.txt"
Some text was paraphrased or copied verbatim from files in the video game "Endless Sky." The files that the text was taken from are all copyright Michael Zahniser and licensed under the GPL v3 or later, with the exception of "syndicate jobs.txt," copyright Michael Zahniser and Nate Graham, "hai reveal 0 prologue.txt," copyright MasterOfGrey, and "post-war reactions.txt," anonymously copyrighted, both of which are also licensed under the GPL v3 or later. Comments on the data files will say what text was copied. This means that this plugin can be considered modified from the base game. The data files were "campaign events.txt," "human missions.txt," "free worlds 1 start.txt," "free worlds 3 checkmate.txt," "syndicate jobs.txt," "hai reveal 0 prologue.txt," "pug missions.txt," and "post-war reactions.txt"

I additionally took a partial screenshot of part of the game to use in one of the missions. The game's source code itself is copyright Michael Zahniser and other contributors* and licensed under the GPL v3 or later. It is available at https://github.com/endless-sky/endless-sky. The images of the outfits are copyright Becca Tomasso and licensed under the CC-BY-SA 4.0 license, and the frame images are copyright Michael Zahniser and also licensed under the CC-BY-SA 4.0 license.

*A full list of contributors is available at https://github.com/endless-sky/endless-sky/blob/master/credits.txt

All other text is copyright ziproot and also licensed under the GPL v3 or later, in order to ensure that the license of endless sky is being followed. You can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
Improvements to the "free worlds checkmate.txt" file, copyright Michael Zahniser, made by Amazinite, were used for "improved checkmate.txt" and can be found at https://github.com/Amazinite/endless-sky/tree/fw-improved-checkmate, with the exception of the augmented nuclear missile stats, which are modifications to the "weapons.txt" file, copyright Michael Zahniser, made by Azure3141, and available at https://github.com/Azure3141/endless-sky/tree/nuke-buff.

All other text is copyright ziproot and also licensed under the GPL v3 or later, in order to ensure that the license of Endless Sky is being followed. You can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

The "Main Plot Plus" plugin is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

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32 changes: 32 additions & 0 deletions data/deep.txt → data/all/deep.txt
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Expand Up @@ -4,6 +4,22 @@ ship "Aerie" "Aerie (Research)"
"launch effect" "human internal"
bay "Drone" 43.5 2
"launch effect" "human internal"
outfits
"A250 Atomic Thruster"
"A255 Atomic Steering"
"Cooling Ducts"
"D41-HY Shield Generator"
"Heavy Anti-Missile Turret"
"Heavy Laser Turret" 2
Hyperdrive
"KP-6 Photovoltaic Panel" 2
"LP072a Battery Pack"
"Large Radar Jammer"
"Laser Rifle" 3
"NT-200 Nucleovoltaic"
Ramscoop 2
"Sidewinder Missile" 90
"Sidewinder Missile Launcher" 2
description "This is a variation on the Lionheart Aerie, replacing its fighter bays with a complement of drone bays instead, intended to be used for scientific research."

ship "Aerie" "Aerie (Drones)"
Expand All @@ -12,6 +28,22 @@ ship "Aerie" "Aerie (Drones)"
"launch effect" "human internal"
bay "Drone" 43.5 2
"launch effect" "human internal"
outfits
"A250 Atomic Thruster"
"A255 Atomic Steering"
"Cooling Ducts"
"D41-HY Shield Generator"
"Heavy Anti-Missile Turret"
"Heavy Laser Turret" 2
Hyperdrive
"KP-6 Photovoltaic Panel" 2
"LP072a Battery Pack"
"Large Radar Jammer"
"Laser Rifle" 3
"NT-200 Nucleovoltaic"
Ramscoop 2
"Sidewinder Missile" 90
"Sidewinder Missile Launcher" 2
description "This is a variation on the Lionheart Aerie, replacing its fighter bays with a complement of drone bays instead, intended to be used for scientific research, but also popular amongst miners."

ship "Aerie" "Aerie (Drone Miner)"
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