Commit 3bfa487
authored
Improved starting experience for multifaction (#508)
* [Multifaction] Improved start for new factions
General Updates:
- Enhanced multifaction starting experience for Core, Biotech, and Ideology to mirror single-player starts.
- Scenario selection is now available before creating a new faction.
- Correct starting gear, possessions, research, and initial dialogue are now properly generated.
Bug Fixes:
- Lost tribe factions can now be joined from the faction creation sidebar.
- Multifaction start: Map fog correctly disappears after creating a new faction map.
- Multifaction start: All scattered resources/items are now automatically forbidden after map generation (workaround in place; root cause still under investigation).
- Biotech: ExoMech Remains generate now on the map.
* [Multifaction, Async] Set start map time to zero
Before: New multi-faction async maps are generated with the latest map time (maptick) of all maps.
Issues: Potentially starting in winter, the storyteller might send incidents immediately, etc.
Now: When creating a faction, a checkbox can be selected to start the map from zero ticks.
Now: On Faction creation a checkbox can be checked to start the map from zero ticks
* [Multifaction] Improved usability of the factionsidebar
- Improved usability of factionsidebar
=> Updated layout of the faction creator and chooser
=> Added Tooltips to explain new settings and why they are sometimes disabled
- Refactored FactionSidebar.cs a bit
* Bugfix: Temp faction wasn't deleted correctly #508
I couldn’t find any way to generate the correct apparel for a "Lost Tribe" scenario start without creating a temporary faction. However, this temporary faction wasn’t deleted properly and some lingering references caused warnings during saving and loading.
* Explain program state change #508
* Created issue for forbidden workaround #508
see Issue #535
* Refactor: GameStartAbsTick init handling #508
Moved the initialization of gameStartAbsTickMap into its property getter to ensure compatibility with old save files. This approach is more robust, as it handles edge cases where the value might be zero. Additionally, it avoids accessing TickManager during object construction.
* Restrict scenario selection only for Anomaly mod #508
Updated the scenario selection logic to restrict it only when the Anomaly mod is active, instead of both Royalty and Anomaly. Adjusted the tooltip message accordingly.
* Changes suggested by Sokyran #508
Discord messages Sokyran:
I think that Find.CurrentMap == null check could be skipped here if you change WorldRendererUtility.WorldRenderedNow to WorldRendererUtility.WorldSelected. At least the null CurrentMap check wasn't needed before.
https://github.com/Tick-git/Multiplayer/blob/03f6d2b7e1c704563810abe74d6df538738c7926/Source/Client/AsyncTime/AsyncTimePatches.cs#L149-L150
Is 2 constructors needed here? The second one already includes the default value of 0, so in that they already match what they do.
https://github.com/Tick-git/Multiplayer/blob/03f6d2b7e1c704563810abe74d6df538738c7926/Source/Client/AsyncTime/AsyncTimeComp.cs#L101-L111
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Co-authored-by: Florian-Lipke <62646477+Florian-Lipke@users.noreply.github.com>1 parent f1a12cb commit 3bfa487
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11 files changed
+651
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lines changed- Source/Client
- AsyncTime
- Factions
- Networking
- Patches
- Saving
- Syncing/Dict
- Util
11 files changed
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