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Releases: MagicLibStarsector/MagicLib

0.45.2

19 Jan 00:23

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0.45.2

  • MagicBounties:
    • Fixed accidentally-introduced backwards incompatibility.

0.45.1

  • MagicAsteroid plugins updated for SafariJohn
  • MagicCampaign/MagicBounty:
    • Finding target objects now supports defaulting to any system if requested themes could not be found.

0.44.1

19 Jan 00:23

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0.44.1

  • Added MagicAsteroid plugins to restore functionalities related to asteroids that have been removed in the vanilla game (by SafariJohn)

  • MagicIncompatibleHullmod:

    • Now handles hullmods with scripted incompatibilities that have been S-modded by removing the incompatible hullmod added instead of itself. (Thanks to Timid)
  • MagicCampaign:

    • createFleet now handles fleets that have a spawn location but no assignment target.
  • MagicBounty:

    • Hopefully fixed the log spam after a bounty expired.

0.43.1

  • [RC3] fixed a typo that prevented hvb's from showing up after loading a save.

  • MagicBounties:

    • Fixed an issue with HVBs memkeys improperly set for trigger requirements,
    • Probably fixed the intel spam when ending some bounties (please report it to me immediately if it still occurs after the patch!),
    • Fixed some memkeys requirements not evaluated properly when combined together,
    • Weapons and hullmods can be offered as extra rewards,
    • Extra rewards are no longer given for bounties failed through flagship recovery.
  • MagicVariables:

    • Changed the way they are pulled to ensure a proper evaluation beforehand.
  • MagicRender:

    • Fixed issue where objectspace sprite jittering was not applied correctly.

MagicIndustryItemWrangler:

  • Code cleanup.

0.42

19 Jan 00:22

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  • [RC6] Fixed an issue with time threshold evaluation for bounties (that one is on Alex' undocumented API!)

  • [RC5] Fixed a crash occurring when bounties have a smaller reinforcement size than their preset size.

  • [RC3] Fixed a very stupid mistake that let MagicBounty detect invalid bounties, but not properly remove them.

  • MagicBounties:

    • Added [fleet_no_retreat] boolean parameter.
    • Finally bit the bullet and added a thorough bounty validation on game load. This should solve pretty much all issues remaining with invalid bounties.
    • Dev-mode log will precisely indicate why bounties can't be loaded so that bounty writers can quickly fix them.
    • Fixed various triggers not being evaluated properly when combined with each-other.
    • Added the console command [MagicBounty_ListRequirements] to check where and when you are able to see the bounties.
    • Dismissed bounty are now properly cleaned up.
    • Completed bounties are properly cleaned up.
    • [MagicLib_ResetBounty] console command now works properly.
  • MagicCampaign:

    • Fixed an issue when generating captains with custom skill sets that prevented all skills from being assigned.

0.41

19 Jan 00:21

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[RC2]

  • MagicBounties:

    • Further work on properly converting HVBs.
    • Fixed overzealous "invalid" bounty checker.
    • Improved difficulty rating.
    • Fixed some errors related to incorrect fleet and reward scaling.
    • More informative logs in dev mode to see what is going on while writing bounties.
  • MagicCampaign:

    • Fixed the fleet quality thing that I broke when I tried to make it toggleable on the flagship/escort, that I repaired in 0.40 but was messing up the Flagship/escort loadouts, that never worked before... It's been a journey.
  • Added MagicIndustryItemWrangler:

    • Courtesy of Wyvern.
    • Allows mods to define "rating" for their items that can be mounted in the same industries as other items.
    • When an item with higher priority is sold at a public market, the AI will replace the existing one in its industry.
    • Works on both vanilla and modded industries.
    • Items priority is defined in modSettings.json
  • MagicBounties:

    • MagicBounties no longer requires a modSettings.json entry.
    • WARNING: HOW BOUNTIES DEFINE MOD REQUIREMENTS HAS BEEN CHANGED!
      PLEASE REFER TO THE EMPTY BOUNTY FILES IN THE MOD TO ADD THE NEW MOD REQUIREMENT PARAMETER.
    • Removed Bounties Expanded hvb check.
    • Added parameters to magicBounty_data to force the autofitter on the flagship/preset ships.
    • Variables should now properly get replaced in the conclusion intel.
    • Fixed another source of crashes from HVB conversions.
    • Accepted bounties are now placed in the "MISSION" intel tab rather than bounties.
    • Added another blacklist tag to prevent having bounties in Blackhole or Pulsar systems.
  • MagicCampaign:

    • Fixed an issue with the quality setting that was modifying the Flagship and Preset ships loadouts to fit its value,
    • Flagship and escort ships now keep their original variants unless the autofitter is specifically allowed to alter them.

0.40

19 Jan 00:21

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[RC3]

  • MagicCampaign.placeOnStableOrbit(): Fixed not one but two effing stupid mistakes! Affected both the Diable Avionics unique ships and the Plague-Bearer ones.
  • MagicBounty HVBs: improved the validation check so that it does not freak out on empty fields.

[RC2]

  • MagicCampaign.spawnFleet(): Patrol assignment should now be properly respected. (also affects MagicBounty ROAMING assignment)

  • MagicBounty HVBs: Added many checks to prevent invalid bounties from being offered.

  • MagicBounty bar event: added map direction like vanilla missions, modified the difficulty description to be more accurate.

  • MagicBounty: Fixed several sources of crashes, added more fail-safes to prevent hard crashes in case of mistakes present in the bounty definition.

  • Added MagicBounty framework, a highly customizable yet easy to implement system to add unique story-driven bounties to a board present in bars.

  • Huge thanks to Wisp that did the bulk of the work, to Schaf-Unschaf and Rubi for their contributions.

  • Added a merged "occupied" system themes list to MagicSetting, for finding suitable places where to spawn exploration content. Currently adds all the Remnant tags, Blade-Breaker, OCI and Plague-Bearer tags.

  • MagicRender: Fixed issue where sprite flickering was applied incorrectly.

  • MagicLensFlare: Now uses the "visual only" API.

  • MagicSettings: Improved error messages with the lines where the issue is if possible.

  • MagicTargeting: Added the option to exclude flares from missile picks.

  • MagicCampaign: Many small improvement to the logic of nearly all functions. Better checks for suitable systems, more coherent fleet spawning, Fleet quality is now a thing, made a lot of parameter nullable for procgen filler...

  • MagicUI: the widgets texts can be null to be ignored, same for numbers if they are negative.

0.34

19 Jan 00:20

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  • MagicRender: Singleframe render is now maintained while the game is paused

  • Magic UI: Should be displayed sharp at 100% UI scaling

  • MagicTrail:

    • Now properly supports texture scrolling whether the source is moving or not.
    • Now supports one-time random texture offsets.
    • Now supports per-segment texture offsets.
    • MagicTrail.csv updated with a random trail offset boolean.
    • Big thanks to Originem for fixing the scrolling issue as well as doing a massive optimization work, and making these new features possible.
  • MagicLensFlare: createSmoothFlare() temporarily deprecated due to changes in 0.95 breaking them.

  • Added some test plugin to add depth to combat nebulae. Disabled by default due to its jankyness, but can be enabled in the settings if you so desire.

0.33

19 Jan 00:20

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  • MagicUI: Should work with UI scalling now
  • MagicCampaign:
  • Fixed AI-core captains crashing the game upon looting their fleet,
  • Deprecated the old captain declaration that still works for human officers
  • Added support for 0.95 automatic levels and skills.

0.32

19 Jan 00:19

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0.32

  • Basic 0.95 compatibility update
  • MagicUI is probably broken to hell and back due to the UI scaling, gotta fix that soon

0.31

  • Added MagicCampaign:

    • A collection of methods that are handy to create systems and spawn stuff in them.
    • Also includes a method to create custom bounty-type fleets and give them simple orders.
  • Consolidated a lot of methods with incrementally more detailed declaration variable into fewer ones,
    the old methods are still available to maintain compatibility but are now tagged as deprecated and will be removed in a future update.

0.30

19 Jan 00:17

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  • Added MagicSettings:

    • A collections of methods to easily read variables and lists from a shared modSettings.json file.
    • It is intended to create a unified settings system across mods to make inter-mod integration much easier.
    • Produces helpful error messages when failing, as well as a detailed log when in dev-mode.
  • MagicRender:

    • Now supports sprite flickering and jittering.
  • MagicTrails:

    • Added "base_trail_contrail" to default available trails.
    • Added compensation attribute to MagicAutoTrails to fix offset following projectiles with fast lateral drift. (courtesy of TomatoPaste)
    • Added a non-verbose implementation of MagicAutoTrails used when not in dev Mode.
  • MagicVectorThrusters:

    • Probably fixed a long standing rotation error with the vectoring thruster script
    • Added support for vector thruster covers (non animated thrusters will only turn).
  • MagicInterferencePlugin:

    • Fixed minor error in the Interference hullmod tooltip.
    • Added a non-verbose implementation used when not in dev Mode.