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Releases: FlufflesTheMicrosaur/TranscendenceDev

2.0 API 59 Preview 6

02 Apr 07:16

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2.0 API 59 Preview 6 Pre-release
Pre-release

Fixes a missing attribute resulting in the new ore calibration roms to not show up in the expected vendors

2.0 API Preview 5

02 Apr 05:23

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2.0 API Preview 5 Pre-release
Pre-release

Changes since API 59 Preview 4:

  • New feature: Mining calibration ROMs to auto-ignore asteroids within a system that dont have ore in them!
  • Allow adventures to control how hp in the HUD is displayed (raw numbers, SI/metric prefixes, percent)
  • Adjusted early himal encounters
  • Removed noFullCreate setting (this was a deprecated debugging setting for testing the introduction of fullCreate)
  • Fixed/updated some function docstrings
  • Fixes to some UI bugs
  • Adjustment to some freighter rarity in the traffic tables
  • Improvements to CW traffic scuttling ships (they should be less aggressive and foolhardy about this activity)
  • Fixed the slicer to be more aggressive, and not use weapons that take the spotlight away from the slicer cannon. Additionally, the slicer nolonger cheats by occasinally using military weapons in the arena.
  • Stop salvager nomad spawns from taking up spawn locations from actual stations
  • Fix regression in some old mods with badly formatted strings (whitespace in double value fields)
  • Core game code now uses repeatingShotDelay instead of repeatingDelay, which has more intuitive math
  • New cash cards used as rewards (Ex, for korolov) are now more predictable and profitable to use
  • Navpath improvements
  • api59 max armor now uses units (kg or t) when specifying numeric mass

2.0 api 59 preview 4

02 Mar 03:00

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2.0 api 59 preview 4 Pre-release
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Fixes a bug in api59 preview 3 with creating stargates via sysCreateStargate

2.0 API 59 Preview 3

01 Mar 22:45

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2.0 API 59 Preview 3 Pre-release
Pre-release
2.0_api59_preview3

preview: 2.0 api59 preview 3

2.0 api 59 preview 2

26 Feb 07:50

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2.0 api 59 preview 2 Pre-release
Pre-release
2.0_api59_preview2

preview: 2.0 api59 preview 2

2.0 API 59 Preview 1

30 Jan 00:53

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2.0 API 59 Preview 1 Pre-release
Pre-release

This is a preview of API59

Note: this is not a final version of API59: some features may be added or removed from the final release version of API59.

API 59 (Preview 1)

//	 59: 2.0 Alpha 9
//		tlisp:
//			(fmtNumber [format] number)
//				Updated to now accept the following additional formats:
//					'CBM					32.5 kCBM	- cubic meters with SI prefixes
//					'CBMBasic				32500 CBM	- cubic meters, or mCBM if 0.001<=val<1.0, or 0 - mirrors massKg except input in CBM
//					'CBMInt					32500 CBM	- cubic meters, or 0 if <1.0 - mirrors massTons
//					'metric					10.5 G
//					'metricFull				10.5 Giga
//					'metricUnitless			10.5G
//			(itm@ itm [object] property)
//			(itmFind ...)
//				See criteria update in (itmMatches)
//			(itmGetMassKg item)
//				Returns item mass in kg
//			(itmGetMass item)
//				DEPRECATED: (synonym for itemGetVolume, for actually getting the mass use itmGetMassKg instead)
//			(itmGetVolume item)
//				Returns volume in CBM (real)
//			(itmMatches criteria item)
//				Supports volume matching "@" with <,=,> and range operators
//			(obj@ obj property)
//				New and updated properties:
//					'cargoSpace				Available cargo space in cubic meters (previously tons)
//					'cargoSpaceFree			Available cargo space in cubic meters, double
//					'cargoSpaceFreeLiters	Available cargo space in liters, int
//						this is purely for supporting legacy math operations that expected kg
//					'cargoSpaceFreeKg		DEPRECATED: Available cargo space in liters, int (NOT kg)
//						this is purely for supporting legacy cargo math that needs it in liters to check if items will fit
//					'cargoSpaceUsed			Used cargo space in cubic meters, double
//					'cargoSpaceUsedLiters	Used cargo space in liters, int
//						this is purely for supporting legacy math operations that expected kg
//					'cargoSpaceUsedKg		DEPRECATED: Used cargo space in liters, int (NOT kg)
//						this is purely for supporting legacy cargo math that needs it in liters to check if items will fit
//					'maxCargoSpace			Total cargo space in cubic meters (previously tons)
//			(objGetCargoSpaceLeft obj)
//				DEPRECATED: returns cargo space in liters, for compatibility math. Name implies returning in cubic meters though.
//			(typGetDataField type field)
//				New and updated fields
//					;;ItemType
//						'volume					returns the volume in CBM as a string
//					;;ShipClass
//						'maxArmorSize			returns max armor size in CBM as a string
//						'maxArmorMass			DEPRECATED: use maxArmorSize instead (returns same value multiplied by 1000)
//		<AdventureDesc>
//			<Properties>
//				<Constant id="core.item.xmlMassToRealVolume">	1.0</Constant>
//					Conversion ratio of tons->cubic meters for legacy items that specify only mass
//					accepts a double
//					Default: 1.0
//				<Constant id="core.item.defaultDensity">		1.0</Constant>
//					Default density in tons per cubic meter to apply to legacy items that specify only mass
//					accepts a double
//					Default: 1.0
//		<Type>
//			<ArmorClassDesc>
//				<ArmorClass>
//					New name for ArmorMass tag
//					volume: armor item volume in CBM (cubic meters)
//					mass: Autoconverts legacy mass= values (mass in kg) to CBM based on adventure properties
//					size: max size armor for this armor class (in CBM)
//					label: display name of armor class (unchanged from MassClass)
//					shortLabel:	new string field for displaying mass classes when the mass class names are too long
//				<ArmorClassAlias>
//					New feature to allow compatibility support for old armor class names (ex, aliasing Dreadnought -> SuperMassive)
//					id: name of the ArmorClass to alias
//					idAlias: name of the alias
//				<MassClass>
//					Deprecated tag name, use ArmorClass instead (Functions identically)
//				<[Any Other Name]>
//					Deprecated tag name. APIs <59 allowed any named tags instead of just MassClass and they were interpreted as MassClass.
//					Unsupported in API59+ (will cause a load error). This is to allow for additional tag types in the future.
//			<ArmorMassDesc>
//				Deprecated tag name, use ArmorClassDesc instead (Functions identically)
//		<ItemType>
//			density: (double) Species a specific density ratio in metric tons per cubic meter (aka, grams per cubic centimeter)
//			mass: (int) If present without volume, this value is auto-converted using adventure properties to a volume, and the
//				actual mass is computed from that volume back into mass using another adventure property. This is still an int
//				for legacy support reasons. A future API may support doubles.
//			volume: (double) volume of the item in cubic meters. Values <1 liter (0.001CBM) are allowed
//		<ShipType>
//			cargoSpace: now specifies CBM instead of tons
//				If <API59, always uses the adventure compatibility mappings
//			maxCargoSpace: now specifies CBM instead of tons
//				If <API59, always uses the adventure compatibility mappings
//			<Hull>
//				cargoSpace: now specifies CBM instead of tons
//					If <API59, always uses the adventure compatibility mappings
//				maxCargoSpace: now specifies CBM instead of tons
//					If <API59, always uses the adventure compatibility mappings
//				stdArmorMass:
//
//		<ItemType>
//			installedItemUsesObjectImage: (bool)
//				If True:
//					Display the obj image if installed on an object
//					Display the item image if not installed
//				(default: false)
//			<Weapon>
//				repeatingDelay:
//					Deprecated due to using non-intuitive legacy math
//				repeatingShotDelay:
//					Sets an exact repeating shot delay in simulation seconds
//					Default: 2.0
//		<Type>
//			<Events>
//				<onGlobalTypesBound>
//					New event for state initialization code
//					Fires after all types are bound, inheritance is resolved, and properties
//						are available
//					It is guaranteed that <onGlobalTypesBoundNewGame> always fires before
//						this event fires, meaning that one-time pre-initialization can be
//						handled in that event, and this event can handle any repeat initialization
//						that has to happen after
//				<onGlobalTypesBoundNewGame>
//					New event for state initialization code
//					Fires after all types are bound, inheritance is resolved, and properties
//						are available
//					Fires only on new games, or when loading into the  main menu
//					Fires BEFORE <onGlobalTypesBound>
//		<ShipClass>
//			<Language>
//				<... id="core.descLore">
//					This field is the default field for lore/encyclopedia entries
//					Ex, when viewing an in-game encyclopedia/codex
//					core.desc or playerDesc="" are used as fallbacks (in that order)
//				<... id="core.desc">
//					This field is the default field for gameplay entries
//					Ex, during ship selection
//					playerDesc="" or core.descLore are used as fallbacks (in that order)

2.0 alpha 8a Preview 2

23 Jan 10:54

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Pre-release
  • Additionally fixes some repeating launchers not working on AI due to the weapon scoring system interrupting repeat fire
  • Fixes default AI aim tolerance for using simulation seconds instead of ticks

Preview 2.0 alpha 8a

23 Jan 07:33

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Preview 2.0 alpha 8a Pre-release
Pre-release

This preview release focuses on providing fixes for the following issues:

  • AI oscillations
  • Repeating weapons not repeating at the correct intervals (or at all)
  • AI ships inappropriately evading stations that are not about to explode
  • AI ships only evading in one direction making damaging certain segments of the armor too easy
  • Low mass ships being thrown around by a system that was supposed to dampen their movement
  • AI ships spending too much trying trying to maneuver into place instead of just shooting
    As a preview release, this version does not support multiverse access.

2.0a8 ai oscillation patch preview 2

17 Jan 20:40

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Pre-release

This is a preview release for testing AI behavior & AI regressions.
For easy AI debugging info, see these extensions:

Additional AI improvements:

  • AI should nolonger avoid being next to a large ship or station that is about to explode until it is low on health (Applies to standard and advanced combat styles. Others do not care.)
  • AI trying to spiral away from a hostile target that may be targeting them will now be more evasive instead of consistently presenting the same size towards the hostile

2.0a8 ai oscillation patch preview

16 Jan 21:25

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Pre-release

This is a preview alpha release for playtesting/mod testing a patch for AI oscillation issue (and other AI issues) in 2.0a8

It is not a production alpha release.