[Squad] EnvManipulators v2.5

Distribute and discuss mods that are functional.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

[Squad] EnvManipulators v2.5

Postby Compartany » Tue Dec 29, 2020 2:24 pm

MOD: EnvManipulators
Author: Compartany
Version: 2.5.2.20211111
Base: Into the Breach v1.2.24, Mod Loader v2.6.3, modApiExt v1.14
Code: https://github.com/Compartany/EnvManipulators
Link:
-- [EN] viewtopic.php?f=25&t=36543
-- [CN] https://www.bilibili.com/read/cv9047965
Download:
-- [github] https://github.com/Compartany/EnvManipulators/releases
-- [weiyun] https://share.weiyun.com/7laJWpe3 (alternate)
Demo Videos (v1.1.1.20201231):
-- [weapons] https://www.bilibili.com/video/BV1cK41137DF?p=1
-- [perfect final island with default weapons] https://www.bilibili.com/video/BV1cK41137DF?p=2
My MODs:
-- https://github.com/Compartany/ITB-MODs/ ... od-list.md

These Mechs have the ability to manipulate Environments, and use them to fight the enemy.

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Last edited by Compartany on Thu Nov 11, 2021 1:18 pm, edited 65 times in total.
narD
Posts: 50
Joined: Thu Sep 27, 2018 3:19 am

Re: [Squad] EnvManipulators

Postby narD » Wed Dec 30, 2020 6:02 am

https://www.youtube.com/watch?v=vbkS2MIINNs

It's really interesting Mod. :D

I played just little time, so I can't make many feedback.
But, I can tell you to some bugs. :)


It's all about "Env".

1) "Env" + reset turn.
- already made "Env" mark isn't removed. If it is intended, we can use the reset turn function more strategically.

2) "Env" mark on the building.
- If "Env" is "Lava" and mark is on the building, then Like magic, the building disappears. Without any grid damage.
(It was happened on the final island 1st phase.)

except that, really fun time with this one.
thank you for making nice mod.



-------------
我觉得这是非常好的方式。

只是发现了2种汉堡。
均与"Env"标识有关。

第一次使用"reset turn"功能时
也就是说,在之前的转身动作上,Env标识原封不动地保留了下来。

第二种情况是建筑物上Lava Env标记被指定的情况。
这种情况相当有趣,但可以看到建筑物在没有受到任何损害的情况下像魔法一样消失。

----------------
我覺得這是非常好的方式。

只是發現了2種漢堡。
均與"Env"標識有關。

第一次使用"reset turn"功能時
也就是說,在之前的轉身動作上,Env標識原封不動地保留了下來。

第二種情況是建築物上Lava Env標記被指定的情況。
這種情況相當有趣,但可以看到建築物在沒有受到任何損害的情況下像魔法一樣消失。
--------------------------------

I wrote it down using a translator.
通過翻譯器記下來了。
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.0

Postby Compartany » Sat Jan 23, 2021 12:05 pm

v1 changelog (incomplete)

Code: Select all

1.1.0.20201231

Conducted Pulse
* Default Range: 2 > 3
* Upgrade 1: +2 Range > +1 Range
* Upgrade 2: +3 Range > +2 Range

-----

1.2.0.20210102 & 1.3.0.20210103

* Significantly optimize Environment mechanics in unconventional Environment-missions (especially Environments introduced by other MODs). No longer rely on air support, but rely on overlay Artificial Environment to integrate with various strange Environments.
* EnvLoader upgrade 1 "Ally Immune": now immunize most Environments (except those coding in strange ways), instead of being limited to Artificial Environment.
* Tides and Cataclysm Environments are handled specially.
* Volcano.Lava Environment deals damage to buildings, in order to be consistent with Tides and Cataclysm Environments.

-----

1.3.1.20210103

* EnvLoader now terminates unit actions on most Env, instead of terminating actions as a feature of Artificial Env. (buggy, fixed in 1.3.2.20210104)
* Previously, saving game when EnvLoader is generating Environment would cause location information lost. Fixed.
* Optimized integration with Tides and Cataclysm Env. Now ally immune always works in these Env.
* Optimized integration with other MODs. Now it can handle those MOD Env that kill themselves at some point.

-----

1.4.1.20210104

Shifter
* Upgrade 2 Overload: jump > jump unlimited distances
* Upgrade 2 Overload: cannot jump when Mech cannot use Shifter (e.g., ground Mech in water) for balance

Conducted Pulse
* Upgrade 2: +2 Range > +1 Range
* Upgrade 2 +1 Range: 3 Cores > 2 Cores

-----

1.5.0.20210105

Shifter
* Equipped Cores: 2 > 0
* Upgrade 1: Push & Pull > Pull
* Upgrade 1 Pull: Cannot push

EnvLauncher
* Upgrade 2 Inward: Can only be triggered when target is movable object
* Upgrade 2 Inward: Cores 2 > 1

EnvLoader
* Upgrade 2 Area & Damage: 3/4 island extra lock tiles 2 > 1
* Upgrade 2 Area & Damage: Cores 2 > 3
* Blobbers do not attack tiles locked on by EnvLoader
* Do not "FlyingSpawn" objects (e.g., ice island factory bots, spiderling eggs spawned by SpiderBoss) in tiles locked on by EnvLoader

Conducted Pulse
* Upgrade 2 +1 Range: Cores 2 > 3

-----

1.5.1.20210106

EnvLauncher
* Upgrade 1: Chain > Chain 1
* Upgrade 1 Chain 1: Cannot push obstruction if target was pushed successfully
* Upgrade 2: Inward > Chain 2
* Upgrade 2 Chain 2: Change to "If target object was pushed unsuccessfully, push its front and back tiles."

-----

1.5.2.20210106 & 1.5.3.20210107 & 1.5.4.20210108

Shifter
* Upgrade 1 Pull: No longer limited by movespeed and can pull object to make it move 1 - 2 tiles
* Upgrade 2 Overload: Unable to overload when in smoke and not ignore smoke
* Upgrade 2 Overload: Considering the compatibility with Chen Rong, correctly handle 1 free tile movement

EnvLoader
* Upgrade 2 Area & Damage: No longer tied to island progress and are both fixed at 1
* Artificial Environment: Deal 1 extra damage to units with more than 4 health
* Artificial Environment: When locking on Psions, the damage is performed in two steps, killing Psions first before settling the other locked tiles to ensure that enemies in the other locked tiles do not be buffed
* Psions & Goos will be attracted to and approach Env generated by the EnvLoader, but will not move on it
* Burrowers have a chance of accidentally moving into Env generated by the EnvLoader because they can't make accurate judgments underground (the chance is related to number of enemies on field and number of dangerous enemies <Burrowers & Blast Psions> on field)
* Mountains can be locked on in the "Destroy 2 Mountains" mission

-----

1.5.7.20210108 & 1.5.8.20210109

Shift Mech
* Health: 4 > 5

Environment Mech
* Health: 3 > 2

Others
* "Kill at least N Enemies" bonus objective will not appear in mission Tides / Cataclysm / Crack / SnowStorm.

-----

1.6.0.20210111 & 1.6.1.20210111

Shift Mech
* Add "Heavy" attribute (Heavy unit cannot have its movement increased, and take 1 damage when running out of movement)

Shifter
* Upgrade 2 Overload: Overload is not triggered when running out of movement

EnvLoader
* Upgrade 2 Area & Damage: Extra area and extra damage are tied to island progress (area +0/1/1/1, damage +0/0/1/1)
* Will not be added to shop by default

Others
* Optimize squad icon and weapon images
* Fix tons of bugs

-----

1.6.3.20210113

EnvLoader
* Update 2 Ally Immune: Optimize adaptation for Airstrike Env
* Fix the bug that Blobs can be spawned on Env generated by EnvLoader

Conduction Pulse
* Optimize the attack indicator so that players can can visually see the weapon range. As a result of this change, Conducted Pulse can now perform meaningless attacks that actually push nothing.

Others
* Optimized Artificial Environment processing

-----

1.6.4.20210114 & 1.6.5.20210116

Shifter
* Upgrade 2 Overload: Apply burn effect to Mech when triggered even if it is already in burn state, and optimize the trigger condition.
* Upgrade 2 Overload: Optimize anti-webbing animation and its handling process

EnvLauncher
* Fix the bug that Explosion animation will be played on Mech after modApiExt is imported.

Others
* Optimize weapon resource loading code
* Optimize the animation of Artificial Environment to make it look more natural

-----

1.7.0.20210117

Shift Mech
* Heavy: Damage taken when running out of movement is limited to Mech and does not trigger terrain effects

Shifter
* Upgrade 1 Pull: Fix a negative status transfer processing bug when pulling at 2 ranges
* Upgrade 2 Overload: Optimized anti-webbing handling process
* Upgrade 2 Overload: After consideration, the fire damage caused by Overload is not limited to Mech itself, but remains as it was before
* After consideration,  negative status transfer is not limited to target itself, but remains as it was before
* Optimized TipImage (thanks to Lemonymous)

Others
* Updated modApiExt to v1.13 to root out the previous EnvLauncher attack animation bug (thanks to kartoFlane)

-----

1.7.1.20210118

EnvLoader
* Fix the bug that OverlayEnv second processing is not executed when locking on Psion
* Fix the bug that OverlayEnv effect affects the execution of outer Env

Others
* Env_Volcano:ENV_LAVA in Mission_Final will not trigger at (0, 0), (0, 1), (1, 0) to avoid pawns moving in by special means such as Overload
* Optimize README
* Removed modApiExt warning code

-----

v1.8.0.20210119

Shifter
* Upgrade 2 Overload: Core 3 > 2

EnvLoader
* Base damage fixed to 4, no longer varies with pawn base health

Other
* Increase the probability that Burrowers fail to detect Artificial Environment
* Not really code refactoring, but code refactoring
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.0

Postby Compartany » Sat Jan 23, 2021 12:10 pm

Please forget about that stupid v1 before. My biggest mistake was thinking that v1.0 was nearly perfect when it was released. In retrospect, it should be just an Alpha version.

Code: Select all

2.0.0.20210123

Shift Mech
* Health: 5 > 4

Environment Mech
* Move: 3 > 4
* Attribute: +Heavy

Shifter
* When transferring own debuffs to object, remove own debuffs (but cannot remove burning on burning tile).
* Upgrade 2 Overload: Core 2 > 3
* Upgrade 2 Overload: No longer anti-web, but can take 2 fire damage to act again after using Shifter.

EnvLauncher
* Core: 1 > 0

EnvLoader
* Core: 3 > 2
* Upgrade 1: Ally Immune > Limiter
* Upgrade 1 Limiter: Core 1 > 2
* Upgrade 1 Limiter: Ally Immune + Building Immune
* Upgrade 2: Area & Damage > Amplifier
* Upgrade 2 Amplifier: Core 3 > 4
* Upgrade 2 Amplifier: Artificial Environment deals 1 more damage, and Non-Artificial Environments lock on 2 more tiles
* Dynamic adjustment of base area: Mission_Force +1, Env_Tides -2, Env_Cataclysm -2, Env_Seismic -1, Env_SnowStorm -1
* Pawns can be FlyingSpawned on tiles locked by EnvLoader.
* Burrowers can detect danger and avoid tiles locked by EnvLoader.
* Adds a strong tendency to approach tiles locked by EnvLoader for Psion Abomination and Goos, and a slight tendency to approach for other Bosses.


Artificial Environment
* Environment markers will be a little darker than usual on Pinnacle (Ice island), as will Ice Tiles on other islands.
* EnvImmune is not effective against frozen buildings.
* Dam can be locked in Mission_Dam.
* Mountains can be locked in Mission_Force, and destroyed mountains at the edge of the map may be locked.
* Chasm Tiles can be locked in Mission_Holes.
* Fix the bug where some Environments could not completely destroy buildings due to resistance.

Environment
* Missions with Environment now introduce Artificial Environment by default (changed from the previous blacklisted method to whitelisted method).
* Optimize Immune Marker display for Env_Tides, Env_Cataclysm, and Env_Airstrike.

Heavy
* Move bonus is converted to Shield.
* Damage caused by "Heavy" cannot be absorbed by Armor and will not destroy Shield.
* Fix the bug where pawns were handled incorrectly when grappled.

Code
* Barely qualifies as a refactoring.


Code: Select all

2.0.1.20210123

EnvLauncher
* Make the attack indicator correctly indicate the Environment to be launched.

Miscellaneous
* Update image resources.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.1

Postby Compartany » Sun Jan 24, 2021 4:58 pm

And tested several games, still feel too strong, cut a little (in fact, cut a lot ......)

Code: Select all

2.1.0.20210125

Shifter
* Upgrade 1 Pull: Core 1 > 2

EnvLauncher
* Upgrade 1 Chain 1: Core 1 > 2
* Upgrade 2 Chain 2: Core 1 > 2

EnvLoader
* Core: 2 > 3
* Upgrade 1 Limiter: Core 2 > 3
* Upgrade 2 Amplifier: Core 4 > 3
* Significantly increase the Spider Leader's tendency to approch tiles locked by EnvLoader.

Artificial Environment
* Fix: When damage exceeds health of locked object, it displays a death flag even if it is protected by Shield.

Environment
* Fix: Immune markers of Env_Volcano and Env_Final didn't change based on turns.

Heavy
* Fix: Moving onto a Freeze Mine would immediately unfreeze it.


Code: Select all

2.1.1.20210126

Shiter
* Upgrade 2 Overload: When multiple Shifter exist, Overload cannot be handled correctly, fix it.

Environments
* Adjust envBias to slightly reduce the difficulty of Env_Tides, Env_Cataclysm, EnvSeismic missions.

Other
* Optimize the way how game import text.
* A much better i18n solution. Now it is possible to switch languages without restarting the game.
* Renamed internal codenames and related resources.
* Optimized weapon judgment logic.
* Updated Trait library to v1.2.
* Optimized text.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.2

Postby Compartany » Tue Jan 26, 2021 11:56 am

Finally, I know why the balance was not done well before. A determination had to be made to solve the black or white damage situation.
Now, the damage of Artificial Environments is reduced, no longer guaranteed to kill enemies, and no longer guaranteed to keep the number of enemies down to less than 4. At the same time, the upgrades are given at a smaller cost, giving players more options on the one hand, and giving squads greater displacement capabilities on the other.

I think this should be a balanced version. (hope I'm not wrong this time)

Code: Select all

2.2.0.20210126

Shift Mech
* Health: 4 > 5

Shifter
* Upgrade 1 Pull: Core 2 > 1

EnvLauncher
* Core: 0 > 1
* Upgrade 1 Chain 1: Core 2 > 1
* Upgrade 2 Chain 2: Core 2 > 1

Artificial Environment
* Base Damage: 4 > 3
* Flying units and Stable units take 1 extra damage.


Code: Select all

2.2.1.20210126 & 2.2.2.20210127 & 2.2.3.20210127

* Optimize i18n.


Code: Select all

2.2.4.20210128

Shifter
* Overload: Fix an issue that Mech takes Overload damage twice when using random weapons from MOD RndSquad in Overload state.


Code: Select all

2.2.6.20210130

* Adapt the weapon RndWeaponRanged from the RndSquad MOD.


Code: Select all

2.2.7.20210201

* Optimize the display of Mechs in the hangar.


Code: Select all

2.2.8.20210203

* Update libraries.
* Optimize code formatting.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.3

Postby Compartany » Mon Mar 15, 2021 5:51 am

I was very busy a while ago, but I had time to replay a few more in the past two days, and I still think the squad is too strong. Although "better than the original squad" is a design goal, the result is still too much for me.
This version has nerfed the squad significantly again, and now its early game strength has satisfied me, the late game is still too strong but I don't actually know how to change it.
I have thought of some ways to weaken it, but invariably it would damage the "FUN", which is contrary to my design philosophy of the mod, and had to be discarded.

Code: Select all

2.3.0.20210315

Environment Mech
* Health: 2 > 3

Waveguide Mech
* Attribute: +Heavy

Heavy
* Mobility exhausted damage: 1 > 2
* Mobility exhausted damage is no longer affected by A.C.I.D.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.4

Postby Compartany » Thu Mar 18, 2021 1:09 pm

Code: Select all

2.4.0.20210318

Shift Mech
* Health: 5 > 4

Shifter
* Upgrade 2 [Overload] Core: 3 > 4

Conducted Pulse
* Upgrade 1 [+1 Ranged] Core: 1 > 2
* Upgrade 2 [+1 Ranged] Core: 3 > 2
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] EnvManipulators v2.5

Postby Compartany » Sun Nov 07, 2021 4:19 pm

Code: Select all

2.5.0.20211107

Environment Mech
* Health: 3 > 2

Shiter
* Upgrade 1 [Pull]: Enhanced usability to support operations in some cases where operations could not be performed in previous versions
* Known bug: When there are multiple objects, if object 1 should be destroyed and trigger the explosion effect after moving to the target tile, the explosion effect will be resolved after object 2 is moved, until then the entity of object 1 will remain on the target tile, resulting in object 2 not being able to be moved to the target tile and taking collision damage. This phenomenon is determined by the underlying game mechanics and cannot be fixed, so from this version it will be considered FEATURE and explained by the explosion shockwave.

EnvLauncher
* Upgrade 1 [Chain 1]: Removed
* Upgrade 2 [Chain 2]: Renamed to [Chain] and changed to Upgrade 1

EnvLoader
* Upgrade 1 [Limiter]: Core 3 > 2
* Upgrade 2 [Amplifier]: Core 3 > 4
* No longer has a chance to lock on the dam in Mission_Dam
* No longer has a chance to lock on destroyed mountains at the edge of the map in Mission_Force

Conducted Pulse
* Now deals 1 damage to units on conduction
* Upgrade 1 [+1 Range]: Core 2 > 3
* Upgrade 2 [+1 Range]: Removed

Dependencies
* Mod Loader v2.6.3
* modApiExt v1.14
* trait v2.1.0: Modified version, no dependency on LApi (compatible with original version)


Code: Select all

2.5.1.20211110

Environment
* No longer increase the probability of Goo and Spider Leader approaching Environment; now, the only special processing to weaken AI is for Psions.
* Fix an issue in Mission_Force where Environment locks on extra 1 tile (related to v2.5.0 changes)