[Squad] True Random Squad v1.0

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

[Squad] True Random Squad v1.0

Postby Compartany » Wed Jan 27, 2021 1:38 pm

MOD: True Random Squad
Author: Compartany
Version: 1.0.2.20211111
Base: Into the Breach v1.2.24, Mod Loader v2.6.3, modApiExt v1.14
Code: https://github.com/Compartany/RndSquad
Link:
-- [EN] viewtopic.php?f=25&t=36616
-- [CN] https://www.bilibili.com/read/cv9495097
Download:
-- [github] https://github.com/Compartany/RndSquad/releases
-- [weiyun] https://share.weiyun.com/7laJWpe3 (alternate)
My MODs:
-- https://github.com/Compartany/ITB-MODs/ ... od-list.md

These Mechs have mastered the laws of randomness, and they can always find the most useful weapons from randomness.

[Warning] Please make sure to upgrade MOD [EnvManipulators] to v2.2.4 or later, otherwise there will be code conflicts!

Image Image

Image Image Image

Notes:
1. Too much randomness, just for fun.
2. Currently randomized weapons are displayed in the lower left corner at Mech name (Valid only if Mech is not renamed).
3. You can enable [RND[Cyborg]] in MOD settings to add the random weapon of Cyborg class to shop. (Game restart required)
4. Random weapons will use all weapons in the game including MOD weapons. You can disable weapons you don't want to randomize by [Mod Content/Select Weapon Deck]. (Game restart required)
5. When the game language is not simplified Chinese, the MOD will be displayed in English.
6. I'm not a native English speaker, and all translations were done with the help of DeepL Translate, so the English text in MOD must be very terrible. If you are interested in helping to optimize the translation, please contact me at Discord or 2994359861@qq.com.

Special Thanks: Lemonymous
Last edited by Compartany on Thu Nov 11, 2021 1:18 pm, edited 16 times in total.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] True Random Squad v0.1

Postby Compartany » Wed Jan 27, 2021 3:01 pm

Code: Select all

0.2.0.20210127

* Add the RND[type:PBS] combination.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] True Random Squad v0.2

Postby Compartany » Thu Jan 28, 2021 11:43 am

Code: Select all

0.3.0.20210128

Reroll
* Fix an issue where TipImage is displayed incorrectly in the hangar.

Random Weapons
* Add two random weapons, RND[Any] and RND[Cyborg].
* Optimize the TipImage of random weapons.
* Optimize the randomization process of random weapons.
* Optimize random weapon names and descriptions.


Code: Select all

0.3.1.20210128

* Remove severe test leftover code!
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] True Random Squad v0.4

Postby Compartany » Fri Jan 29, 2021 3:56 pm

Code: Select all

0.4.0.20210129 & 0.4.1.20210129

* Reworked randomization mechanism and weapon "Reroll".
* Display the current randomized weapon by borrowing the Mech name to optimize the user experience.
* Rough balance adjustment, mainly based on the average core count of various weapons in the game.
* Various bug fixes and optimizations.
Compartany
Posts: 21
Joined: Thu Oct 08, 2020 7:45 am

Re: [Squad] True Random Squad v0.5

Postby Compartany » Sat Jan 30, 2021 2:13 pm

Code: Select all

0.5.0.20210130

* Changed Mech animation to switch between various Mech silhouettes.
* Make weapon "Reroll" compatible with Chen Rong and Archimedes.
* Fix the issue that other squad Mechs receive errors when using random weapons.
* Fix a random error that occasionally occurs in non-combat screens. (Thanks to Lemonymous)


Code: Select all

0.5.1.20210201

* Fix the issue of wrong position of Mechs in the hangar and optimize the display.


Code: Select all

0.5.2.20210201 & 0.5.3.20210201

* Fix the problem that MOD weapons cannot be randomized when loading MOD for the first time after opening game.


Code: Select all

0.5.4.20210202

* Fix the mishandling of weapon "Reroll" with Chen Rong.


Code: Select all

0.5.5.20210202

* Fix the issue that hint text is not hidden correctly after Chen Rong used a random weapon.
* Modify the order of each type to bring the the highest strength type PRS to the top.


Code: Select all

0.5.6.20210203

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

Re: [Squad] True Random Squad v1.0

Postby Compartany » Mon Nov 08, 2021 12:30 pm

Code: Select all

1.0.0.20211108

Reroll
* Base Number of base random sequences: 3 > 4

RND[Brute]
* Upgrade 2 [Upgrade 2]: Core 2 > 1

RND[Science]
* Upgrade 1 [Upgrade 1 & 2]: Core 1 > 2

RND[Any]
* Upgrade 1 [Upgrade 1 & 2]: Core 1 > 2

Dependencies
* Mod Loader v2.6.3
* modApiExt v1.14


Code: Select all

 1.0.1.20211110

* Add mod.description