Dynamic Disaster [BETA for testing]

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Author: Frodo45127

Last revision: 25 Jan, 2023 at 09:47 UTC

File size: 1.64 MB

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Description:

This is a beta version of the next update of Dynamic Disasters. Mainly for testing changes when they break currently running campaigns. Also, any third party disaster will need to be updated to work with this update.

NOTE THAT SWAPPING BETWEEN THIS AND THE STABLE MOD MAY BREAK RUNNING CAMPAIGNS. Also, this is for testing. Once we’re done testing this will be hidden until a new beta is needed again. If you don’t want to test, but to just play a normal campaign, use the other version.

Current changes vs the stable version:

  • Internal cleanup and update of all disasters to remove legacy code and old, no longer needed, workarounds.
  • Fixed lag spike on the turn the declare_war_to_all function is triggered.
  • Fixed weird shroud glitches caused by reveal_regions not actually triggering reliably.
  • Updated internal documentation.
  • Rebalanced buffs for all disasters.
  • Implemented disaster validation, to ensure disasters loaded at least will not break the mod if they error out due to missing data/functions.
  • Implemented internal logic to mark disasters incompatible with others, so they don’t trigger at the same time.
  • Implemented "Short Victory is Min Turn" feature for relevant disasters.
  • Implemented "Long Victory is Min Turn" feature for relevant disasters.
  • Implemented new disasters:
    • Empire of Faith, Steel and Gunpowder
      • Generic Endgame for the Empire. Similar to other endgames.
    • For The Motherland
      • Generic Endgame for Kislev. Similar to other endgames.
    • The Dragon Emperor’s Wrath:
      • Generic Endgame for Cathay. Similar to other endgames, but it also includes an invasion of Lustria.
    • The Greatest Crusade:
      • Generic Endgame for Bretonnia. Similar to other endgames.

  • Disaster-specific changes:
    • Chaos Invasion: Renamed disaster to "The End Times".
    • Chaos Invasion: Increased probability of armies spawning with hellcannons.
    • Chaos Invasion: Fixed an instance of a rift not actually spawning in its province, causing weird spawned armies to appear.
    • Chaos Invasion: Increased probability of armies spawning from rifts.
    • Chaos Invasion: Fixed certain disaster effects vanishing before they should.
    • Chaos Invasion: Fixed logic so new armies do not spawn on top of the player.
    • Chi’an Chi Assault: Spawned armies are now scripted to attack the relevant gates.
    • Chi’an Chi Assault: Removed buffs for invader armies.
    • Chi’an Chi Assault: Added movement range debuff for invader armies.
    • Enactment of the Great Plan: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • A Grudge Too Far: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • Raiding Parties: Changed army buffs to limit to 10 turns the "free army" status the raiding armies receive.
    • Raiding Parties: Changed coast selection logic to give more priority to player-owned coasts.
    • Raiding Parties: Changed coast selection logic to give less priority to coasts with abandoned settlements.
    • Raiding Parties: Fixed a few old recurring bugs regarding war declarations and vassals.
    • Pyramid of Nagash: tweaked army respawn logic to be inline with the same logic on other disasters.
    • Skaven Incursions: Fixed a few bugs resulting in missing armies on disaster end.
    • Skaven Incursions: Fixed a few bugs related with underempire expansion.
    • Skaven Incursions: Marked as Incompatible with The Vermintide, so it doesn’t trigger while Vermintide’s own incursions are triggered.
    • Skaven Incursions: Reduced amount of low quality armies spawned by rat king.
    • The Biggest Waaagh!: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • The Vermintide: Full rework of the disaster, going from a 5-stage disaster on fixed turns to a 1-stage disaster which triggers special spawns depending on underempire expansions.
    • The Vermintide: Fixed rat king armies not actually working as intended.
    • The Vermintide: Reduced a bit the expansion speed of the underempire when re-expanding to a settlement that the underempire expanded into before.
    • The Vermintide: Disabled giving abandoned settlements to skaven on underempire expansions if a player plays as certain factions that don’t have much of staying power (should help make it less of a wackamole).
    • The Vermintide: Reduced amount of low quality armies spawned by rat king.
    • Vampire’s Rise: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).
    • Vampire’s Rise: a global vampiric corruption effect is now applied when the disaster’s invasion triggers.
    • Wild Hunt: new armies will spawn in each faction capital every few turns (spawn interval depends on difficulty modifier).