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Various updates (#2)
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* Partially update structure sets

* Continued changes

- Finished updating structure sets
- Mitigated "Pain Zones":
	- Hellraiser territory frequent pathways
	- Royalist central factory base
	- Royalist river LZ
	- The Pit
	- Royalist outer base cyborg factory area
	- Royalist final base front entrance
	- Small pond south of the western AA hill
- Lowered the maximum amount of structures the Hellraisers need to build to negotiate (20 -> 12)
- Reduced the number of defenses at the first Royalist outpost
	- Removed the north side's hardpoints and walls
	- The bunkers on both sides are now absent on difficulties below Hard
- Made structure replacement preserve structure rotation
- Removed the Heavy Cannon from the techs the Coalition give on alliance
- Made the pathway to the east of the player's base more noticable
- Made the factory-managed units of the AMPHOS port factory self-destruct when the base is destroyed
- Added a unit cap for factory units to prevent a massive pileup at Repair Facilities
- The north island Royalist truck now self-destructs when that base is destroyed while doing the AMPHOS quest
- Increased the starting power on all difficulties (from ~2000 to 1/2 of max power)
- Made the Resistance focus specifically on the first Royalist outpost in the early game
- Don't have AMPHOS use MRP VTOLs against the Royalists because they suck bad
- Mark artifacts on the map whenever they are dropped
- Lower the amount of units in hover assaults (about 60% of the units of a ground assault)
- Royalist assaults now end when less than 20% of the assault group remains (instead of needing to wipe out every single unit)

* More Updating

- Remaining faction bases on the map are now marked once the main base is eradicated
- Mark the Royalist island base on the map after being told to destroy it
- Add a message telling the player to move out of the islands and let AMPHOS reclaim them
- AMPHOS now produces VTOLs slightly faster (35 sec delay -> 30 sec delay)
- Royalists now produce VTOLs significantly slower (90 sec -> 120 sec for "light" VTOLs, 120 sec -> 200 sec for "heavy" VTOLs)
- Royalists now produce bomber-type VTOLs roughly half as often as before (in favor of other VTOL templates)
- Adjusted Phosphor and Thermite Bomb stats:
	- Phosphor Bomb Bay: Direct impact damage dramatically reduced (300 -> 56)
	- Phosphor Bomb Bay: Burn area DOT reduced (70 -> 36)
	- Phosphor Bomb Bay: Burn area size reduced (256 -> 192)
	- Thermite Bomb Bay: Direct impact damage dramatically reduced (500 -> 80)
	- Thermite Bomb Bay: Burn area size reduced (384 -> 288)
- Added an earlier artifact for the Twin Machinegun (which can now be acquired before allying/fighting the Resistance)

* More!!!

- Rearranged the terrain in front of the Resistance base to hopefully make it less grind-y to attack
- Widened the Coalition-Hellraiser bridges
- Added some early pre-hardcrete defensive structures (Light Cannon Emplacement, Flamer Emplacement, Mini-Rocket Guard Tower)
	- Also made the Resistance and Hellraisers use some of these structures
- Researching Hardcrete now also grants the hardened versions of the Sensor Tower and Mini-Rocket Tower as well
- The Twin Machinegun Guard Tower's power cost was reduced slightly
- Added Heavy Machinegunner Cyborgs (Cyborgs armed with Heavy Machineguns), which become available after researching the Heavy Machinegun
	- Royalists now use these instead of Heavy Gunners in the early game
	- All Coalition are replaced by these as well
	- Hellraiser Machinegunners are also replaced with these on Hard or above
- Added the Heavy Rocket Array (from Multiplayer/Skirmish)
	- The HRA can be acquired by allying with AMPHOS, or from an artifact found in their base
	- MRA batteries in the AMPHOS main base have been replaced with HRA batteries, AMPHOS will also deploy HRA units instead of MRA units if attacked on Normal or higher
	- The Royalists can also start equipping these on their units later on as well
- Changed the Coalition's "alternate" color from Gray to Brown

* MORE!!!

- Implemented the game guide
	- Some topics have been altered or added to better fit with Fractured Kingdom

* MORE! (and fixes)

- Added an extra ramp entrance to the north side of the Coalition's main base
- Fixed the Coalition's commander losing its label
- Fixed typos in the new guide entries
- Fixed syntax errors

* MORE (fixes)

- Added hooks to events.js so that guide topics will actually display.
- Removed references and implications in the guide of there being more than one mission.
- Changed the Artillery damage modifier against Cyborgs (130% -> 90%).

* IMPROVEMENTS!!!

- Fixed the Alliances guide topic not appearing after allying with the Resistance
- Fixed guide topics mistakenly NOT popping up below hard and only appearing on Hard+
- Changed the starting Sensor template to use Half-tracks instead of Wheels
- Added a convenient starting template that uses the Twin Machinegun

* moar

- Royalist transports can now deploy HRA units
- Reduced the research times of just about everything
	- This should be especially noticeable for later technologies

* FIXES!!! (and MORE!!!)

- Fixed two conflicting instances of `cam_eventResearched()` in events.js
- Fixed guide topics only not popping up on Insane (instead of Hard or above)
- Fixed syntax errors
- Increased MRA and HRA emplacement HP (200 -> 400) to be in-line with other emplacements
- Set all emplacements structures to be universally MEDIUM
- Fixed the Resistance inadvertently building Machinegunners instead of Heavy Machinegunners at their sub base
- Increased Phosphor Bomb DOT (36 ->48)
- Decreased Cluster Bomb direct damage (300 -> 240) and splash damage (180 -> 144)
- Decreased HEAP Bomb direct damage (500 -> 400) and splash damage (300 -> 240)

* the fixening

- Fixed Resistance not actually focusing on the first Royalist outpost like they're SUPPOSED to
- Fixed the bunkers around the first Royalist outpost not properly disappearing on difficulties below Hard
- Updated mod-info.json

* Update cam1strings.txt

- Fixed a grammar error in one of the Queen's transmissions.

* Minor tweaks/fixes

- Minor tweaks to some guide pages.
- Fixed the AMPHOS HRA template not using the Python.
- The Lancer Hardpoint research topic no longer has the "accuracy upgrade" icon.
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DARwins1 authored Aug 31, 2024
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17 changes: 17 additions & 0 deletions guidetopics/wz2100/factions/_index.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions",
"title": "Factions",
"sort": "1",
"contents": [
"There are many different factions vying for control over the Kingdom you find yourself in.",
"",
"Each faction uses different weapons, tactics, and methods to achieve their goals.",
"",
"Whether you seek to ally, destroy, or simply avoid any particular faction, it's worth studying how each one operates in order to use their characteristics to your advantage..."
],
"links": [
"wz2100::factions::alliances",
"wz2100::factions::eradicating"
]
}
21 changes: 21 additions & 0 deletions guidetopics/wz2100/factions/alliances.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::alliances",
"title": "Alliances",
"sort": "01",
"contents": [
"Successfully completing negotiations with a faction means that you are now are now allied to them!",
"",
"Factions that you ally with will attempt to assist you in battle by sending their forces to assist your units.",
"",
"Additionally, allied factions will share some of their technology with you.",
"",
"Note that different factions may require you to complete different actions before offering to negotiate.",
"",
"However, allying with or avoiding a faction is generally easier than facing them head on..."
],
"links": [
"wz2100::factions",
"wz2100::factions::eradicating"
]
}
55 changes: 55 additions & 0 deletions guidetopics/wz2100/factions/amphos.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::amphos",
"title": "AMPHOS",
"sort": "04",
"visual": {
"droidTemplate": {
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"name": "Lancer Cobra Hover",
"propulsion": "hover01",
"type": "DROID",
"weapons": [
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]
}
},
"contents": [
"Despite their near omnipresent influence in the eastern sectors of the Kingdom, AMPHOS remains one of the Kingdom's most enigmatic factions.",
"",
"Unlike every other notable group, AMPHOS is not a native resident of the Kingdom.",
"",
"Additionally, while AMPHOS does have an executive president, most decisions are made by a bureaucratic-like board of associates, which the president then acts on.",
"",
"This command structure is unique to AMPHOS, as all other major factions within the Kingdom have organized themselves around a leader and their subordinate officers.",
"",
"Before the death of the old King, AMPHOS was a part-militia, part-trading group entity that functioned as the main conduit between the old Kingdom and the outside world.",
"",
"However, once the old Kingdom collapsed, AMPHOS soon shed its economic ties and quickly reformed itself into a massive amphibious military entity (although it mostly kept its command structure).",
"",
"AMPHOS rapidly sought to overwhelm as much of the now disjointed sections of the Kingdom as it could.",
"",
"While their forces are known to be less loyal than other factions, and generally display lower levels of morale, AMPHOS attempts to compensate for this by utilizing ambush tactics and striking targets from a safe distance when possible.",
"",
"Using these strategies, their high agility vehicles, and long-range weapon systems, AMPHOS was able to remain virtually unchallenged as they captured island after island within the East Lake.",
"",
"Soon, AMPHOS would reach the height of its influence by controlling the entirety of the East Lake, several mainland outposts, and establishing a permanent headquarters within the Kingdom.",
"",
"However, as the Royalists eventually recovered from the King's death and reorganized themselves around the Queen, AMPHOS would find itself outclassed in land battles outside of the East Lake.",
"",
"The Royalists, united by their new Queen and eager to reclaim the Kingdom for themselves, launched brutal counter-attacks against AMPHOS.",
"",
"Soon, AMPHOS would lose nearly all of its land-based outposts to Royalist counter-offensives, which culminated in the Royalists capturing a large island cluster near the northwest edge of the lake.",
"",
"Defeated at sea and at low morale, the Royalists exploited AMPHOS' command structure to force them into an alliance, known as the East Lake Deal.",
"",
"With AMPHOS placated, the Royalists were then free to traverse the East Lake and to focus attention on greater threats within the Kingdom.",
"",
"To AMPHOS however, the East Lake Deal marked a new time of uncertainty.",
"",
"As the Royalists grew increasingly advanced, AMPHOS has become both more concerned of further Royalist attacks and less confident in its ability to stand against them."
],
"links": [
"wz2100::factions"
]
}
43 changes: 43 additions & 0 deletions guidetopics/wz2100/factions/coalition.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::coalition",
"title": "The Coalition",
"sort": "06",
"visual": {
"droidTemplate": {
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"name": "Heavy Cannon Tiger Tracks",
"propulsion": "tracked01",
"type": "DROID",
"weapons": [
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},
"contents": [
"The Coalition, somewhat similarly to the Resistance, is a conglomerate of the Kingdom's rebels and other smaller factions that have united in opposition to the Queen and her Royalists.",
"",
"Unlike the Resistance, the Coalition's members view themselves as hard-core warriors, and pride themselves on their strength and their persistence against the Royalists' near-constant attacks and assaults.",
"",
"The Coalition has existed in opposition to the Royalists since the old King's death, and the Royalists have viewed the Coalition as their most dire enemy in kind.",
"",
"The Coalition's leader, Max, acts both as the a political leader, as well as the Coalition's supreme commander.",
"",
"Even before the King's death, Max had been a known dissident against the Kingdom. After the King's death, the Queen had declared Max as the Royalist's primary enemy.",
"",
"Although the Coalition has been the primary obstacle against the Royalists, most other factions after the King's death had attempted to avoid the Coalition due to their eccentric leader and overall extreme attitudes.",
"",
"Yet, as the Royalists reorganized and began reclaiming the Kingdom's territory, most factions were forced to either join the Coalition or attempt to face down the Royalists alone.",
"",
"Over time, the manpower and resources from the factions that have joined the Coalition all contributed in creating the most powerful faction within the Kingdom, bar only the Royalists themselves.",
"",
"Yet despite their strength, the Royalists have still proved to be an overwhelming threat to the Coalition's survival, especially after the East Lake Deal.",
"",
"Due to this, Max has recently been forced to rework his usual stance on diplomacy, and has begun considering alliances without total assimilation under Coalition leadership.",
"",
"The looming Royalist threat has even forced the Coalition to form an alliance with the previously unapproachable Hellraiser clan..."
],
"links": [
"wz2100::factions"
]
}
21 changes: 21 additions & 0 deletions guidetopics/wz2100/factions/eradicating.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::eradicating",
"title": "Eradicating",
"sort": "02",
"contents": [
"Destroying all units and bases belonging to a faction will eradicate them.",
"",
"Eradicating a faction will grant you access to all of their resources and technology.",
"",
"However, fully eradicating a faction can prove to be an incredibly difficult challenge, as you'll have to face everything they have at their disposal.",
"",
"If a particular faction appears overwhelming, try examining their units and the terrain, and make a strategy to exploit their weaknesses.",
"",
"Alternatively, you could try entirely different methods, such as placating them with diplomacy, or avoiding them altogether..."
],
"links": [
"wz2100::factions",
"wz2100::factions::alliances"
]
}
33 changes: 33 additions & 0 deletions guidetopics/wz2100/factions/hellraisers.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::hellraisers",
"title": "Hellraisers",
"sort": "05",
"visual": {
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"propulsion": "HalfTrack",
"type": "DROID",
"weapons": [
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}
},
"contents": [
"The Hellraisers are a clan of self-proclaimed warriors, and one of the few \"rabid\" factions formed after the King's death to survive the continuous Royalist onslaughts.",
"",
"The Hellraisers are infamous within the Kingdom for their pyromaniacal tendencies as well as their unwavering morale in combat.",
"",
"Their survival so far seems to be due to a combination of their ruthlessness and isolationism.",
"",
"The area that the Hellraisers reside in is unusually rugged and difficult to traverse, and their affinity for close-quarters combat have made most other factions wary to approach them.",
"",
"Additionally, the Hellraisers tendency to avoid leaving their territory or engaging with outsiders has made it more appealing for other factions (including the Royalists, up until recently) to simply leave them alone.",
"",
"However, as the Royalists have become increasingly aggressive, even the Hellraisers have been forced to reevaluate their position, and begin to consider other options in order to ensure their own survival..."
],
"links": [
"wz2100::factions"
]
}
32 changes: 32 additions & 0 deletions guidetopics/wz2100/factions/resistance.json
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{
"type": "wz2100.guidetopic.v1",
"id": "wz2100::factions::resistance",
"title": "The Resistance",
"sort": "03",
"visual": {
"droidTemplate": {
"body": "Body5REC",
"brain": "CommandBrain01",
"name": "Command Turret Cobra Half-tracks",
"propulsion": "HalfTrack",
"type": "DROID_COMMAND",
"weapons": [
"CommandTurret1"
]
}
},
"contents": [
"The Resistance is a collection of rebels and Royalist defectors who have fled to the farthest reaches of the Kingdom to avoid the new Queen's wrath.",
"",
"Led by James, the Resistance is rather poorly organized faction, united mostly by both resentment and fear of the Royalist's slow march across the Kingdom.",
"",
"Despite this, the members of the resistance remain remarkably loyal to both their leader and to their cause.",
"",
"By avoiding confrontation and keeping itself as far from the large northern battlefields as possible, the Resistance's movements appear to have remained largely unnoticed by the larger Kingdom.",
"",
"Yet as time passes, and the influence of the Royalists continues to spread throughout the kingdom, many Resistance members have grown increasingly wary of a seemingly inevitable Royalist attack..."
],
"links": [
"wz2100::factions"
]
}
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