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ForwindzCustomCornerstones

Add 8 customized cornerstones, focus on new mechanics. 添加了8个基石,注重添加新机制。by f⑨

CHANGELOG

1.2.2

Balance:

Foolhardy Gambler 15% -> 25% free chance

盲目的赌徒 15% -> 25% 免费概率

1.2.1

  • Fixed the issue that the +100% decoration effect of the cornerstone Garden Design would increase the consumption of building materials. Now this cornerstone will not double the building cost for decoration buildings.

  • Fixed the issue from cornerstone usability design, when completing the glade event to trigger the effect of replacing the building, the decoration calculation was not updated in time

  • Fixed the issue that after the cornerstone Adsorbent is selected in the first settlement, the effect of Blood Flower is not restored in the next settlement.

  • 修复基石园林景观设计 +100%的装饰度效果,会导致增加建材消耗的问题。现在这个基石不会翻倍装饰建筑的建造成本。

  • 修复基石可用性设计的更新计算问题,在完成森林空地事件触发替换建筑的效果时,装饰计算没有及时更新的问题

  • 修复基石吸附剂,在这一局选取后,下一局血之花效果没有恢复的问题。

1.2.0

Added 2 types of cornerstones

  • Delay insurance (Glade events expire for compensation)
  • Adsorbent (Blood Flower no longer smell bad)

Balance

  • Fine-tuned the random generator so that the correction for low-probability events is no longer too high

添加2种基石

  • 延期保险(事件过期会有补偿)
  • 吸附剂(血花不再难闻了)

平衡性

  • 微调了随机数的运作方式,使其对于小概率事件的补正不再过高

1.1.0

Add Two conerstone:

  • Overdraft Technical Contract: Get the orange cornerstone in advance... but then you need to pay for the price
  • Volatile Market: The value of amber fluctuates when you trade with merchant.

Balance and design changes:

  • Garden Design: Now there is no need for population (2 villagers is almost equivalent to no villager requirement, so I just deleted it). The negative effect is to reduce the hearth range by 2 (it should be considered a negative effect...? huh)
  • Random numbers: Random generators will now help you avoid extremely bad luck

Code:

  • Migrate to API interface v3.3.0
    • CompositeEffectBuilder
    • uuid generator for enum values
  • Better compatibility
    • MB.Settings value modification should be changed in relative way as much as possible

添加了2种基石

  • 预支技术协议 (提前拿橙色基石,那么代价是什么?)
  • 市场波动 (琥珀价值会随着交易波动)

平衡性与设计调整:

  • 园林景观设计:现在完全不需要人数(2人约等于没有,干脆删了),负面效果为缩小火塘范围2格(应该算是负面效果emmmm...)
  • 随机数:随机数现在会一定程度让你避免运气过于不好的情况

代码:

  • 迁移到API接口v3.3.0
    • CompositeEffectBuilder
    • uuid generator for enum values
  • 更好的兼容性
    • MB.Settings数值修改尽量以相对方式更改

1.0.0

支持中文和英文! Support Chinese and English! _(:з」∠)_

添加4种基石。

  • 沙拉食谱 (可以吃草了!)
  • 盲目的赌徒 (总督沉迷盲盒不可自拔)
  • 园林景观设计 (降低火塘升级需求)
  • 可用性设计 (装饰提供加成)

Add 4 cornerstones.

  • Salad Recipe (Now you can eat non-ediable goods!)
  • Foolhardy Gambler (We need more blind boxes)
  • Garden Design (Reduce hearth upgrade requirement)
  • Usability Design (Decorations provide extra buff)

代码方面: Code Aspect:

  • Custom Save system
  • Custom Hook Monitor system
  • Custom service system
  • Custom CompositeEffectBuilder
  • Custom effects (may break compatibility, if other mods also modify this)
    • Modify GoodModel.eatable value
    • Modify Trader cornerstone price (with lots of patch)
    • Modify Hearth upgrade requirement
    • Modify Decoration points.