MagicLib is getting its largest update to date with the introduction of
Magic Bounties! The culmination of 7 months (!) of work with
Wisp, with the help of
Schaf-Unshaf,
Rubi and many other contributors.
This feature when enabled adds a new "Unsanctioned bounty board" to most bars, that offers unique story-driven bounties with special ships and devious fleets to defeat. If you are familiar with them, you can imagine a blend of IBBs and HVBs with a lot more knobs and switches for modders to play with.
While this framework is quite versatile, it is also extremely easy to use, with no requirement for code or for dealing with the dreaded rules.csv. Any mod can add their own bounties that will be offered where and when they are needed.
Feature list:
- Plain text setup (no code required)
- Choose where and when the bounty will show up. You can setup anything for time threshold, player level, player fleet size, specific market, faction, relationship threshold, finished a previous bounty and more.
- Write all the text you want to setup the situation, the characters involved and everyone's motivation, customize the com reply and even add some closure after the bounty is completed.
- Precisely define your target's character, their Flagship and their fleet, or rely on procedural generation to fill gaps and increase re-playability.
- Define if and how much the bounty and its reward should get scaled to the player level and fleet.
- Define as precisely as you want where the target will be located, and how it will behave.
- Setup mod requirements for cross-mod bounties, take advantage of the variant loader to avoid crashes from missing content when making fleets and variants from multiple mods.
- Tons of other small things ( guaranteed flagship recovery, automatically fire scripts when the bounty is taken/completed to add further consequences or rewards, define how much information is available to the player, etc)
Finally, if you don't have the Vayra's Sector mod or disabled its HVB feature, those unique bounties will be automatically converted into Magic Bounties.
In addition to this massive new feature, there is also the usual assortment of bug-fixes and tweaks to existing functions.
Changelog
0.35
Added MagicBounty framework, a highly customizable yet easy to implement system to add unique story-driven bounties to a board present in bars.
Huge thanks to Wisp that did the bulk of the work, to Schaf-Unschaf and Rubi for their contributions.
Added a merged "occupied" system themes list to MagicSetting, for finding suitable places where to spawn exploration content. Currently adds all the Remnant tags, Blade-Breaker, OCI and Plague-Bearer tags.
MagicRender: Fixed issue where sprite flickering was applied incorrectly.
MagicLensFlare: Now uses the "visual only" API.
MagicSettings: Improved error messages with the lines where the issue is if possible.
MagicTargeting: Added the option to exclude flares from missile picks.
MagicCampaign: Many small improvement to the logic of nearly all functions. Better checks for suitable systems, more coherent fleet spawning, Fleet quality is now a thing, made a lot of parameter nullable for procgen filler...
MagicUI: the widgets texts can be null to be ignored, same for numbers if they are negative.
While it may take a while for a lot of mods to start adding their own bounties, you can already look for the release of an update to Seeker as well as
this new community-source bounty pack mod to start populating this board later today.
Always DELETE the old version before extracting the new one