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Releases: rheirman/WhatTheHack

v1.2.3

17 Apr 19:08
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  • Fixed error on startup when Prison Labor isn't loaded introduced in previous update.
  • Updated Japanese translations.

v1.2.2

17 Apr 16:02
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  • Fixed issue that made it possible to assign multiple mechs to a single platform
  • Fixed compatibility issue with Prison Labor, that made it impossible to rename mechs.
  • Mechs no longer start working when drafted with work mode enabled.
  • Medical is automatically turned off at startup for platforms. This is to prepare for an update of Animal Logic for which I created a pull request.
  • Further increased repair rate of mechanoid platforms and lowered the cost of repairs.
  • Increased cost of maintenance.
  • Increased mechanoid platform part capacity
  • Rebalanced ancient mech sites found with LRMS. They're more dangerous now, and their size determines how many mechs are inside one.
  • Added partial spanish translations (by Caferino)
  • Updated Korean translations (by yangbum7)

v1.2.1

09 Apr 07:39
ed7a7b3
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  • Fixed: Some info dialogs (including ones for body parts) throwing errors.
  • Fixed: Raids sometimes not arriving when using certain mods.
  • Updated Japanese translations (by Proxyer).

v1.2.0

07 Apr 19:14
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Main additions

  • Work modules! The ultimate way to humiliate the mechanoids you've beaten. Currently there are modules for hauling, cleaning, firefighting and growing/plant-cutting.
  • Many other modules, including ones for improving armor, sight, speed, carrying capacity, and one that let's you overdrive mechanoids!
  • Enemy hacked mechanoids now show up with random modules installed, and have the AI to use active abilities given by certain modules.
  • Mechanoids can now own platforms like how your colonists can own beds.
  • A new tab is added that gives an overview of your hacked mechanoids, and lets you assign them to work (if they have the right modules installed).
  • All stats related to this mod have been reworked and made more transparent. For instance, you can see exactly how much power a mech drains each day, how much power capacity it has etc.
  • Modules can now be uninstalled from mechanoids (without killing the mechanoid and disassembling it).

I'd like to thank Madman666 for his great work on all the sprites featured in this updated!!

Smaller Additions and tweaks

  • All buildings related to this mod are now organized under a separate "Hacking" architect-tab.
  • Re-organized research tab (Credits go to Cenbes for this)
  • Greatly lowered default mechanoid power consumption (was really needed now that we have work-modules).
  • Lowered cost to repair mechanoids.
  • Slightly increased maintenance cost.
  • Added warning for when the player is low on mechanoid parts.
  • Replaced sprite for mechanoid workshop so that the dimensions are consistent with other large workbenches.
  • Mechanoids are now labelled by their names so they are more easily distinguishable.
  • Small hacked mechanoids (body size 1 or lower) now also show up in drop-pod raids.
  • Modules - except the really rare ones - have a large chance to break when a mechanoid is downed. This is to balance out the larger influx of modules due to enemy hacked mechs spawning with them.
  • Many hard-coded values have been moved to XML, making further expansions easier.
  • Many other under-the-hood changes to make this mod more future-proof.
  • Hacked mechs of friendly factions now always die when downed (this prevents some issues when the player want to hack them).

Fixes

  • Conflict with Giddy-up!, preventing hacked mechanoids to spawn.
  • 10 jobs 1 tick error when using mechanoid controller belt. (Credits go to diddily for this fix)

Liking the update? Please consider buying me a coffee to support more updates like these! https://ko-fi.com/I2I75ZMH

v1.1.8

17 Feb 17:02
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  • Fixed compatibility issue with mechanoids that don't have regular heads (for instance the tanks in Tiberium Rim).
  • Fixed Rogue AI providing infinite power if you re-hack it while it was overloading your power network.

v1.1.7

27 Jan 17:23
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  • Removed option to set death on downed chance, as that was causing issues.

v1.1.6

27 Jan 15:54
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  • Added a fully integrated Combat Extended compatibility patch. When using CE, mechs will automatically re-supply their ammo when they're out.
  • Chance mechanoids die when they're incapacitated can now be configured in the mod options.
  • When the health of mechanoids goes below the threshold they'd normally die at, there's now a chance they are downed instead.
  • Chance mechanoids are downed instead of dying when their death threshold is reached can also be configured in the mod options.

v1.1.5

22 Jan 19:39
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  • Better combat extended compatibility.
  • Updated Chinese translations.

v1.1.4

19 Dec 13:37
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  • fixed fps drop when turrets (including mortars) are manually aimed.
  • Added green line between rogue AI and turret when the turret is controlled and selected.
  • fixed issue with the world map being spammed by found mechanoid parts by the LRMS in some occasions.
  • fixed problem involving repeated mech beacon hacks not working.
  • fixed mechs parts being minable.
  • fixed NRE when looking at info tab of mechanoids, causing it not to appear.

v1.1.3

15 Nov 20:58
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  • Fixed bug causing button to start up reactor to disappear.
  • Fixed clipping issue occurring when the hiveship hacking facility overlaps other buildings.
  • Decreased impact of hacking skill on the time needed to hack back the Rogue AI when it goes rogue.