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Added new settings (Strings.pl pl) #1077

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merged 1 commit into from
Feb 19, 2024

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@Levaira Levaira commented Feb 18, 2024

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@pmotschmann pmotschmann merged commit a31f764 into pmotschmann:1.3.11 Feb 19, 2024
@Levaira Levaira deleted the Strings.pl-PL branch February 22, 2024 11:33
pmotschmann pushed a commit that referenced this pull request Aug 6, 2024
Removed human Thrall cost creep effect.

* Squashed commit of the following:

commit ae9685d
Author: Peter Motschmann <[email protected]>
Date:   Sun Feb 18 21:39:51 2024 -0500

    Rebuild bundle

commit 23d85b8
Author: Jonathan Beverley <[email protected]>
Date:   Sun Feb 18 21:37:25 2024 -0500

    Update wiki to display rewards for Matrix, Retirement, and Eden resets. (#955)

    This patch makes two possibly controversial changes:
        1. The paragon/phage prestige constants are moved from within
           calcPrestige(type,inputs) to their own separate function:
           getResetConstants(type, inputs)
        2. The code is inconsistent on whether the Retirement prestige type
           is referred to as "retire" or "retired". This code uses "retired"
           and changes some usage to fit.

commit d13c00c
Author: yarukishi <[email protected]>
Date:   Fri Feb 16 03:59:22 2024 +0900

    Fix missing UI refresh for crafter count

commit 582b20f
Author: yarukishi <[email protected]>
Date:   Fri Feb 16 02:13:11 2024 +0900

    Prevent exploits to assign too many crafters

    Scarletite and Quantium limit the number of craftsmen working on them
    based on the number of associated buildings that are currently
    operating. Scarletite crafters are intended to be removed when an
    Infernal Forge is powered off, but if the game is paused, then they can
    be reassigned before the crafting window is reloaded. Also, crafters may
    be assigned even when the forge is not
    receiving enough power. Quantium
    crafters are never forcibly removed
    when a lab is powered down.

    This change introduces a check for job limits on specific types of
    craftsmen. It directly precedes the overall job limit, which can remove
    only craftsmen that exceed the overall craftsman limit.

commit eb60dc0
Author: 迎春心情 <[email protected]>
Date:   Mon Feb 19 10:26:49 2024 +0800

    补充/修订汉化 (#1080)

    * Update strings.zh-CN.json

    * Update strings.zh-CN.json

commit 3f6394a
Author: Peter Motschmann <[email protected]>
Date:   Sun Feb 18 21:23:39 2024 -0500

    Recompile for V1.3.11 B3

commit 4acb048
Author: Cosmic Cabbage <[email protected]>
Date:   Mon Feb 19 04:19:35 2024 +0200

    Fixes for governor income penalties (#1079)

    Corruption and Tithe now apply to income from truepath temples and wormlings
    Factories affected by discharge are no longer taxed as if they weren't

commit 330b2c1
Author: Jeong, YunWon <[email protected]>
Date:   Mon Feb 19 11:17:32 2024 +0900

    Fix skilled servant description (#1078)

commit c1c3b30
Author: yarukishi <[email protected]>
Date:   Mon Feb 19 11:16:08 2024 +0900

    Minor fixes to worker scaling in odd situations (#1076)

    * Always use correct merc price from the hell tab

    * Add missing jobScale() calls

commit a31f764
Author: Wiedźmin <[email protected]>
Date:   Mon Feb 19 03:14:28 2024 +0100

    Added new settings (#1077)

commit 3afada3
Author: zyx-xyzzy <[email protected]>
Date:   Sun Feb 18 20:13:06 2024 -0600

    Wagons for Demonic races, non-lodge edition (#1075)

commit 149bc93
Author: yarukishi <[email protected]>
Date:   Fri Feb 16 22:55:21 2024 +0900

    Add missing save file upgrade logic (#1072)

    * Add missing save upgrade logic that was lost in commit 28b4e46

    A commit in version 1.3.0 beta 8 simplified the initialization routines
    for various structures to use loops. These loops set all values to 0 or
    false. However, custom save upgrade logic existed for two values, and
    this logic was lost in the transition.

    1. In 0.9.0, the showCiv property was created. It was seeded with
       the value of showCity for old saves. Currently, loading a save from
       prior to 0.9.0 will unconditionally set showCiv to false, so post-
       sentience saves will fail to show the main tab and cannot naturally
       recover without a soft reset, a prestige reset, or save file editing.

    2. In approximately 0.4.9 / 0.4.10, the counter for demonic invasions
       was created. Older save files that have the Doomed achievement
       initialized this counter to 1, so restore this logic as well.

    * Fix default locale for save file upgrades from en-us to en-US

commit 368eb5d
Author: Malcon <[email protected]>
Date:   Fri Feb 16 10:54:51 2024 -0300

    PT-BR translation update to v1.3.11 (#1074)

    * New translated v1.3.11 strings

    * Some token fixed

    * One token fixed pt-BR

    "wiki_trait_effect_leathery" updated

commit 64efaea
Author: Peter Motschmann <[email protected]>
Date:   Thu Feb 15 08:56:03 2024 -0500

    Added changelog for 1.3.11

commit f9904a5
Author: yarukishi <[email protected]>
Date:   Thu Feb 15 22:45:23 2024 +0900

    Correct implementation of #1022 (#1048)

commit 2fc8c3a
Author: Peter Motschmann <[email protected]>
Date:   Thu Feb 15 00:28:58 2024 -0500

    Fix version upgrade for slave_pen

commit ee4efd4
Author: Peter Motschmann <[email protected]>
Date:   Thu Feb 15 00:27:52 2024 -0500

    Set version flag

commit 98e94bb
Author: Tom <[email protected]>
Date:   Thu Feb 15 06:26:05 2024 +0100

    Italian Language Strings (Incomplete) (#1056)

    * Update locale.js

    Added it-IT constant

    * Add files via upload

    Italian language strings

commit b56ee09
Author: John Haugeland <[email protected]>
Date:   Wed Feb 14 21:22:06 2024 -0800

    Bump Semver to 5.7.2 over security warnings (#980)

commit 92864c9
Author: Liam McBrien <[email protected]>
Date:   Thu Feb 15 05:17:53 2024 +0000

    Gravity Well English localisation fixes (#1041)

    * Gravity Well English localisation fixes

    * Additional typo fix

commit f8abb92
Author: Jeong, YunWon <[email protected]>
Date:   Thu Feb 15 14:17:29 2024 +0900

    Enhance Korean translations (#1047)

commit 24650a4
Author: Jeong, YunWon <[email protected]>
Date:   Thu Feb 15 14:16:30 2024 +0900

    Korean translation for TruePath (#1046)

    * TruePath

    * truepath names

    * revision for @garygruener 's review

commit 28b8efe
Author: Keithcat1 <[email protected]>
Date:   Wed Feb 14 23:15:54 2024 -0600

    Accessibility: all description links now show to screen readers as description buttons, allowing screen readers to go down long lists of buildings and queue techs 2x faster. (#1050)

commit d270f7e
Author: Malcon <[email protected]>
Date:   Thu Feb 15 02:15:19 2024 -0300

    Major update PT-BR translation (#1058)

    All changelog is about pt-BR strings file:
    Some mispelling and mistranslation have been fixed.
    All JSON elements have been inserted and translated.
    Some obsolete values have been fixed.
    Wrong nominal strings have been corrected.
    Tokens are being fixed and updated.
    The translation may be pulled in the next update, but it's still being improved.

    Co-authored-by: Malcon <[email protected]>

commit 8d28dfc
Author: Mipha <[email protected]>
Date:   Thu Feb 15 06:14:01 2024 +0100

    Lots of minor fixes. (most are high population related) (#1062)

    Fixed servants being 16x better than intended at farming if you have high population.
    Fixed hunters being affected by the high population penalty and savanna planet bonus twice for furs.
    Fixed hunters being affected by the high population penalty twice for bones.
    Fixed raiders being affected by the high population penalty twice for gathering resources.
    Fixed Gnawer consuming 4x as much wood with high population.
    Fixed Titanium from iron smelters being 4x as high with high population if you don't have a powered iron mining ship.
    Fixed Psychic boost not working on food from soldiers.
    Fixed sniper not working on bones from hunters and captives from raiders.
    Fixed the weapon modifier being applied before racial traits for raiders capturing captives and cattle.
    ^ This caused the hivemind bonus to increase with your weapon techs.
    Fixed lawless and armored being significantly more effective at low rank and worse at higher ranks.

    Added high population scaling for the unemployed penalty. (no more 4x penalty with insects)
    Added living tool rank scaling for farmers.
    Added oceanic fur penalty and tundra fur bonus to hunters.

commit 95b2036
Author: Mipha <[email protected]>
Date:   Thu Feb 15 06:13:01 2024 +0100

    Fix arraak thralls and human thralls. (#1060)

    Arraak thralls did not apply their resourceful bonus at all.
    Human thralls only applied if you also had regular creative.
    added resourceful effect in the craftsmen tooltip.
    Fixed some miscellaneous spelling issues.

commit cc5fc6e
Author: Wiedźmin <[email protected]>
Date:   Thu Feb 15 06:11:55 2024 +0100

    Added queue styles (#1059)

    And various translation updates

commit 7161a33
Author: 迎春心情 <[email protected]>
Date:   Thu Feb 15 13:11:23 2024 +0800

    补充汉化 (#1067)

    * Update strings.zh-CN.json

commit d2126f1
Author: networkinterfacecontroller <[email protected]>
Date:   Wed Feb 14 21:10:56 2024 -0800

    typo (#1069)

commit 2e0fd2e
Author: Dan Wallis <[email protected]>
Date:   Thu Feb 15 05:10:23 2024 +0000

    Automatically reduce build queue size as needed (#950)

commit 8b49e59
Author: yarukishi <[email protected]>
Date:   Thu Feb 15 14:09:38 2024 +0900

    Add setting to auto-power all new structs (#1010)

    * Fix return status of powerOnNewStruct

    Move "return true" inside of the check for power. Also, update the current available power status even when matter replicator governor task is off, so that future invocations are also correct.

    * Always set powered() to electricity cost

    For all structures that use the powered() function as a proxy for enabling ON/OFF buttons, return 0 instead of a misleading positive value

    * Add button to always power new structs

    Extend the functionality of powerOnNewStruct to handle both electricity and region support. Return true iff the new building is powered on.

    To allow region support structure detection, add new field "s_type" to structures that consume support and have ON/OFF buttons. At this time, the field is not added to structures without ON/OFF buttons, such as Swarm Satellite.

    Resolve incongruities in existing structure definitions:
    - Add support() function to the zoo
    - Check for available support before enabling Tau Ceti mining ships and whaling ships

commit e5d6c07
Author: yarukishi <[email protected]>
Date:   Thu Feb 15 14:08:05 2024 +0900

    Convert slaves into a normal resource (#1012)

    Currently, slaves are stored as a count on the slave pen structure, and they are mirrored as a global resource for display purposes. This causes a value mismatch when a tax riot occurs, where slaves appear to be killed but are not. Change all references to the slave pen version of slave count into the global resource version.

commit 8d9abcf
Author: yarukishi <[email protected]>
Date:   Thu Feb 15 14:06:29 2024 +0900

    Fix priority inversion of DNA sequencer and build queues (#1023)

    The conditions for the DNA sequencer and the build/research queues to consume the Knowledge resource are different. As a result, structs and techs that require Knowledge may never build when automatic sequencing is enabled. Specifically, this may occur when Knowledge production less than 10k per day.

    To allow queues to function for structs and techs near the Knowledge cap at that time, set the DNA sequencer buffer size to the lesser of 10,000 and the Knowledge production value.

    Fixes issues #322 and #672.

commit 05cee32
Merge: 2a864c7 fed4fe3
Author: Peter Motschmann <[email protected]>
Date:   Thu Feb 15 00:05:14 2024 -0500

    Merge branch '1024' into 1.3.11

commit 2a864c7
Author: Xilexio <[email protected]>
Date:   Thu Feb 15 05:53:43 2024 +0100

    Adding accelerated time for time the system was suspended/hibernated, two bugfixes of accelerated time (#1030)

    * Giving accelerated time when a single longLoop took more than 120s, indicating system sleep, hibernation or something similar. Fixes #972.

    * Fix of sleep or hibernation detection by restarting the game loop.

    * Fixed adding double the accelerated time on regular pause and refactored calcATime.

    * Fixed remaining issues with accelerated time. Fixed too much accelerated time being added compared to documentation (2500/3333 instead of 2/3). Fixed accelerated time ignoring hyper or slow. Renamed calcATime to addATime.

    * Fixed displayed accelerated time for hyper/slow races.

    * Reverted formatting of an import back to a huge line.

commit 1e4defd
Author: issac_nozomi <[email protected]>
Date:   Thu Feb 15 12:52:27 2024 +0800

    Fix incorrect display of additions for Aquarius sign (#1042)

commit 694a776
Author: yarukishi <[email protected]>
Date:   Thu Feb 15 13:51:56 2024 +0900

    Fix a variety of issues related to the Gravity Well challenge (#1049)

    * Display gravity well as heavy-exclusive on wiki

    * Require the He-3 cost for prep ship to be paid

    * Fix direction of Dark Energy scaling on Gravity Well combat loot

    * Fix CSS inheritance for actions in modals

commit 3dfa83d
Author: zyx-xyzzy <[email protected]>
Date:   Wed Feb 14 22:50:54 2024 -0600

    Pet names properly check for species and string table (#1052)

commit 0fbf211
Author: Xilexio <[email protected]>
Date:   Thu Feb 15 05:47:05 2024 +0100

    Build cleanup (#1061)

    * Fix path to wiki.less source file

    * Cleaned up package.json - removed stub scripts (test), named evolve/wiki build in a consistent way ([evolve/wiki][-less][-win]), added one script to build everything (build), added a script to deploy the game to GitHub pages. Added Windows versions of all scripts. Updated the readme with new build commands and additional explanations for contributors.

    ---------

    Co-authored-by: Dan Wallis <[email protected]>

commit fed4fe3
Author: yarukishi <[email protected]>
Date:   Wed Dec 6 22:45:09 2023 +0900

    Allow all non-Micro universes to improve Evolve Adept perk

    The Evolve Novice through Grandmaster feats all depend on the achievement level of some number of achievements, as well as the highest completed challenge level of the matching reset tier. Unlike all of the other reset tiers, Black Hole / Vacuum Collapse resets have unique achievements for each universe, so the White Hole achievement level in the Standard universe cannot increase as a result of resets in non-Standard, non-Micro universes.

    Change the perk effect of Evolve Adept to consider the black hole / vacuum collapse achievements from the Evil, Antimatter, Heavy, and Magic universes on equal standing to White Hole. Micro is excluded.

* Fix for Luxury goods income with high pop or colonies

* Added fasting scenario

* progress towards fasting scenario

* Delete test.html

* Progress on fasting scenario

+ Misc changes

* Changed Banquet hall cost/effect

* Misc fixes/prep for pull
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2 participants