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7d2dXG/Mods/zzzzZZTong-Prefabs/CHANGELOG.txt
Nathaniel Cosford 062dfab2cd Patched
2025-05-30 01:04:40 +09:30

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CHANGE LOG / RELEASE NOTES: (Newest to Oldest)
V1.0.022 (ZZ022)
* Converted to Version 1.0. (Shocking, I know, right?!)
* Bug fixes. Block changes. Texture changes. Door changes. More bug fixes.
* More POIs support Infested Quests.
* Added rwg_tile_downtown_intersection_zztong_02,
rwg_tile_downtown_intersection_zztong_03, and
rwg_tile_downtown_intersection_zztong_04.
* Added rwg_tile_commercial_cap_zztong_01, rwg_tile_commercial_t_zztong_01.
* Changes to rwgmixer.xml config to align with TFP direction and new features.
* Added zztong_tfp_house_old_spanish_01 for grins. (Yeh, it is modified.)
A21.2.021 (ZZ021)
* DuplicateRepeatDistances on Houses reduced to 1000 to combat empty lots.
* New Hidden Decorations and POIs thanks to ideas from the Rebirth community:
buried_treasure_01 (Deco), buried_treasure_02 (POI)
* Retired the old, huge, ugly, wasteful Office_Bldg_03.
* Added a new Office_Bldg_03, lighter, nastier, nicer looking.
* Added watering_hole_01, watering_hole_02, house_22.
* Bug fixes to house_17, kzmb, brownstones, and warehouse_02.
* Removed AllowedBiome and AllowedTownship tags and various Biome tags.
A21.2.020 (ZZ020)
* Fixed installation instructions.
* Fixed biomes.xml issues with decorations.
A21.2.019 (ZZ019)
* Added rwg_tile_gateway_straight_zztong_08.
* Added rwg_tile_gateway_intersection_zztong_01.
* Added rwg_tile_gateway_intersection_zztong_02.
* Added rwg_tile_gateway_intersection_zztong_03.
* Added bartertown_bobx, bartertown_hughx, bartertown_jenx,
bartertown_joelx, bartertown_rektx.
* Added pump_substation_01, solar_farm_02.
* Changed the DifficultyTier for all Tiles to 0 to assist modders.
* Removed QuestTags from things that shouldn't have quest tags.
A21.2.018 (ZZ018)
* Bug fixes
* Added restaurant_03, warehouse_04, store_s_03, store_s_04, store_xs_16,
store_s_05, gyroport_01, tfp_docks_01, tfp_docks_05, lot_vacant_03,
lot_vacant_04, lot_vacant_05, lot_vacant_06, storage_02, trailer_02,
trailer_park_04.
* Added rwg_tile_gateway_straight_zztong_07, rwg_tile_gateway_t_zztong_02,
rwg_tile_countryresidential_corner_zztong_01,
rwg_tile_countryresidential_corner_02, rwg_tile_countryresidential_t_01.
* More infestation quests.
A21.1.017 (ZZ017)
* Updated Teragon configuration file to match newest format.
* Adjustments to POIs based on user feedback.
* Revised rwg_tile_downtown_intersection_zztong_01 to improve performance.
Adjustments made to the four intersection POIs to match.
* Used DuplicateRepeatDistance to moderate the placement of house and
wilderness POIs. I'm not trying to take over the world. Honest!
* Smoothed the terrain on many Tiles.
* Moved Quest (qt_zztong) to another modlet. This kind of thing has started
to look like scope creep and is better off elsewhere.
A21.1.016 (ZZ016)
* Added tfp_apartment_adobe_01, tfp_prison_01, tfp_school_k6_01, and
tfp_settlement_01 because some folks were feeling nostalgic.
Okay, yes, I was feeling nostalgic too.
* Added restaurant_02 -- Waffle House was suggested by Max_Dong and I'm a fan
of the restaurant, so yeh... there it is.
* Added rwg_tile_gateway_straight_zztong_04 with a variety of bridge parts.
* Added rwg_tile_gateway_straight_zztong_05.
* Added rwg_tile_gateway_straight_zztong_06.
* Have begun to add Infestation Quests to POIs.
* Am dabbling with the use of Triggers, but am mindful of the great many user
complaints about the use of this feature in A21 vanilla POIs with regard
to zombies appearing out of thin air and the affects on stealth. As a
stealth player myself, I do appreciate being able to disarm an ambush if I
play well.
* Removed settlement modifications from rwgmixer.xml with respect to what
districts are used to wrap towns and cities. In retrospect, those options
are probably better off in a map/RWG focused modlet. Now this modlet only
contains configuration that support the placement of the modlet's POIs.
* In response to player feedback, the placement of dogs on Tiles and in Tier 1
POIs has been revisited and those dogs have mostly been either muzzled or
removed. In the cases where they stayed, there was generally a reason why
they were there, but I did lower the chance of the dog appearing. If you
choose to wander through a higher tier POI as a shortcut then you can still
encounter the beasties.
* Added Trader variants for those who want to play without trader POIs.
This is NOT configured by default so if you want to play this way, see the
README file for instructions.
A21.0.015 (ZZ015):
* Updated to A21 Blocks.
* Migrated all custom blocks to the "Custom Blocks Pack" modlet.
This modlet now depends upon that modlet. You need to install them both.
* Worked to eliminate custom Parts that only had one block. The strategy going
forward is to use Parts for collections of blocks.
* Broke the README file into README and CHANGELOG.
* Added a Documentation folder to hold misc TXT files.
* Broke up the kludge that was the A20 Gateway Tile resulting in new POIs:
adot_01, containers_01, car_show_01, fieldday_01, ranger_hq_01, scout_lodge_01,
storage_01, roadside_rest_01, trailer_park_03, truck_park_01, truck_stop_01,
gateway_filler_01, gateway_filler_02, gateway_filler_03.
* Added wind_turbine_02 as a standard POI marker size for non-wilderness.
* Added rwg_tile_gateway_straight_zztong_01, rwg_tile_gateway_straight_zztong_02,
and rwg_tile_gateway_straight_zztong_03.
* Added skyscraper_01 and tfp_skyscraper_02 to the commercial district to take
some heat off of the downtown district. (They can now be in either.)
This also addresses player desires for more Tier 5 POIs on maps.
* Removed all Destroyed POIs from the modlet. You can find them in the
CompoPack where they may appear in the CP's destroyed city.
* Reviewed all Parts and sent many to my Archive in favor of making and using
Placeholder blocks from this point on. I'll largely move away from Parts
that consist of 1 block.
* Added a variety of "Notes" to the loot which add local color to the game.
Among them there are four coded fragments that can be assembled and sold.
* Added a "Bruce's Treasure" quest to the game for no particular reason.
A20.7-ZZ014 :
Added rwg_tile_rural_corner_zztong_02, rwg_tile_residential_straight_zztong_02,
rwg_tile_residential_t_zztong_02, rwg_tile_countryresidential_cap_01,
rwg_tile_countryresidential_straight_01, rwg_tile_commercial_intersection_01.
Added store_xs_11, store_xs_12, store_xs_13, store_xs_14, and store_xs_15.
Added balloon_safari_01, house_18, house_19, house_20, house_21.
Added intersection_04, oil_pump_jack_01, rebirth_01, red_rocket_01, sheriff_01.
Added warehouse_02, warehouse_03.
Loot updates for drive_thru_01, house_01, house_03, law_offices_01, masonry_01,
lumber_yard_01, pharmacy_01_destroyed, propane_01, store_s_01, store_xs_03,
store_xs_05, store_xs_06, store_xs_07, store_xs_08, store_xs_09, store_xs_10,
and strip_mall_01.
Revisions to car_wash_01, office_building_02, office_building_03, and
office_building_03_destroyed.
Bug fixes for various residential tiles. (Sidewalk issues)
Bug fixes for many POIs related to removing non-POI versions of blocks,
cleaning up texture issues, loot issues, and lots of reasons.
Bug fix for part_cookpot. Whoops. That wasn't supposed to be a bomb.
Added POI names to the Localization.txt file in preparation for A21.
Added some more custom blocks and helpers to provide more crate options.
Removed the subway system from the Intersection Tile and all related POIs
because it was leading people down a path to fail missions and because Arizona
isn't a place with subways.
A20.6-ZZ013 :
Added terrain stamps. This is a first-time thing for the modlet.
Added support for Teragon. This is also a first-time thing for the modlet.
Added rwg_tile_residential_cap to finish off the set.
Added delos_oldwest_01 POI to the oldwest town. Yes, Westworld! Androids!
Added some filler POIs: crater_01, based off a TFP crater.
Added 10 more biome decorations, largely for the wasteland.
Made POIs look a little more beat up. (I'm still not on TFP's level.)
Put quest markers on top of deco blocks to work around buried marker issue.
Adjusted many POIs to match Zombie density goals. (See DIFFICULTY.txt)
Lowered the following to Tier 0: field_chickens_01, field_fish_01,
field_mushroom_01, garage_01, mass_grave_01, mass_grave_02.
Lowered the following to Tier 2: ems_01 and Zeds were thinned out.
Lowered the following to Tier 3: office_building_01. Boy-o-boy there were too
many Zeds crammed into that building trying to hit that higher tier.
A20.6-ZZ012 :
Added rwg_tile_residential_corner_zztong_01 to allow more house footprints.
Added rwg_tile_residential_intersection_zztong_01 to allow for more houses.
Added rwg_tile_residential_straight_zztong_01 and it really is straight.
Added rwg_tile_residential_t_zztong_01 to allow for more house footprints.
Added house_06, house_07, house_08, house_09, house_10, house_11, house_12.
Added house_013, house_14, house_15, house_16, house_17.
Added remnant_house_02, apartment_03.
Added five new desert cactus cluster decorations.
Tagged dog_park_01 and vacant_lot_01 to also place in residential district.
Tagged house_01 and remnant_house_01 to place in residential district.
Tagged tfp_house_new_04 to place in residential district instead of rural.
Updated apartment_01, apartment_01_destroyed, apartment_02_destroyed, ems_01.
Updated skyscraper_01's antenna. Fixed bugs in farm_04, masonry_01.
Added more Parts to the pack.
Renamed Decorations and POIs to be all lowercase.
Added a Thank You message to the loading screen. I depended on a translation
service for all the non-English languages and my fingers are crossed that I
did not insult a large portion of Humanity.
A20.6-ZZ011 :
Adjusted version number style in ModInfo.xml. (No letters? Really?)
Added store_s_01 for countrytown.
Added store_s_02 for countrytown.
Added house_05 for residential.
Added slabhouse_01 to go with a Reddit request.
Added house_04 because I wanted to make an A-Frame house.
Gave KZMB Radio a better antenna tower.
Added minefield markers to Strip_Mall_01 as suggested by players.
Added a couple of Z's to Office_Building_02 based on feedback.
Added lot_vacant_01 and lot_vacant_02.
Added 11 Rubble and 2 Grave Decor to Desert, Forest, and Snow.
Added 3 Mystery decorations to the Desert for grins and boggles.
Adjusted Gas Can loot from Propane_01.
Added some swampland tags to four POIs to integrate with MPL's Swamp Tiles.
Fixed floating debris in rwg_tile_rural_intersection_zztong_01.
Fixed missing railing in Farm_04 and other minor adjustments.
Fixed bad driveway placement in Farm_08.
Fixed missing quest marker in NTT_HQ_01.
A20.6-ZZ010 :
Converted 13 field parts into rural filler and three quests.
Added Car_Wash_01, Trailer_01, and Trailer_Park_02. Added four rural Tiles.
Added Political_Party_HQ_01.
Added some custom blocks and loot lists: 100% XML.
Converted Warehouse_01 to use custom crate blocks.
Renamed "Shamway HQ" to "Beatrice Foods" in zztong_TFP_Skyscraper_02" and
converted the POI to use custom crate blocks.
The Apartment_02 landlord has finally painted the place. Yeeesh!
Fixed a bug in Ranch_01 part list. Fixed a bug in Farm_08. Fixed three
Storm Cellar Parts that had some weird layer of stone inserted in them.
Water Tower Parts now have water. What a novel concept.
A20.5-ZZ009 :
Added Dog_Park_01 rural filler. (Beware of the Dog)
Added NTT_Hub_01 and NTT_HQ_01.
Added Survivor_Base_Ruin_01 which has special purpose (see ABOUT.txt).
Added a Gateway Tile and a bunch of Parts to allow for lots of possabilities.
Added some decorations that look like ruined horde bases.
Re-rebalanced loot in Tier 5's because I really screwed those up.
Re-rebalanced loot in Masonry_01 and Cement_Plant_01. Still too much cement.
Removed fetch quests from Tiers 3, 4, and 5. Apparently they're too easy.
Applied numerous bug fixes spotted by the CP's eagle-eyed testers.
A20.5-ZZ008 :
Fixed numerous bugs and rebalanced loot. Added
rwg_tile_downtown_intersection_zztong_01 and Intersection_01, Intersection_02
and Intersection_03 to go with it. Added Ranch_01 and Vault_K9_01.
Added all my custom Parts because parts are cool, parts are wonderful.
Spinkled Parts into many existing POIs for some subtle variety.
A couple of POIs changed tiers. Added decorations for the Wasteland.
Introduced this modlet to GitHub for my own sanity and peace of mind.
This should have no effect on modlet distribution, but may open up options for
those who work on other projects, plus it gives me a nice backup location.
I do NOT recommend consumers of this modlet pull from the head of main branch.
Introduced this modlet to the GPLv3 license. See LICENSE.TXT and the
LICENSE-NOTES.txt files for details. It should not represent a significant
change for those of you who repackage, or curate, this modlet's content.
A20.1-ZZ007 :
Added Farm_01, Farm_02, Farm_03, Farm_04, Farm_05, Farm_06
Farm_07, Farm_08, Garage_01, Stormwater_Detention_Pond_01, Biowaste_Dump_01,
Electrical_Substation_01, Cement_Plant_01. Retrieved skyscraper_02 from A19
and brought it forward as TFP_Skyscraper_02. Promoted Mass_Grave_01 and
Mass_Grave_02 back to being POIs. Fixed minor problems in EMS_01, Bar_Pool_01,
House_01, House_02 and TFP_Cemetary_01. Added rwg_tile_rural_straight_zztong_01.
A20.EXP-ZZ006 : A20 Experimental Support. All POIs converted to A20.
A19.6-ZZ005 :
Added POIs: Store_XS_09, Store_XS_10, Skyscraper_01,
Skyscraper_01_destroyed, Warehouse_01, Cave_01 and KZTV_01.
Added Decoration: Tent_01, Tent_02, Tent_03, Tent_04, and Tent_05.
A19.6-ZZ004 :
Fixed a problem with TFP_Cemetary.
A19.6-ZZ003 :
Many block conversions to support the new version. I shamelessly
piggy-back on the work of Stallionsden for the CompoPack. Many thanks to him
for shepparding me through this process. Added TFP_Army_Barracks_01,
TFP_Cemetery_01, TFP_Ranger_Station_01, TFP_House_New_04, Presidio_Museum_01,
Store_XS_01, Store_XS_02, Store_XS_03, Store_XS_04, Store_XS_05, Store_XS_06,
Store_XS_07, and Store_XS_08.
A19.5-ZZ002 :
Fixed the Cabin_Fort_01 so that it wouldn't collapse into an
empty lot. (Yikes!) Fixed Filename Typo (Farmers Market), Fixed
ShowQuestClearCount settings. New POIs: Destroyed Variants from ZZ001,
House_03, StripMall_01, StripMall_02, Restaurant_01, Remnant_House_01,
and Storm_Cellar_01. Added Decorations: Hunters_Trap_01 and Hunters_Trap_02.
Converted Mass_Grave_01 and Mass_Grave_02 to Decorations.
A19.5-ZZ001 : Initial Release