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Atrocity ships #293
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Open
Atrocity ships #293
kestrel1110
wants to merge
302
commits into
kestrel1110:ES-Unstable-Content-XXXI
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TomGoodIdea:atrocity-ships
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…ns (endless-sky#8860) * An escort with the derelict personality is in the same system as the player's flagship, and has run out of fuel will no longer fly outward forever. * A ship that is not an escort, has nothing to do, and won't leave the system, in a system with no StellarObject, will no longer fly outward forever. * A ship will now de-target a friendly target that has left the system. * A ship that has decided to de-target a friendly target will complete AI decisions further in that step instead of stopping at that point. * Ships that want to de-target a friendly target will now actually clear the ships target pointer instead of clearing a local pointer. * Ships that are being assisted can no longer choose to assist someone else. * Ships with certain special behaviors (like surveillance or mining) will now do that if they are stranded without anyone to ask for help. Previously, they would become locked in a "do nothing" state.
…to "lock together" (endless-sky#8858)
…vents fail instead of persisting (endless-sky#8849)
… to cloak (endless-sky#8874) * Also, add the new personality to the Starling the player needs to scan in the Remnant: Keystone Research missions. * Also, refactor AI::DoCloak slightly to improve readability (warp-core). Co-authored-by: warp-core <[email protected]>
…ky#8892) In some cases an escort decides to regain its fuel using its ramscoop instead of landing on a suitable planet, which is faster.
…lanets with the "remnant station" attribute as destinations (endless-sky#8897)
When creating a release the steam depots are now packaged and uploaded as a workflow artifact. They can be uploaded directly to Steam.
Co-authored-by: tibetiroka <[email protected]> Co-authored-by: warp-core <[email protected]>
Improved the planet label code to allow for better placement (without overlaps) of planet labels.
…fitter/shipyard map (endless-sky#9053)
…royed (but not captured) ships (endless-sky#9264) Changed the "on kill" action behavior to match the "kill" NPC objective, triggering on both ship destruction and capture
* update * don't show progress * remove default value
Co-authored-by: Amazinite <[email protected]>
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