Update 0.3.0.86

## Update 0.3.0.86 (The 1.6.x Compatibility Update) *pre-release*

### Overview

In this minor update, many bugs in 0.3.0 found so far have been fixed, and this update also makes the pre-release version of the mod compatible with Stormworks versions 1.6.x. And sorry for the time this update took, I kept taking on and off breaks.

This also adds many QOL features and changes, such as Air Crash Mode, Automatic Migration, Giving all vehicle with a temp name a proper name (Huge thanks to Just Mob with this) and “?icm tp”, to name a few.
As well, all of the errors that have been reported have been fixed\*

\*It’s Possible that I missed some, if you notice an error that I did not say was fixed in this version but was present in 0.3.0.77, please notify me again of the error.

Also, many vehicles that had specific issues have been solved, such as the Fox not starting it’s engine, or the Guardian and Swatter not properly aiming on the yaw axis.

Lastly, thanks to Lassi, the Corvette has gotten a new look, making it more accurate to its real life counterpart which it’s based off of (https://en.wikipedia.org/wiki/Hamina-class\_missile\_boat).

Below is a detailed list of the changes made from 0.3.0.77.

### Main

* *Feature* *-* Added air crash mode, where planes and helis will explode if a crash has been detected (if velocity changes too much, or changes too little within a certain period of time) *Note: if a AI’s velocity is too stable (ie, jet dog-fighting) it may explode, due to an oversight with this feature (should be checking if there's too little movement, not too little velocity change). Will be fixed in a future update.*
* *Feature* - Added a new automatic migration system, to automatically update data from saves made with older versions of Improved Conquest Mode (only supports 0.3.0.77+).
* *Rework* - Did a bit of code cleanup
* *Fix* - Fixed issue where it’d be trying to recharge batteries named “Diesel #”, instead of “Battery #”
* *Error* - Fixed error due to server.setVehicleSeat() having “trigger” added to it.
* *Error* - Fixed error due to the AI capturing their main base.

### Modified Vehicles

* Fox
	+ *Rework* - Renamed from BI-D1
	+ *Fix* - Fixed issue where it’s engine would not start
* Patrol
	+ *Rework* - Renamed from BS-H1
* Corvette
	+ *Feature* - Now incorporates the target’s Y level for firing a VLS missile, so they don’t get shot at submarines below the water.
	+ *Optimisation* - Optimised the mast (Thanks Lassi)
	+ *Rework* - Renamed from Destroyer
	+ *Rework* - Updated to be more realistic with it’s real life counterpart (Thanks Lassi)
		- Changed Propulsion system to fluid jets
		- Moved some things around (eg: crane)
		- Camouflage Paint
	+ *Rework* - Increased time between VLS missiles from 10s to 12s
	+ *Removal* - Removed hatches that would open to make the ship sink faster, as the devs fixed the sinking physics.
* Wolf
	+ *Rework* - Renamed from AI-C1
	+ *Fix* - Fixed issue where it would be extremely slow
* Swatter
	+ *Rework* - Renamed from CD-E1
	+ *Rework* - Removed logic on the missiles where they’d stop tracking once within 200m of the target.
* Mule
	+ *Rework* - Renamed from AT-C1CT
* Rodent
	+ *Rework* - Renamed from ET-C1
	+ *Rework* - Made its minimum target mass and minimum target y to be less restrictive
* Guardian
	+ *Rework* - Renamed from HD-C1
	+ *Fix* - Fixed the yaw aiming of the turret being broken.
	+ *Rework* - Fixed issue where it’s maximum pitch was set too low, resulting in it unable to hit targets which were high up.
* Spider
	+ *Rework* - Renamed from CD-C1
	+ *Fix* - Fixed the yaw aiming of the turret being broken.
* Supply
	+ *Rework* - Renamed from A988-1 Supply
* Rook
	+ *Fix* - Fixed issue where it would detonate under severe depression

### Player Commands

* *Feature* - Added “?icm” as a valid prefix
* *Feature* - Added “?icm tp <vehicle\_id> <x> <y> <z>”, to teleport an AI vehicle to the specified coordinates
* *Feature* - Added “?icm queue\_convoy”, to queue a convoy to be sent out.
* *Feature* - Added “?icm kill” as a valid alias for “?icm delete\_vehicle”
* *Feature* - Now makes the prefix you entered lowercase, meaning that “?ICM” or “?IMPWEP” will work.
* *Optimisation* - Optimised the checking for if the player had access to the command they entered.
* *Rework* - Updated the message when a player tries to spawn a land vehicle near or at coordinates (no longer planned to be added for 0.3.0)
* *Removal* - Removed “?icm full\_reload” command, replaced with automatic migration.
* *Removal* - Removed “turret” as a valid type for “?icm sv”, as its logic for spawning cannot work like the other vehicles (use ?icm st instead, or specify the turret’s name).
* *Fix* - Fixed “?icm list\_vehicles” not working as an alias for “?icm vl”
* *Fix* - Added missing “graph\_node” and “driving” for the errors in “?icm debug”.
* *Fix* - Fixed issue where “?icm debug graph\_node” would not work (was turning the \_ into a space).

### Cargo/Logistics

* *Fix* - Fixed issue where when a cargo vehicle was done transferring, it wouldn’t be set to be despawned instantly, instead taking an hour to despawn.
* *Fix* - Fixed issue where escort vehicles would be killed if they could not be afforded.
* *Fix* - Fixed issue where the cargo vehicles would not sync their contents with the script properly when they were loaded, causing the script to think that their tanks are empty

### Pathfinding

* *Optimisation* - Optimised the time it takes to get all the graphnode’s y level at world creation by around 372% (~533.55 nodes/s from ~143.4 nodes/s).
* *Rework* - Now considers graph nodes in a 100km radius from 0, 0, instead of a 50km radius.

### AI

* *Fix* - Fixed issue which caused vehicles to be unable to transfer out of the resupply squadron.

### Spawning System

* *Rework* - Increased the amount the spawn modifiers change, resulting in larger and faster adaptions to the AI’s vehicle selection.
* *Fix* - Fixed issue where it would get mixed up while dealing with NSO and not\_NSO zones, sometimes removing the wrong ones, causing vehicles to spawn in the wrong spots.
* *Fix* - Fixed issue where it would not set the turret spawn point to say that its occupied after a turret spawned there, resulting in the turret cap per island to be disobeyed.
* *Fix* - Fixed issue where when a turret was killed, it’s spot would not be set to say that it’s location is free now, causing that turret location to be permanently locked.
* *Fix* - Fixed mistake I made in the equation for deciding which island to spawn the defence vehicle at.
* *Error* - Fixed error due to not checking if the enemy AI can spawn a defence vehicle at an island, causing them to be spawned at invalid islands, sometimes resulting in script errors.

### Backwards Compatibility

* *Compatibility Status* - Should be directly compatible with worlds made in 0.3.0.77+