Revision 37

Major Features

 * lots of engine, rendering, and AI optimizations
 * new character skill system (& character models set by highest skill)
 * revamped resource harvesting UI
 * lots of new cult & bandit events
 * icon added for single bottle of rum

The Engine
 * optimization: removed unnecessary matrix calculations from renderer backend
 * optimization: Rewrote all code for handling of static props to use flat arrays for cache efficiency
 * FIXED: zone decals (farms, graveyards, roads, ???) now correctly render in screen space as volumetric decals

Human Characters

 * Added middle-class character skills:
 * resource collection
 * carpentry
 * smithing
 * cooking
 * science
 * farming
 * construction & repair
 * added a skill progression system (though job time reduction based on skill level is not yet fully implemented – it's on workshop jobs, resource collection, and construction & repair so far.)
 * related: a whole mess of profession-specific character models have been hooked up (these change based on workcrew overseer's primary skill)
 * optimization: characters won't attempt to fulfill dependencies they don't need (stowing tools when they don't need to, fleeing from monsters when none are around, etc.)
 * FIXED: invite to cult feedback said it was trying to form a new cult (+ made text description more informative)
 * cults: if a cult doesn't have a shrine and has >= 3 members, it will attempt to build a shrine
 * colonists will now be woken up by gunshots, melee fighting, and explosions based on distance from source of sound (rather than damage target)
 * "embrace eldritch visions" action now plays a variety of animations
 * weighted down the appeal of "admire painting/fine machinery/implements of science" jobs
 * medicinals (Laudanum, Sulphur Tonic) have a chance to remove the desire to form a cult from maddened colonists
 * FIXED: colonists inspired to start a cult already in a cult won't start a new cult
 * cults: cult will select most hardcore member to be a new leader if their old leader dies
 * cults: a cult will end if all members are dead
 * cults: cultists will attempt to worship at cult shrines each night
 * cults: non-cultists witnessing cult worship will become upset; cultists witnessing cult worship will become happy
 * cults: cultists will become irrationally happy if they do any sort of cult things
 * cults: a colonist’s religion description string will update if they join a cult (as minion or leader)
 * cults: occult murder re-activated; occult murderers won’t flee from justice (they serve a higher law)
 * cults: a cult will request permission to build a shrine the first time, allowing player to tolerate or persecute cult shrines
 * cults: shrines can be destroyed by any damage source & cultists will be angered if their shrine is destroyed (by any means)
 * added more character names (call me Ishmael)
 * FIXED: stockpile hauling jobs utility would tank due to distance calculation

Combat & Military

 * optimization: improved speed of time soldiers spend checking alarm queries
 * optimization: improved speed of time spent checking for hostiles
 * balance: doubled reload time for characters w/o military training
 * made fishguns unusable by humans (because they’re both terrible and would ruin the gun economy)
 * soldiers will attack cult shrines if policy is set to persecute cults

Non-Human Characters (Animals, Monsters, Vehicles)

 * overhaul of bandits in-progress (and yes, bandits technically fall under the "monsters" category)
 * improved feedback for various decisions made by bandits (setting up camp, attacking player)
 * bandits will form gangs (like workcrews, but for crime!); bandit gangs get their own names
 * bandit combat behaviour improved (won’t ignore gunfire to steal stuff, usually; entire gang will retreat if > 50% of squad is fleeing, etc.)
 * balance: made fishpeople less excited about attacking gabions
 * polished minor issues with fox pack-hunting behaviour

Buildings & Building Creation

 * colonists using a stockpile will now always prefer the closet stockpile square
 * FIXED: characters would drop tools in any old stockpile
 * FIXED: game would crash sometimes when cancelling an assignment, cancelling jobs, and picking up a job that was cancelled on the same frame
 * balance: increased interrupt value of "repair module" and "gather building materials for repairing module"
 * balance: doubled output of farms, halved hunger/starvation time
 * added correct description to Chicha (an alcoholic beverage brewed from maize!)
 * FIXED: chalkboards now have a 1×3 footprint
 * the macroscope is no longer backwards
 * FIXED: modules not individually selectable after save/load
 * FIXED: modules sometimes not getting correct tooltips selected and still always displaying module costs
 * FIXED: modules not having correct bounding box set in object grid after save/load
 * FIXED: misspelling of "fibrous" in Flax Straw description
 * combined the Refinery, Arsenal, and Metalworks into the Metalworks building
 * added "Upgrade Musket To Carbine" job; basic single-shot weapons (musket, pistol) can now be upgraded to multi-shot weapons

Multiplayer

 * work on determinism
 * work on tools to debug determinism

Events, Metagame, & The Overworld

 * balance: criminal favour gives random 1-3 criminals rather than always 3
 * balance: redcoats favour gives one fewer soldiers
 * added a number of new events based on population and traits, as well as a fun bonus one for mining
 * allowing too many cult shrines to be built may trigger an investigation
 * added "how to use a workshop" contextual tutorial
 * "Research Family Tree" event now has consequences
 * "Lord Palmerstoke's Science Crate" event has been completely revamped and is ridiculous
 * "Ominous Dreams" event now actually fires and adds madness to its victim
 * FIXED: events w/o consequences (ie. many new memories made in response to player decisions)
 * balance: made supply drop really rare & take a long time

UI/UX

 * added icon for bottle of rum
 * added descriptive text of madness level to character info panel
 * shortened tutorial tooltips (they were overflowing their background)
 * added game website to title menu just because
 * added sound effects to a lot of UI elements
 * added line placer for clicking and dragging out gabions and other rows of elements
 * added feedback for building demolition orders (clicking the button now closes the UI, reopening it shows an alert that it's slated for removal)
 * added new assignment beacon system for resource collection jobs
 * added "assignment zones "drawn around new assignment beacon areas when their control icon is moused over
 * added contact note on launcher
 * revised some icons to show ceramics kilns vs. smelter modules
 * finished the graveyard icon, finally