Revision 34

Big features

 * Naturalists will now explore, study nature, and find weird artifacts!
 * Added Laboratories and Scientists to study weird artifacts & do Science!
 * (Coincidentally) your colonists might transform into (more) monsters if certain conditions are met. Mysterious!
 * Buildings and Modules can be dismantled: Build, dismantle, then rebuild your colony to be more perfect!
 * Favours: use your prestige in the Empire to call in supplies, skilled workers, or if you have no prestige: extra criminals! Hooray for Extra Criminals!

Engine

 * FIXED: OS X Lua errors.
 * FIXED: Some heap corruption (this was actually horrible)
 * FIXED: pathfinding stall
 * FIXED: some pathfinding issues with buildings with no doors
 * FIXED: crash after loading the game and having somebody turn into a skeleton if that person did not have hair; other hair-related crashes

Nature/World

 * Extended a game day/night cycle from 6 to 8 minutes total
 * Day/night ratio is now 3:1 rather than 5:1
 * Made night slightly lighter (so you can see better)
 * Added flax plants as valid crop to both biomes
 * New hematite node texture
 * Removed the horrible grass lump from a lower dimension
 * Naturalists may discover that random rocks are actually an ore node

Animals

 * Animals will now eat crops & applicable food items
 * Animal hunger tracking overhauled
 * Colonists will shoo bad animals away from crops & applicable food items
 * Ground fowl will create nests
 * Animals flee from danger more effectively
 * Added eating animation for foxes

Characters

 * FIXED: Listening to a sermon caused colonists’ bodies to explode
 * Made lots more jobs uninterruptible for gossiping (may pull back on this a bit depending on how it works)
 * Fixed up “return to civilization” job (with some back-end to detect civ at start position)
 * Converted food to roughly require 1 unit per day per colonist rather than baseless nutritional value system; changed descriptions of foods to reflect this
 * Balance: whether it is night or not now affects a lot of character jobs & behaviors
 * Further overhauling of sleeping/hunger & related activities rebalanced
 * Job made to dump undesirable corpses outside of “civilization” area
 * FIXED: Session boolean values (e.g. “isNight”) were not being weighted correctly with negative weights
 * FIXED: Chapels/vicars work again
 * Colonists will forage for food if starving
 * Foraging is now its own job category

Military/Combat

 * FIXED: “wield firearm” requirement wasn’t fulfilling, subtly messing up everything to do with using firearms under many conditions
 * Gunfire, explosions, and combat will now wake people up
 * Sleep being interrupted will create a negative memory
 * Military training now gives a bonus to all damage dealt
 * Hunters now target the closest animal and shouldn’t switch targets randomly anymore
 * Added melee version of frontier justice job for military
 * Added a faster item drop triggered when enemy is nearby
 * Fleeing/fighting requires no item in hand (uses faster item drop)
 * FIXED: People running away forever to the edge of the map
 * Bullet system converted to military supply system
 * Soldiers will do more damage if their NCO has appropriate traits
 * Soldiers will do more damage if they have appropriate traits

Eldritch Stuff / Monsters

 * FIXED: fishpeople can be butchered through left-click orders
 * Resized fishy idol (it was too big!)
 * Successful cultist murder will increase cultist_power
 * Added some random hidden artifacts to the map
 * Colonists will occasionally turn into fishpeople and run into the sea

Buildings/Workshops/Jobs/Zones

 * FIXED: “Make planks” job order scripterror
 * Added bolts of cloth to starting loadout; beds now require cloth
 * “Burial” job balanced slightly to be less appealing, especially if the corpse is far away. Won’t be done by military (to fix NCO death/burial/replacement cycle)
 * Added “confession” job (for Vicar to take confessions from sad people)
 * Added Textiles Workshop & jobs
 * Added Spinning Mule to Textile Workshop
 * New hematite commodity model/texture
 * Cancelling a building now removes the building footprint
 * FIXED: ghostly images of church models do not show up at the correct height in the module creator
 * Added new zone control panel stuff; farm controls upgraded
 * Added some naturalism jobs; Naturalists will study nature
 * Exploration beacon more responsive
 * Added Laboratory beacon
 * Added “Macroscope” module to Laboratory to use for studying things
 * Workcrew can be assigned to Laboratory
 * Added Scientist class
 * Added Laboratory Assistant class
 * Paintings now have descriptions based on the memories and important life events of the painter
 * Modules can now be dismantled
 * Buildings can now be dismantled

Events

 * Bandits: reduced chance to spawn armoured bandits (50% rather than 100%)
 * Bandits will now prioritize better commodities (especially hard liquor) (Thanks Samut. Again.)
 * Balance: bandits won’t attack on day 1, can only attack with minimum numbers on day 2; increased bandit timer.
 * Balance: bandits given less desire to shoot fleeing targets, more desire to shoot military targets
 * Added airdrop crate & animation (supply drops will now use crates)
 * Supply drop now tells you how many items you received
 * Random immigration now tells you the job class of immigrants received
 * Added Favours! Get them from the Empire depending upon your prestige.

UI/UX

 * correctly hooked up pumpkin pie icon
 * flax straw now has an icon (plus some other tools & commodities)
 * Added a bunch of icons for buildings & modules, fixed lots of icons for buildings & modules
 * Reduced character memories display to 8 from 10 (it overflowed the window)
 * Colonists button rolled into Population Counter widget
 * FIXED: work crew menu dramatically slows the game down

Visual Effects


 * Dust particles thickened (this is important)