Beta 53

UI/UX

 * added list of workshops/offices/houses to click on when the menu is open
 * added new buttons for spawn points to embark screen
 * added currently selected highlighting to lists of offices/housing, changed visual style slightly.
 * new, improved emotion value display added to character window
 * removed “chop down”, “mine surface node”, “forage”, “clear terrain” and replaced them with assignment stamping tools
 * added Upkeep display to workshops (still TODO: Offices & Houses)
 * did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
 * improved FYI alert UI style
 * added disturbance counter.
 * added current/max population widget to UI
 * the population counter now correctly reflects your starting pop in all loadouts
 * “I have altered the tooltips on population capacity. Pray I don’t alter them further.”
 * “Delete Module” command renamed “Dismantle Module”
 * new building construction command tooltips added
 * disabled some empty UI containers
 * updated tutorial to reference new immigration
 * added production menu coloring feedback for stuff you don’t have the ingredients for
 * fiddled about with a lots of UI (cleaning out extra elements, making standard tooltips and displays consistent between buildings)
 * moved all workshops, offices, housing over to workshops, offices, housing panel
 * swapped position of trade office and naturalist office in the offices submenu
 * added alert for if traders attempt to visit but no trade office is built
 * modules slated for dismantling will display an icon to show that they have been so designated
 * text numbers for commodities in module placement tooltips turn red if that material requirement can’t be fulfilled
 * module placement button grays out when material requirements can’t be fulfilled
 * added “?” box tutorial for farms
 * standard welcome event should overflow the text box less often
 * made module menu glass buttons a bit more opaque
 * added smarter tooltip anchoring code
 * added anchored tooltips for emotion bars which should cause fewer issues.
 * Graveyards are now use fixed zone size system (like farms)
 * 2x button, workshops, offices, houses, and commodities buttons now highlight when in use
 * the Barbershop now notifies you in its UI when it is nonfunctional because of a lack of chairs
 * broken (dueto lack of upkeep) module UI elements should no longer permit mouse events
 * added confirmation windows on all exit without saving options
 * FIXED: productionWindow not initialized after save/load and may contain garbage
 * FIXED: house demolish button
 * FIXED: when farms are removed they will be correctly deleted from Offices list
 * FIXED: Cancel button works for building creator
 * FIXED: explore waypoints can now be properly cancelled
 * FIXED: module tooltips now persist across save/load
 * FIXED: tutorial window sticks around when game is shut down, causing crashes
 * FIXED: no longer allow player to click individual trees for harvesting (will fill this need via TODO improvement)
 * FIXED: deleting null ptr when regenerating work crew selection box

Events/NPCs

 * added a major cult crisis or two
 * cleaned up various edge cases in Trader group behaviour
 * removed trader item drop on flee (avoids weird edge cases)
 * Bandits will become enraged (and an alert will appear) if you forage their tents when they’re nearby
 * added sounds to a number of steam knight animations
 * airships now crash in more varied locations
 * non-player agents who get stuck on the map will self-despawn if they fail pathing too many times
 * balance: immigration is more likely to give you lots of characters if you have significant excess capacity
 * FIXED: crashed airship ending scripterror (in certain cases)
 * FIXED 52D: grimoire scripterror when no vicar present
 * FIXED: grammar error in the airship crash event
 * FIXED: various typos
 * FIXED: bandits could be set to double-plunder your settlement, which was confusing
 * FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
 * FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
 * FIXED: Stahlmark special traders no longer use Novorusian flag
 * FIXED: steam knights will now never land inside buildings or in water
 * FIXED: in several cases, traders would not find a valid trade office
 * FIXED: “You recieved 1 immigrants” grammar issues
 * FIXED: Rogue Stahlmarkian could stay in your colony forever
 * FIXED: various edge cases that would cause traders to be stuck in player’s colony
 * FIXED: dormant obeliskian could attack people in very rare case where its dormancy sequence was interrupted by combat
 * FIXED: “Suspicious Goods” event now uses the proper start position
 * FIXED: foreign-office triggered traders were not showing up

Buildings/economy

 * added building upkeep
 * Repair Trunks are now craftable (for upkeep)
 * housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
 * players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
 * added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
 * farm harvests are now output in stacks rather than individually
 * foraging collects stacks rather than single units (as applicable)
 * “Chop Tree” job will place output stack into chopper’s hands & will return to stockpile if available
 * “Mine Surface Node” jobs will place output of up to 3 items in miner’s hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
 * doors can now be properly dismantled
 * added support features for multi-item system being used by upkeep trunks
 * added (deliberately) overdramatic particle effect to modules when they need upkeep. This may be toned down later.
 * added unique gun locker models
 * stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
 * commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted (!!!)
 * added some new techs to mining
 * sugarcane can be brewed into booze
 * buckets of agave syrup may now ignite if set on fire
 * dissecting horrors now has a chance to increase science points in random lab
 * modules will now return their materials when deconstructed
 * buildings will return their construction materials when dismantled
 * changed “Bricabrac” to “Bric-a-brac” upon order of the Dept. of Pedantry
 * added unique model for moonshine
 * Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
 * balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
 * balance: time it takes to chop tree and mine surface node have been changed
 * balance: added one MC and one LC character to all loadouts
 * balance: max science points for lab now determined by Overseer science skill level
 * balance: added upkeep trunks to starting loadout supplies
 * balance: added upkeep trunks to traders’ potential goods
 * balance: inactive workshops/offices do not require upkeep
 * FIXED: Scrap Iron can now be smelted into iron bars
 * FIXED: players cannot place modules on top of other modules
 * FIXED: construction jobs did not use closest materials
 * FIXED: pickling a certain type of fungus could lead to problems (and not the Fun kind)
 * FIXED: issue with healing afflictions in Barbershop
 * FIXED: display cost of mechanical mixing tank
 * FIXED: pickling chillies
 * FIXED (42A): chilli stew in Iron Oven
 * FIXED:  did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
 * FIXED: smelt gold ingots
 * FIXED: label on bottle laudanum job
 * FIXED: icon on brick charcoal kiln
 * FIXED: brick charcoal kiln construction requirement
 * FIXED: barber job weighting

Map/biomes

 * animals will now eat forest meat
 * reduced # of points on world; optimized world gen a bit
 * reduced map size and dealt with The Consequences Of These Actions (this has added benefit of provided great optimization to game speed, save/load time, save file size, etc.)
 * added embarkation button icon biome detection code
 * reduced animals spawned at start of game (they were crowding things)
 * scaled the terrain generator parameters to altered map size
 * added a new biome generator for alpine forests
 * balance: added clay to Tropical Dry Forest
 * balance: added clay to Boreal Forest
 * balance: the area immediately surrounding the starting location is now guaranteed to be flat
 * FIXED: removed some unpathable cliffs in temperate swamp

Characters

 * overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House.)
 * rebalanced off-shift social jobs to make things more interesting
 * improved “shoo animal” job; it will work more effectively now
 * added new event for reaching the 150 char population cap
 * added new trait: Light Sleeper. Can only sleep in beds.
 * added new trait: Heavy Sleeper. isn’t woken by preaching/gunfire/etc.
 * traits: Adaptable trait now gives bonus to skillgain of best 3 skills
 * traits: Brutish trait gives a bonus to melee damage
 * traits: Materialistic colonists are harder to please with house quality
 * traits: Reclusive colonists don’t make friends on spawn
 * traits: Scholarly trait gives bonus to science skillgain and penalty to all others
 * traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
 * traits: Patriotic overseers give a bonus to empire diplomacy point gain
 * traits: epiceureans learn cooking skill faster
 * traits: removed Voracious trait
 * traits: Hale and Hearty trait grants a bonus to HP
 * added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
 * added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
 * added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
 * added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
 * decreased priority of idling when off-shift
 * added additional error checking in “vicar_take_confession” fsm
 * “Ceramics” skill is now “Stoneworking” (In future builds its scope will be expanded to include mining)
 * Steam Knights now contribute significantly to colonists’ feeling of safety
 * the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
 * added smarter abort case to carrying corpse job
 * balance: made drinking booze make colonists slightly happier
 * balance: made combat memories more fearful to civilians
 * balance: colonists must drink booze in a pub. They may not drink booze outside the pub. To do so would be Uncivilized.
 * balance: made some QoL bonus/malus changes (generally making these less forgiving as other game systems mature)
 * balance: all starting characters start with “Pioneering Spirit” trait
 * balance: civilian colonists will get more negative memories from combat
 * balance: seeing eldritch horrors is now more terrifying
 * FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
 * FIXED: colonists will no longer drink booze that doesn’t belong to them
 * FIXED 52D: items stuck to hands due to job interrupts
 * FIXED: colonists no longer only wander into the woods when afraid
 * FIXED:mining surface nodes took more than twice as long as intended
 * FIXED: dipping into trade-food required only half the hunger it was supposed to
 * FIXED: corrected more memories with non-player facing display names
 * FIXED: fixed up “slapped_other” type memory names
 * FIXED: “Repair Module” job now restriction to workcrews with “construction” enabled
 * FIXED: sermon-giving issues

Combat/military

 * added civilian combat AI
 * removed starting NCO and field promotions
 * added a number of new military techs
 * made people smarter about keeping guns loaded
 * FIXED: attacking a quill would freeze character

Engine & etc.

 * added 2x simulation button! HOLY VORPULON
 * FIXED: save game crash after starting new game, quitting, starting new game again
 * FIXED: replays not saving work orders for workshops, causing determinism break
 * FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
 * FIXED: a couple of crashes switching in and out of building creation modes
 * FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
 * FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
 * FIXED: crash bug with the work crew selection widget
 * FIXED: beetles eating longpork will no longer transform it into charred meat
 * FIXED 52D: gridAddItem error, for real
 * FIXED: forest meat rides again