Revision 38

Features

 * The Seven Colonist Start
 * Progress Bars
 * Factions window
 * lots of new events
 * Airdrop Signalling Mast to control drop point of supplies & immigrants

The Engine

 * added flag to executable that should (hopefully) automatically select NVIDIA cards on Multi GPU (Optimus) laptops
 * FIXED: beacon/gabion/etc. placers now show up again

Human Characters

 * sight radius is lowered at night
 * Naturalists get increased sight radius
 * rebalanced idle/wander/gossip weighting
 * added more seed memories to characters upon spawn – should make combat morale/behaviour more stable for recent immigrants
 * Small grammar fix to memories while sleeping in a bed
 * angry citizens may occasionally smash a commodity in anger.
 * cultists will attempt to preach The Occult (and spread madness)
 * balance: higher class characters are much more persuasive when recruiting characters of lower classes for cults (class-relevant traits ie Communist also apply to this logic)
 * added ability to lose a friend (& associated sad memory)
 * added concept of rivals/enemies to characters (framework only)
 * added various means for cultists to decide to leave their cult
 * cleaned up cult leader death & selection (will end cult if no one is maddened enough to lead)
 * added more character names
 * characters can have origin stories related to their traits and/or class (and added many new possibilities)
 * added a floating starvation warning icon to starving characters
 * FIXED: starvation floaty icon will not remain over dead people
 * added dress version of “freak out” animation
 * Naturalists will go to any explore beacons, no matter how far away they are
 * colonists can tell what class of bed they are sleeping in, and have different memories depending on the quality of bed relative to their social class
 * butchering fishpeople creeps out (most) colonists
 * added Vicar job to deprogram cult members
 * gossip can no longer be interrupted for more gossip (should fix some of the weird socialization pileups)
 * tools can now be despawned in-place via Magical Stowing rather than requiring walking to a drop position and performing full animation
 * FIXED: issue in civilization calculation that caused erratic “return to civilization” behaviors
 * FIXED: various people getting items stuck in their hands
 * FIXED: occasionally grabbing a social job if you had non-social work you could be doing
 * FIXED: some nonsense with the job mailbox system
 * FIXED: broken nametags (& disappearing nametags on load)
 * FIXED: military characters will no longer use specially skilled civilian outfits if overseer has skill
 * FIXED: characters assigned uniform via office job should stick to those uniforms correctly
 * FIXED: militia NCOs no longer revert to civilian form if they have skills
 * colonists will now be slightly happier eating food in chairs rather than standing

Combat & Military

 * added an emote when military decides to retreat due to low morale
 * added new military idle: Stand at attention
 * alarm waypoints will self-delete if no enemies nearby (military should stop responding to alarms after menacing enemy is killed)
 * soldiers will grab gun instead of fleeing if both enemy AND weapon is in range and morale is high
 * tweaked how reloading animation was set so civilians who have a very long reload time don’t look like they’re idling
 * successfully retreating from enemies will make people … well, not happy really, but slightly less upset at least.
 * FIXED: militia was confused about what jobs to take in some cases
 * FIXED: invisible soldiers
 * FIXED: characters ending up with 2, 3, 4 or more guns fused onto their hands
 * added morale feedback to character panel (as it pertains to not fleeing from combat)

Non-Human Characters

 * FIXED: stuff getting really weird with corpses (particularly fishpeople corpses) after they’re moved to another position
 * FIXED: Bandits actually respect truce now!
 * FIXED: bandit drop/flee cycle

Economy & Buildings

 * added airship signalling mast to control airdrop position (only for supply drop right now)
 * flatten terrain job is now in “construction” job category ( & overseers can now take flatten terrain job)
 * gabion construction changed to a civilian job
 * farming time now correctly uses farming skill
 * standalone module construction / deconstruction uses tools & ‘construction’ skill
 * FIXED: Improved understanding of who owns what meat.
 * Work crew job filters now automatically flipped to “off” when a work crew is assigned to a workshop (except hauling). They can be manually re-enabled to allow work crews to work outside the workshop
 * farming: tweaked values for prioritizing the maintenance of existing plants over planting of new ones and removal of dead ones
 * FIXED: characters getting stuck in Ghost Modules
 * framework for containers, smart objects

Biomes & Terrain

 * balance: no (live) fishpeople should appear in (immediate) vicinity of a tropical gamestart
 * added clay & stone near-ish to starting spots

Events, Metagame, and the Overworld

 * implemented seven dwarves mode ’cause yolo
 * balance: reduced starting resources
 * added guaranteed muskets at game-start
 * all events now have a default choice “timeout” so will eventually proceed whether or not you react to them
 * attached all airdrop & immigration events to airdropmast, if player has one active
 * “Population Below 5″ bailout changed to “Population Below 3″ bailout because the previous system encouraged murdering people for free bonus civilians
 * Fixed script error in “Bandits Offer Plunder” event
 * Clarified effect in flavor text of in “Ominous Dreams” event
 * “Colonist finds overlooked supplies” event has ticker text for items recieved and other minor improvements
 * Small optimizations in a few events
 * redcoats favour NCO now always starts with a pistol
 * FIXED: an error in “Research Family Tree” event
 * events that give randomized items (plunder, etc) now tell you exactly what you got in the ticker
 * added event for bandit to defect to player’s colony
 * new event: Hale and Hearty colonist overcomes affliction
 * new prestige favour: Food shipment
 * new event: Gain rewards for hitting certain population levels
 * added event to give 1 prestige a day for surviving
 * new event: doing paperwork reveals extra supplies that weren’t recorded!
 * new event: commoners feel understood by sympathetic aristocrat
 * FIXED: Dead people will no longer send ministry investigators after you. (Or initiate any other events)
 * FIXED: non-deleting science crates (+ added fun icons to ticker reports for science crates)
 * balance: increased bandit event timers
 * FIXED: isDay wasn’t set to true on first day!

Multiplayer

 * backend for basic Steam integration (initiating multiplayer, joining a game from friends lists, Steam P2P communication)
 * proper multiplayer initiation
 * deterministic network world building
 * in-game determinism checking tools
 * non-deterministic ‘find nearby location

Music & Sound

 * added music cues to events and nightfall

UI/UX

 * added framework for cute progress bars for jobs! (first case: tree chopping)
 * added progress bars to farming
 * added progress bars to construction jobs
 * added new Daniel Nametag Zoom System
 * FIXED: the contextual module tutorial appearing more than once
 * upgraded the old food icon to not be all pixelated (THANKS CHRIS)
 * changing around size of Work Crew subpanels for more efficient use of space (in progress)
 * FIXED: slowdown in jobs menu with lots of gabion jobs
 * UI: workshop button removed from work crew job filters (assignment to workshop implies workshop filter active)
 * FIXED: pumpkin and cabbage stew icons! And yellowcup fungus bushel. And fixed some incorrect smelter icons
 * removing a farm now closes its control window if it was open
 * memories now use specified iconSkin strings (more icons possible for memories; will fix some invisible memories)
 * FIXED: laudanum (and other drinks?!) not showing up in commodities window
 * tutorial: updated refining tutorial to reference Metalworks as place to refine ore