Alpha 50

Major changes

 * We added a variety of new biomes! Select your embarkation point on the map at the start of the game, then discover what challenges and Fun awaits you in your new settlement.
 * REDACTED
 * Enemies will now destroy your precious buildings. Protect them well!
 * Various UI improvements have been improved, and will improve more.

Biomes

 * added different day/night lighting sets per-biome
 * populated new biomes with terrain textures, game objects, biome transition definitions
 * added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo
 * added wild grapevines that can foraged for grapes which can be made into wine
 * balance: massive farm rebalance; nearly all crops changed
 * added a bunch of new crops for new biomes
 * all crops are now restricted to respective biome sets.
 * added Pulque, Mezcal recipes
 * added Grapevine crop
 * added crops: Agave, Prickly Pear
 * added Mezcal, Agave Syrup, Prickly Pear Bushel
 * placed crops into proper climate zones
 * FIXED: player no logner allowed to embark in 100% water
 * FIXED: embarks that would dump you in 100% water will now place you on land
 * FIXED: terrain side texture scaling now set to 100% universally
 * FIXED: biome moisture/temp defs so all intended biomes appear on generated map
 * FIXED: random crash starting new game in biome loader
 * FIXED: Saguaro stumps ill-defined

Colonists

 * added ability for Vicar to perform last rites on bodies, buried or not. This comforts the living and ensures the dead rest peacefully.
 * balance: improved emotional effect of food eating memories
 * balance: colonists will wait until they are hungrier before resorting to eating trade food
 * balance: colonists will get better memories from eating trade food
 * FIXED: dead colonists will never try to set revolt icon on themselves
 * FIXED: people thought they blamed themselves for the woes of the colony when someone else blamed them
 * FIXED: all agents will now ignite correctly from environmental fire
 * FIXED: military will no longer use invisible guns after training sessions
 * FIXED: agents not correctly having their hostile bit set, or having hostile bits reset
 * FIXED: people would be creeped out by their own creepy whispering
 * FIXED: people whispering creepily wouldn’t animate
 * FIXED: issue with the “get up from doing pushups” animation
 * FIXED: gossip action was not creating meaningful emotional reactions
 * FIXED: hostility state of newly arrived colonists now updates correctly vs. foreign factions
 * FIXED: missing “Staunch Traditionalist” workcrew names added
 * FIXED: sleeping people would appear to stand up if crew/assignment is changed while they’re sleeping

Events / Trade / Factions

 * streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
 * added code support for events that spawn items to list the items spawned in the text of the event.
 * the “Hale & Hearty Recovery” event has been updated and is re-enabled
 * significantly delayed the onset of the “Colonists want chapel” event.
 * added Strange Meteor event
 * added event and special benefit for reaching maximum reputation with the Republique Mechanique
 * added event and special benefit for reaching maximum reputation with the Novorus Imperiya
 * added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark
 * improved default placement of agent groups to account for new variation in map topography; moved logic to a central function for most cases
 * balance: bandit camp site selection made to ignore very center of map
 * simplified some over-complicated group mission events eg. fishpeople egg stuff, patrols
 * FIXED: Colonists denounce cowardice event scripterror
 * FIXED: Republique invalid trade item
 * FIXED: animal_repopulate event fixed to work with new climate zones (and placement function)
 * FIXED: fishpeople given explicit attack order could not be butchered
 * FIXED: bandits couldnt be ordered buried after ordered shot

Engine

 * optimized save game saving and loading
 * FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions
 * FIXED: crash loading a save game under really weird, gross circumstances
 * FIXED: “unable to find dependencyParentJob name MT: Shoot At Entity (first loop, reload)”
 * FIXED: crazy weirdo crash in rendTradeGoodUIManager::Update (usually manifesting as either a random crash or a crash when changing workcrew)

Science

 * a number of crops will now require researching before they can be planted
 * balance:increased cap on science points to 50
 * balance: some agriculture tech now requires previous tech before it will become available

NPCs

 * enemies can now attack buildings; no more walling your town off with very long bunkhouses!
 * FIXED: bandit combat w/ items in certain situations did not require dropping held commodity
 * FIXED: ForceDropEverything error due to invalid trade item spawn
 * FIXED: Bandit corpse scripterror
 * FIXED: traders stealing guns

UI/UX

 * added first implementation of minimap
 * added images for several “?” help screens that were missing them
 * crops you can’t currently plant (due to biome or research) will not be visible on the crop menu
 * FIXED: mineral beacon tooltip

Modules/Buildings

 * added building destruction
 * added HP display on buildings
 * added Fences

Combat

 * FIXED: blunderbuss wasn’t doing correct AoE damage

REDACTED

 * added REDACTED
 * added infrastructure for REDACTED infestation mechanics

Assets

 * realigned all (30+) fence models to work nicely with the line placer, added rustic fences which were previously unused
 * added new pipe-IO commodity model mashed together from old models
 * updated REDACTED pounce animation
 * added particles to stone charcoal kilns when in use
 * fixed incorrect defs for all REDACTED animations