Alpha 43

Major features

 * added workshifts & changing light throughout day
 * overhauled memory, emotion, and madness
 * redid character info UI (in progress)
 * new office feature infrastructure implemented

The Engine

 * gave some shaders a stern look

Human Characters

 * all farming actions now increase a work crew’s farming skill
 * added additional desires to Colonists
 * overseer immigrants will occasionally have random skills that aren’t terrible
 * clear terrain, clear stumps now considered a “construction” job + “Clear Stump” and “Clear Sapling” jobs are now part of “Clear Terrain”
 * characters now have a maximum total name length (fixes potential UI overflow)
 * began changes to workcrew naming (this step fixes potential UI overflow)
 * colonists who are happy/drunk will occasionally dance
 * occult murder added to death cults
 * colonists will be comforted by seeing soldiers do impressive-looking soldier things
 * added Prisoner trait for prisoners
 * prisoners have been given hats
 * prisoner overseers will now be identified as such
 * added holy book to some Vicar animations
 * colonists will now show up looking for a sermon if a chair is available for them to sit in at the chapel
 * colonists will also look for confessions if a vicar is in a chapel to hear them (note: confession mechanism currently uses the Cult Deprogramming code.)
 * cultists may use unoccupied chapels to do interesting things
 * added case for eating “starvation food” (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger)
 * balance: massive madness balance done to fit with madness system revisions (madness attached to memories)
 * FIXED: weird tool handling with surface node mining is now not weird
 * FIXED: aristocrats will no longer attempt to order around sleeping workers
 * FIXED: Militia NCOs that earn Redcoat NCO status while assigned to barracks will correctly transform into an NCO
 * FIXED: unassigning a crew from a barracks will no longer leave the labourers acting like militia
 * FIXED: cults will no longer decide to build two cult shrines in rare cases
 * FIXED: despawned temp characters correctly remove their weapons & drop held commodities
 * FIXED: people no longer get unique memories for killing just beetles (why beetles!)
 * FIXED: epicurean colonists will no longer try to butcher fishpeople to admire their meat (and cause an error in doing so)
 * FIXED: error when a cult leader drinks laudanum and decides to leave their cult
 * FIXED: colonists should no longer get memories for killing vermin
 * FIXED: colonists will no longer attempt to interact in various ways with fishpeople meat as if it were a fishperson
 * FIXED: miners mining in mineshafts will no long leave a floating pickaxe by the door
 * FIXED: characters hunting an animal will attack it until it is killed rather than taking just one shot
 * FIXED: ranged attack would always send out a gunshot alert to sleeping characters upon completion even if a gun wasn’t fired
 * FIXED: building name change spam when mad & overseer switched
 * FIXED: characters occasionally being unable to do new work after they no longer belong to a workshop
 * FIXED: a bunch of weird business going on deep inside the vaguely Jungian collective memory system
 * FIXED: various issues w/ retreat jobs getting stuck (in short: now they shouldn’t.)
 * FIXED: people will actually listen to sermons that aren’t somebody preaching about the end times

Combat & Military

 * a number of military jobs have been flagged as military jobs so soldiers won’t appear idle when training/patrolling
 * soldiers will now stow rather than drop their weapons to train
 * hunting will no longer display character combat info panel
 * balance: civilians no longer pull out knives & sabres when engaged in melee combat (only soldiers will do this)
 * balance: militia requires more training
 * FIXED: if you build gabions with your military, they won’t try to collect more than one gun on their back, creating some kind of Ur-gun
 * FIXED: scripterror in some cases when an agent attempts to drop an item due to death
 * FIXED: if starting NCO was assigned to a barracks, soldiers wouldn’t train

Non-Human Characters (Animals, Monsters, Vehicles)

 * added “Dissect Obeliskian” job (for naturalists to perform)
 * added “Dissect Fishpersom” job (for naturalists to perform)
 * added Obeliskian gibs
 * added Fishpeople Organs commodity
 * when a rampaging animal hurts a colonist, it will be marked as a military attack target
 * corpses left to rot will attract vermin
 * vermin will now make a nice “squish” sound when stomped
 * weapons dropped by non-colonist characters outside of town have to be ‘claimed’ by player before they will be used (aka ‘fix to the Dwarf Sock Problem’)
 * FIXED: foreign troops leaving map no longer subtract their guns from your weapon count
 * FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated
 * FIXED: a ghost bandit is not longer left behind after a bandit joins your colony
 * FIXED: in some cases, non-colonist agents would be unable to path to edge of map
 * FIXED: error when Fishperson would attempt to talk to a piece of human flesh
 * FIXED: foreign troops will properly interrupt going to mission goals to fight enemies (or friends, if they’re hostile)
 * FIXED: all factions will now properly update their UI description string to reflect whether you’re shooting them or not
 * FIXED: Bandits will now fight back when attacked by rampaging Aurochs/Beetles
 * FIXED: Foreigners won’t die again from splash damage after already dead
 * FIXED: fishpeople no longer attempt to intimidate or otherwise interact with human meat unless it’s to eat it

Buildings & Building Creation

 * gabions are now built using assignments
 * added “office jobs” that will be done by the office crew assigned to an office & office job UI display to chapel (with backend done, will be implemented on other offices)
 * clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon
 * gravestones now use random models
 * balance: graveyards now pack in graves a little more efficiently
 * balance: the time it takes to construct a building is now based on its area
 * balance: reduced the time it takes to build modules
 * balance: changed material requirements to lots of modules and buildings
 * FIXED: aborting a Finish Production job, or an assignment with “Finish Production” in it, will no longer cause the module in the production state to be permanently unusable.
 * FIXED: cancelling a building assignment now removes the blueprint

Economy & Logistics

 * colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
 * stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for
 * mismatched filter objects, removing them;
 * objects in the same stockpile which can be combined into a stack, freeing a square;
 * filling any empty square in the stockpile with an object that can fill the square, which does not currently correspond to a stack in the stockpile square
 * stockpiles: characters now assess the closest stockpile to them at all times
 * stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
 * added new “Basic Food” recipe to kitchens that merges stew, meat, and many other recipes into a single button (and removed recipes now made extraneous by Basic Food)
 * crops will now reach their “mature” model one stage earlier so you can actually admire them for a bit
 * crops will sparkle when harvestable
 * workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
 * added warning when burial job cannot complete due to full graveyard (a common problem)
 * balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
 * FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
 * FIXED: animal carcass meat output, when butchered by a player-owned colonist, is now reported as being owned by the player. (And is forbidden otherwise – player must manually ‘claim’ to have colonists stockpile the meat.)
 * FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
 * FIXED: The Fleshcube is now a valid ingredient
 * FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
 * FIXED: bricks will now be stacked

Biomes & Terrain

 * deer will now appear in the New Antipodia biome
 * balance: increased starting exploration radius

Events, Metagame, and The Overworld

 * rewrote day/night cycle code to allow for different lighting options throughout the day
 * added a randomized welcome event for those with the tutorial disabled
 * "Call Favour" will only fire if you have 2 or more prestige, the minimum required to call a favour
 * added new "Quick-start" loadout
 * scholar Praise Event will now show how much prestige you earned
 * colonists Denounce Bandit Cowardice event now has an additional possible response
 * upper class immigrants have been removed from regular immigration.
 * upper class immigrants will now emigrate at a rate of 1 per available upper class house.
 * balance: fixed prestige cost for food favour
 * balance: throttled back beginning time & strength various attack events (bandits, fishpeople, foreigners)
 * balance: removed 21-colonist start. Because it was just way too good.
 * balance: Foreign Intervention event has slightly more stringent requirements (so you won’t get attacked super early)
 * FIXED: scripterror case in bandit_plunder_major event
 * FIXED: scripterror case in cultist_preach job
 * FIXED: airship overflights will now travel in the direction they claim to
 * FIXED: fishperson assault crisis scripterror

UI/UX

 * game now remembers the game window location on restart
 * completely overhauled character information panel to better display colonists' rich inner life (note that this element is still in-progress)
 * character window: emotions and madness now shown on a scale
 * character window: mousing over a memory will show information about how that memory affects the character's state
 * character window: memories now shown with more detail, image fades as they are forgotten
 * split buildings into "workshops", "offices" and "housing"; added support for subcategories to the module placer.
 * added ticker text when militia trains to soldier
 * workshop warnings are now zoom independent
 * added progress bars to workshop jobs
 * work crew display now correctly displays only the # of idle overseers. Idle artisans are moved to their own counter.
 * updated a number of tutorials to reflect the current state of the game.
 * FIXED: objects would occasionally correctly highlight themselves, but would not actually let you click on them or select them (or produce a tooltip)
 * FIXED: various typoes/grammatical inconsistencies/spelling errors fixed
 * FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu
 * FIXED: assignment beacon “cancel assignment” X now works
 * FIXED: Broken memory icon for recruited bandits
 * FIXED: Tooltips showing the wrong name for stacks after items had been removed from them
 * FIXED: lingonberry pie icon was misaligned by 2 pixels and it was really important to fix this because otherwise it looked slightly off compared to the other pies