Beta 55

UI

 * text input boxes now have a caret
 * keybinding widget now works in Configuration screen
 * added Serpent Bell icon
 * UI for all offices has been given a polish
 * UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
 * mine UI now displays more information
 * added visual cue to indicate that a module must be affixed to a wall
 * all recipes should now grey out correctly depending on your materials
 * all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
 * added/improved tooltips on a large number of constructions and buildings
 * renamed some office UI to try and make it a bit more clear
 * added more info to character panel tooltips
 * fixed order strings so they now also work on the filter buttons on the module placer UI
 * added randomized start backgrounds
 * added command tooltip details
 * did polish changes to where tooltips show up
 * made improvement to tutorial controls image
 * did major update to all tutorial text
 * redid a number of building tutorial images
 * wrote all Colonial Handbook help files
 * removed a mysterious sound that played when nothing happened
 * workshop button now turns red when commodities are unavailable for a production that is set for a job
 * area designation stamps now highlight what objects can be selected
 * “Designate Building” dialog now attaches to blueprint for confirmation once it is drawn out
 * lack of booze for Public House will generate alerts
 * Fishperson-related alerts should have sounds more consistently now
 * added product listing to mine tooltip
 * failure states for workshop jobs now show properly
 * added parent container code for office UI buttons
 * Quality of Life is now a first class element in the character info panel
 * Combat tooltips pared down significantly
 * building quality display improved
 * can now add widgets to the front of a container’s stack
 * scrollbar track clicks are now more useful (sorry track clickers, i never do it, didn’t realize what a sorry state that was in)
 * improved nametag code, incorporated alert icons into nametags
 * made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren’t seeing them at all, so this should improve their visibility.
 * all instances of “work crew” have been changed to “overseer” to make difference between LC/MC chars clearer
 * you will now be alerted if you build a building with no door
 * FIXED: static buttons for work crews
 * FIXED: finally fixed our scrollable vert boxes so they don’t do weird things with scrolling too far and their padding isn’t horrible. Finally. After i think 2 years of this bug.
 * FIXED: edge cases for the building confirmation window
 * FIXED: offset so that modules menu isn’t below the screen
 * FIXED: progress bars with “0” percent in them still showed some percent
 * FIXED: lock up in character screen when character had maxed out skill tree or zero skill
 * FIXED: bug where unassigning an overseer wouldn’t immediately update the window.
 * FIXED: Tutorial FYI text boxes can now expand properly.
 * FIXED: tooltips being basically everywhere.
 * FIXED: image buttons not pushing their size appropriately
 * FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
 * FIXED: a bunch of bad button typecasting
 * FIXED: a number of bugs in production menu grey-outs
 * FIXED: loading bay door claiming to add -1 quality in tooltip
 * FIXED: scrollbars not sizing correctly on OS X
 * FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
 * FIXED: long-standing issue with wrapped text
 * FIXED: janky scrollbar movement while the game is unpaused
 * FIXED: wacky QoL tooltip offset
 * FIXED: workplace limit display not being reset properly on save/load
 * FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
 * FIXED: discrepancy of carpentry icon in command button vs. module category

Economy/offices/workshops

 * upkeep removed as-such; it’s being replaced with Office Supplies!
 * Naturalist’s Office now uses ammo for hunting, paper for surveying (scouting is free)
 * Foreign Office now requires paper to do bureaucracy
 * Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat’s Desk
 * Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
 * Chapel now requires Iron Cogs as votive material to perform religious services
 * Academy now requires paper to do training; if ink is supplied, it will double speed of training
 * Mine now requires trusses to operate
 * Laboratory now requires Science Materials to perform research
 * added a number of new commodities and workshop recipes to support the new office overhaul
 * added sugarloaf to traders
 * added additional safety aborts to consume supply calls in fsms
 * made artifacts tradeable
 * added small vs. large stockpiles
 * added a new mining tech
 * clarified bric-a-brac display names
 * “Workbench” is now “Assembly Workbench” and is used only to make modules, except in the kitchen
 * added new module: Decor Workbench. Makes all relevant decor items for that workshop
 * removed module recipes from ceramics/carpentry workbench
 * removed decor recipes from all modules that aren’t Decor Workbench
 * Mine now caps depth if you don’t have modules required to dig deeper
 * removed basic brew, added back individual brewing recipes
 * added Workplace system
 * sulphur made more easily mined
 * naturalist now requires musket locker to hunt
 * “Explore” command now works (from Naturalist ui)
 * Naturalist’s Office can now do targeted “Survey” and “Hunt” commands
 * product of fishpeople butchering humans no longer (always) auto-claimed by player
 * balance: Chemical Works has been moved earlier in the game progression (for ammo)
 * balance: changed cost tiers of a vew buildings to streamline the early game
 * balance: lowered quality bonus from rugs since they don’t block walkspace and are therefore superior to normal decor
 * FIXED: incorrect Ceramics Workshop tech modifier display
 * FIXED: you may now place the Lower Class Rug
 * FIXED: foreign office error
 * FIXED: trade bool on dormant spore
 * FIXED: Boxed Macroscope constuction
 * FIXED: increased range of Naturalist survey for minerals job so they wouldn’t get stuck in the middle of the map doing nothing
 * FIXED: scientists will now only use equipment inside their own laboratory
 * FIXED: added check so traders won’t leave and never come back, forever
 * FIXED: Pub did not stock booze until ordered to
 * FIXED: sometimes modules would suddenly stop working until demolished and rebuilt
 * FIXED: Larch farms would grow orange cubes
 * FIXED: various cost/quality display on various modules
 * FIXED: Bureaucrat’s desks properly count as desks in the foreign office UI

Characters

 * removed skill effects on tree chopping/foraging
 * added better feedback to early safety Quality of Life rating
 * made reactions to horrors more expressive
 * foreign civilians will properly flee from horrors
 * added “Cry over Body” job
 * made Occult Inspectors slightly more expressive
 * hunger emote now more expressive
 * balance: QoL effects adjusted to have more effect but not be completely extreme
 * balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
 * balance: Chapel effects now emphasize lowering despair
 * balance: Pub effects now emphasize lowering anger
 * FIXED: attempt_emote.fsm
 * FIXED: scripterror in building name change
 * FIXED: some food was tagged as both overseer and labourer-preferred
 * FIXED: added check for scripterror when bandit group self-deletes

Jobs/assignment

 * construction assignments will now always be prioritized over other work assignments
 * rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as… works…
 * moved flatten terrain to assignment beacon, so it can be cancelled etc.
 * Flatten terrain target height now displays in tooltip
 * added a safety check for if you removed a worker from the academy while they were working
 * removing forageables can be done via left-click, per object
 * FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
 * FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)

Biomes

 * added new ore distribution – varies based on climatic zone
 * added locking and unlocking of embark locations by biome type
 * removed the Alone loadout
 * added details for unlocking biomes
 * balance: added more high ground in temperate swamp biome
 * balance: added more guaranteed starting surface clay/stone

Military/combat

 * Barracks now displays weapon stats & otherwise has a useful UI
 * Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
 * weapon power/damage/range rebalanced
 * military may now do “cull troublesome animal”
 * Steam Knights made more reactive to threats
 * gave better icons to most military techs
 * updated/improved costs of all gun lockers (can now build “Improvised Muskets” in Carpentry Workshop, can build “Ceramic Tripistols” in Ceramics Workshop)
 * “Rally” command now works (from Barracks ui)
 * balance: fishpeople made weaker
 * balance: bandits given worse weapons
 * FIXED: obeliskian_melee error
 * FIXED: military culling of bad animals
 * FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character

Events

 * balance: increased starting food amounts
 * a huge number of events now trigger sounds on firing
 * made significant improvements to Meteor Shower event arc
 * fix to Event Arc-related science jobs
 * fix to Event Arc-related selenian AI
 * added airdropcrate pos test
 * minor cosmetic improvement to Artist event arc
 * added more cult stuff
 * improved more cult stuff
 * added additional safety checks to Rogue Stahlmarkian start
 * supplies requested via the foreign office will now take a bit of time to arrive
 * balance: changed arc point build + some arc mindays + costs
 * FIXED: added safety check for scripterror in fishperson cult arc
 * FIXED: added safety check for scripterror in rogue stahlmarkian
 * FIXED: Mysterious Ore drop position
 * FIXED: issue in tutorial that prevented it from progressing
 * FIXED: player didn’t get ownership of bar of gold gift
 * FIXED: incorrect action text on bandit spawn FYI alert
 * FIXED: incorrect Novorusian text
 * FIXED: bug where minimum number of immigrants could be 0
 * FIXED: crashed airship event weirdness
 * FIXED: dead cultists will no longer offer assassination services

Engine/renderer

 * crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
 * rewrote assignment beacon rendering code to fix floating outline ugliness
 * added terrain decal scene graph to render assignment beacons and other “zone-like constructions” after terrain but before objects
 * FIXED: crash deleting a stockpile
 * FIXED: crash deleting a house
 * FIXED: crash deleting a workshop
 * FIXED: in the event that the game didn’t crash while deleting a thing, it would appear with a graphical artifact glitch
 * FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
 * FIXED: disappearing modules
 * FIXED: crash deleting farm and building new farm
 * FIXED: misc other crashes
 * FIXED: crash deleting modules