Alpha 48

Major changes

 * Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!
 * Added happiness-to-workshift system: Now emotions matter. The happier your colonists are – well, your overseers anyway – the longer your work crews will work.
 * Science!
 * Chapel doctrines!
 * Optimization!

Building Designation / Module Placement

 * performed complete rewrite of module and building placer
 * terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
 * FIXED: zones are designated per-verte, not per-tile
 * FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
 * FIXED: various issues with snapping modules not working correctly at all
 * FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
 * FIXED: right-clicking in the zone creator let you break things
 * FIXED: zone creator max size reporting was off by 1
 * FIXED: small mysterious colored square occasionally showing up on the terrain
 * FIXED: another case of the small mysterious colored square
 * FIXED: saving in blueprint mode and reloading would cause invisible modules
 * FIXED: barbershop and other exterior decor items create raised platforms
 * FIXED: window height incorrect
 * FIXED: pressing ENTER without having specified a correct blueprint would crash the game

Colonists / AI

 * added new happiness-based workshift system
 * balance: lowered desire to listen to sermons slightly
 * balance: generally increased happiness from memories for new workshift system
 * FIXED: civilians weren’t correctly dropping firearms
 * FIXED: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
 * FIXED: when colonists talk while holding very large items, they’ll no longer swing them around crazily while gesticulating
 * FIXED: civilians were not fleeing with appropriate aplomb from hostile Fishpeople
 * OPTIMIZED: pathing to object test
 * OPTIMIZED: various slowdowns; large colonies should run more smoothly

Science

 * added new Laboratory system
 * Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
 * added some generic agricultural labour upgrade technologies
 * added first set of metallurgy/mining techs
 * added warning when Lab Office points are maxed
 * FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
 * FIXED: ghost chalkboard is not longer valid tool for performing research

Foreign Office / Factions

 * added progress bar to Do Diplomatic Paperwork
 * performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
 * added “Bandits Visit Town” event
 * added “Ministry Investigates Stolen Goods” event
 * added “Bandit Ties Investigated” event
 * added “Bandits Guard Town” foreign office missions & hook to foreign invasion event
 * trade missions now spawn with guards
 * fixed up faction descriptions on Foreign Office buttons
 * added warning when Foreign Office points are maxed
 * added some new foreign office events to foreign nations
 * events: made relations changes due to events stated more explicitly
 * trader groups now have more appropriate names
 * FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
 * FIXED: possible infinite loop in foreign_office.go
 * FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
 * FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
 * FIXED: traders should no longer leave ‘ghost’ trade goods if things get weird
 * FIXED 47B: Empire relations weren’t being changed by Foreign Office

Modules

 * tables are now “Table and Chair Sets”. You can’t sit in them right now. This will be Improved.
 * added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
 * updated costs for constructing ceramics and chemistry workbenches
 * re-enabled module animations and particle effects on a number of modules.
 * re-enabled pickup_animation for modules. This may cause some visual oddness until a related bug is fixed.
 * Mineshafts now use particle effects when in use
 * module breakage now spawns rubbish
 * FIXED: costs for a number of modules with incorrect costs
 * FIXED: stained glass windows were not being built
 * FIXED: Iron Smelting Crucible consumed one too few bricks
 * FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
 * FIXED: clothes-lines were not built correctly
 * FIXED: carpentry benches wouldn’t break properly

UI

 * updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
 * lessened bureaucrat warning spam
 * added “?” box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
 * FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
 * FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
 * FIXED: various typos
 * TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)

Military

 * NCOs of higher skill will now train militia footsoldiers significantly faster
 * balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
 * balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
 * FIXED: when soldiers are ordered to beat someone, they won’t be frontier justiced due to hurting another colonist
 * FIXED: redcoats assigned away from a barracks can now be re-trained
 * FIXED: Military patrol job will no longer conflict with “squish vermin”

Jobs / Economy

 * added grass, shrubbery, and flower planting for gardening enthusiasts
 * balance: adjusted utility of burial so it (hopefully) doesn’t conflict w/ farming duties
 * all remaining jobs that allowed a worker to leave while they were in progress (i.e. smelting) have been changed to require worker presence.
 * re-enabled steel in the game (it currently isn’t used for anything, though. Emphasis on currently.)
 * re-enabled Chalk (used to make steel)
 * FIXED: “Do Foreign Paperwork” and “Do Science!” jobs are now evaluated using office standing orders, not social jobs
 * FIXED: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
 * FIXED: glass panes no longer built instantly
 * FIXED: Iron scraps are now able to be smelted into bars like ore
 * FIXED: muskets using incorrect resources
 * FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
 * TEST: locked cabbage at start
 * TEST: doubled all cooked food output

Events

 * rubbish left lying around may now spawn vermin
 * added an event that recommends a player build a barracks if they haven’t done so by day 4
 * FIXED: Fishpeople envoys will never show up before first contact
 * FIXED: starting loadout airdrop crates will no longer land on each others’ goods and possibly causing explosions, fire, and death
 * FIXED: vermin will no longer spawn inside buildings (which could cause Problems)
 * FIXED: some bandit related text

Religion

 * added chapel doctrines, along with accompanying UI. Players may now choose a chapel doctrine in the building’s interface, which will influence what effect their vicars’ sermons have.
 * removed old references to “Seminary Training”; it is generally replaced with “Spiritually Inclined” trait.

Misc.

 * Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
 * balance: Obeliskians now won’t wake … so soon.
 * FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
 * TEST 47C: crops no longer spoil (due to workshift system)