Alpha 43 "The Terrible Truth" | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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