Beta 53B Experimental | ||||||||||||
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Major changes[ | ]
- added lights
- Naturalist's office overhauled (not quite done): Naturalists can be set to Scout, Hunt, or Survey Minerals. Related: ore vein distribution on map has been redone.
- colonists with high despair will now cease to work and do despairing things (there are various methods to alleviate this, esp. via Pub and Chapel)
- upkeep costs significantly reduced, various bugs fixed, and "Advanced Workbench" added which can produce upkeep trunks (and other things) en masse
Consolidated changelog for Beta 53B[ | ]
- added ability to attach lights to static props (& tool support for this)
- added lights to a number of existing modules
- you can now build lampposts
- added a first pass at game over screen
- the building commands menu is now split into more subcategories
- added Rogue Artist event
- new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
- rewrote a number of building descriptions to make their usage clearer
- Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
- a Scouting Naturalist can see extremely far, modified by naturalism skill
- a Hunting Naturalist will hunt - and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
- a Mineral Surveying Naturalist surveys minerals in a normal way
- animal butchery now returns stacks of meat, like other resource-exploitation jobs
- removed Cot from Barracks
- updated some icons
- more traders won't show up if some traders are already visiting your colony
- requesting traders via Foreign Office requires that no traders be on the map already
- steppe biome now uses lower hill generator
- camera tutorial now mentions that spacebar pauses the game
- booze commodities are now crates when not being drunk
- Booze Vats now required to increase Pub drink stock capacity
- foreigners who die inside your colony will now automatically receive burial
- despairing colonists will cure themselves using Laudanum distributed from the Pub
- balance: added opium to traders
- balance: further upkeep nerfing (deal with it)
- balance: nerfed upkeep costs EVEN MORE
- balance: animal meat output increased
- balance: killing for the first time gives a harsher emotional impact
- balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
- FIXED: all instances of gathering materials for construction now require that you own said materials
- FIXED: error in controlling skill for Foreign Office work
- FIXED: you can un-designate trade goods and the green outline will disappear
- FIXED: Public House will no longer be stocked with booze you do not own
- FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
- FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
- FIXED (53A): scripterror doing QoL string creation after drinking tea
- FIXED: traders will no longer appear w/o trade goods in their hands
- FIXED 53A: House UI wonkiness corrected
- FIXED 53A: upkeep tooltip displays brought in line with actual upkeep values
- FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
- FIXED: trade goods now correctly un-designate
- FIXED: tooltip info persists across save/load
- FIXED: an issue where for initial pause tooltips for characters were broken
- FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of "No Assignment")
- FIXED: large, complicated race condition
- FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn't picked it up yet
- FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don't know how this happens either but we handle it now
- FIXED: a bug that was preventing colonists from getting memories sometimes
- FIXED: "you need a barracks" warning firing when you already have a barracks
- FIXED: button bug with mines
- FIXED: mine output bug in deeper stratum
- FIXED: infinite new ore veins in mine
- FIXED: weird occasional scripterror when creating something in a workshop
- FIXED: bug in "Stahlmark Smithing Prowess" event where it failed to track how many iron bars you had made
- FIXED: unified name of all the variables for despair
- FIXED: weird one-off script error with pathfinding not aborting correctly