[youtube http://youtu.be/8rxqP5uYMl0]
THE GHASTLY TALE OF AMON CHALKBRACKET’S ELDRITCH TRANSFORMATION
… it’s a thing!
Major New Features
- Naturalists will now explore, study nature, and find weird artifacts!
- Added Laboratories and Scientists to study weird artifacts / do Science!
- (Coincidentally) your colonists might transform into (more) monsters if certain conditions are met.
- Buildings, Modules, and Zones can be dismantled: Build, dismantle, then rebuild your colony to be more perfect!
Detailed changelog:
Engine/scripting
- FIXED: OS X Lua errors
- FIXED: Some heap corruption (this was actually horrible)
- FIXED: pathing stall
In English: Things are better and more stable.
Nature/World
- extended a game day/night cycle from 6 to 8 minutes total
- day/night ratio is now 3:1 rather than 5:1
- made night slightly lighter (so you can see better)
- added flax plants as valid crop to both biomes
- new hematite node textures
- removed the horrible grass lump from a lower dimension
- naturalists may discover that random rocks are actually an ore node
Animals
- animals will now eat crops & applicable food items
- animal hunger tracking overhauled
- colonists will shoo bad animals away from crops & applicable food items
- ground fowl will create nests
- animals flee from danger more effectively
- added eating animation for foxes
Characters
- FIXED: listening to a sermon caused colonist’s bodies to explode
- made lots more jobs uninterruptable for gossiping (may pull back on this a bit depending on how it works)
- fixed up “return to civilization” job (w/ some backend to detect civ at start position)
- converted food to roughly require 1 unit per day per colonist rather than referenceless nutrional value system; changed descriptions of food to reflect this
- balance: whether it is night or not now affects a lot of character jobs & behaviours
- further overhauling of sleeping/hunger & related activities rebalanced
- job made to dump undesirable corpses outside of ‘civilization’ area
- FIXED: session boolean values (eg. “isNight”) were not being weighted correctly with negative weights
- FIXED: chapels / vicars work again
- colonists will forage for food if starving
Military/Combat
- FIXED: “wield firearm” requirement wasn’t fulfilling, subtly messing up everything to do with using firearms under many conditions
- gunfire, explosions, and combat will now wake people up
- sleep being interrupted will create a negative memory
- military training now gives a bonus to all damage dealt
- hunters now target the closest animal and shouldn’t switch targets randomly anymore
- added melee version of frontier justice job for military
- added a faster item drop triggered when enemy is nearby
- fleeing/fighting requires no item in hand (uses faster item drop)
- FIXED: people running away forever to the edge of the map
- bullet system converted to military supply system
- soldiers will do more damage if their NCO has appropriate traits
- soldiers will do more damage if they have appropriate traits
Eldritch Stuff / Monsters
- FIXED: fishpeople can be butchered through left-click orders
- resized fishy idol (it was too big!)
- successful cultist murder will increase cultist_power
- added some random hidden artifacts to map
- gave artifacts descriptions
- added chance to find artifacts during normal digging
- Colonists will occasionally turn to fishpeople and run into the sea
Buildings/Workshops/Jobs/Zones
- FIXED: “make planks” job order scripterror
- added bolts of cloth to starting loadout; beds now require cloth
- “Burial” job balanced slightly to be less appealing, especially if the corpse is far away. Won’t be done by military (to fix NCO death/burial/replacement cycle)
- added “confession” job (for Vicar to take confessions from sad people)
- added Textiles Workshop & jobs
- added Spinning Mule to Textile Workshop
- new hematite commodity model/texture
- cancelling a building now removes the building footprint
- building footprints now stored in game spatial dictionary, as well as their platform heights
- FIXED: ghostly images of church modules do not show up at the correct height in the module creator
- Added new zone control panel stuff; farm controls upgraded
- added some naturalism jobs; Naturalists will study nature
- exploration beacon more responsive
- added Laboratory building
- added “Macroscope” module to Laboratory to use for studying things
- Workcrew can be assigned to Laboratory
- added Scientist class
- added Laboratory Assistant class
- paintings now have descriptions based on the memories and important life events of the painter.
- Modules can now be dismantled
- Buildings can now be dismantled
Events
- bandits: reduced change to spawn armoured bandit (50% rather than 100%)
- bandits will now prioritize better commodities (especially hard liquor) (Thanks Samut. Again.)
- balance: bandits won’t attack on day 1, can only attack with min. numbers on day 2 ; increased bandit timer
- balance: Bandits given less desire to shoot fleeing targets, more desire to shoot military targets
- added airdrop crate & animation (supply drops will now use crates)
- supply drop now tells you how many items you received
- random immigration now tells you the job class of immigrants received
- added Favours! get them from the Empire depending upon your prestige
UI/UX
- correctly hooked up pumpkin pie icon
- flax straw now has an icon (plus some other tools & commodities)
- added a bunch of icons for buildings & modules, fixed lots of icons for buildings & modules
- reduced character memories display to 8 from 10 (it overflowed the window)
- Colonists button rolled into Population Counter widget.
Visual Effects
- dust particles thickened (this is important)