Beta 53

**Version chronology**

**External links**

## UI/UX

* added list of workshops/offices/houses to click on when the menu is open
* added new buttons for spawn points to embark screen
* added currently selected highlighting to lists of offices/housing, changed visual style slightly.
* new, improved emotion value display added to character window
* removed “chop down”, “mine surface node”, “forage”, “clear terrain” and replaced them with assignment stamping tools
* added Upkeep display to workshops (still TODO: Offices & Houses)
* did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
* improved FYI alert UI style
* added disturbance counter.
* added current/max population widget to UI
* the population counter now correctly reflects your starting pop in all loadouts
* “I have altered the tooltips on population capacity. Pray I don’t alter them further.”
* “Delete Module” command renamed “Dismantle Module”
* new building construction command tooltips added
* disabled some empty UI containers
* updated tutorial to reference new immigration
* added production menu coloring feedback for stuff you don’t have the ingredients for
* fiddled about with a lots of UI (cleaning out extra elements, making standard tooltips and displays consistent between buildings)
* moved all workshops, offices, housing over to workshops, offices, housing panel
* swapped position of trade office and naturalist office in the offices submenu
* added alert for if traders attempt to visit but no trade office is built
* modules slated for dismantling will display an icon to show that they have been so designated
* text numbers for commodities in module placement tooltips turn red if that material requirement can’t be fulfilled
* module placement button grays out when material requirements can’t be fulfilled
* added “?” box tutorial for farms
* standard welcome event should overflow the text box less often
* made module menu glass buttons a bit more opaque
* added smarter tooltip anchoring code
* added anchored tooltips for emotion bars which should cause fewer issues.
* Graveyards are now use fixed zone size system (like farms)
* 2x button, workshops, offices, houses, and commodities buttons now highlight when in use
* the Barbershop now notifies you in its UI when it is nonfunctional because of a lack of chairs
* broken (dueto lack of upkeep) module UI elements should no longer permit mouse events
* added confirmation windows on all exit without saving options
* FIXED: productionWindow not initialized after save/load and may contain garbage
* FIXED: house demolish button
* FIXED: when farms are removed they will be correctly deleted from Offices list
* FIXED: Cancel button works for building creator
* FIXED: explore waypoints can now be properly cancelled
* FIXED: module tooltips now persist across save/load
* FIXED: tutorial window sticks around when game is shut down, causing crashes
* FIXED: no longer allow player to click individual trees for harvesting (will fill this need via TODO improvement)
* FIXED: deleting null ptr when regenerating work crew selection box

## Events/NPCs

* added a major cult crisis or two
* cleaned up various edge cases in Trader group behaviour
* removed trader item drop on flee (avoids weird edge cases)
* Bandits will become enraged (and an alert will appear) if you forage their tents when they’re nearby
* added sounds to a number of steam knight animations
* airships now crash in more varied locations
* non-player agents who get stuck on the map will self-despawn if they fail pathing too many times
* balance: immigration is more likely to give you lots of characters if you have significant excess capacity
* FIXED: crashed airship ending scripterror (in certain cases)
* FIXED 52D: grimoire scripterror when no vicar present
* FIXED: grammar error in the airship crash event
* FIXED: various typos
* FIXED: bandits could be set to double-plunder your settlement, which was confusing
* FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
* FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
* FIXED: Stahlmark special traders no longer use Novorusian flag
* FIXED: steam knights will now never land inside buildings or in water
* FIXED: in several cases, traders would not find a valid trade office
* FIXED: “You recieved 1 immigrants” grammar issues
* FIXED: Rogue Stahlmarkian could stay in your colony forever
* FIXED: various edge cases that would cause traders to be stuck in player’s colony
* FIXED: dormant obeliskian could attack people in very rare case where its dormancy sequence was interrupted by combat
* FIXED: “Suspicious Goods” event now uses the proper start position
* FIXED: foreign-office triggered traders were not showing up

## Buildings/economy

* added building upkeep
* Repair Trunks are now craftable (for upkeep)
* housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
* players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
* added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
* farm harvests are now output in stacks rather than individually
* foraging collects stacks rather than single units (as applicable)
* “Chop Tree” job will place output stack into chopper’s hands & will return to stockpile if available
* “Mine Surface Node” jobs will place output of up to 3 items in miner’s hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
* doors can now be properly dismantled
* added support features for multi-item system being used by upkeep trunks
* added (deliberately) overdramatic particle effect to modules when they need upkeep. This may be toned down later.
* added unique gun locker models
* stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
* commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted (!!!)
* added some new techs to mining
* sugarcane can be brewed into booze
* buckets of agave syrup may now ignite if set on fire
* dissecting horrors now has a chance to increase science points in random lab
* modules will now return their materials when deconstructed
* buildings will return their construction materials when dismantled
* changed “Bricabrac” to “Bric-a-brac” upon order of the Dept. of Pedantry
* added unique model for moonshine
* Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
* balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
* balance: time it takes to chop tree and mine surface node have been changed
* balance: added one MC and one LC character to all loadouts
* balance: max science points for lab now determined by Overseer science skill level
* balance: added upkeep trunks to starting loadout supplies
* balance: added upkeep trunks to traders’ potential goods
* balance: inactive workshops/offices do not require upkeep
* FIXED: Scrap Iron can now be smelted into iron bars
* FIXED: players cannot place modules on top of other modules
* FIXED: construction jobs did not use closest materials
* FIXED: pickling a certain type of fungus could lead to problems (and not the Fun kind)
* FIXED: issue with healing afflictions in Barbershop
* FIXED: display cost of mechanical mixing tank
* FIXED: pickling chillies
* FIXED (42A): chilli stew in Iron Oven
* FIXED: <building\_destroy\_item/> did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
* FIXED: smelt gold ingots
* FIXED: label on bottle laudanum job
* FIXED: icon on brick charcoal kiln
* FIXED: brick charcoal kiln construction requirement
* FIXED: barber job weighting

## Map/biomes

* animals will now eat forest meat
* reduced # of points on world; optimized world gen a bit
* reduced map size and dealt with The Consequences Of These Actions (this has added benefit of provided great optimization to game speed, save/load time, save file size, etc.)
* added embarkation button icon biome detection code
* reduced animals spawned at start of game (they were crowding things)
* scaled the terrain generator parameters to altered map size
* added a new biome generator for alpine forests
* balance: added clay to Tropical Dry Forest
* balance: added clay to Boreal Forest
* balance: the area immediately surrounding the starting location is now guaranteed to be flat
* FIXED: removed some unpathable cliffs in temperate swamp

## Characters

* overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House.)
* rebalanced off-shift social jobs to make things more interesting
* improved “shoo animal” job; it will work more effectively now
* added new event for reaching the 150 char population cap
* added new trait: Light Sleeper. Can only sleep in beds.
* added new trait: Heavy Sleeper. isn’t woken by preaching/gunfire/etc.
* traits: Adaptable trait now gives bonus to skillgain of best 3 skills
* traits: Brutish trait gives a bonus to melee damage
* traits: Materialistic colonists are harder to please with house quality
* traits: Reclusive colonists don’t make friends on spawn
* traits: Scholarly trait gives bonus to science skillgain and penalty to all others
* traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
* traits: Patriotic overseers give a bonus to empire diplomacy point gain
* traits: epiceureans learn cooking skill faster
* traits: removed Voracious trait
* traits: Hale and Hearty trait grants a bonus to HP
* added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
* added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
* added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
* added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
* decreased priority of idling when off-shift
* added additional error checking in “vicar\_take\_confession” fsm
* “Ceramics” skill is now “Stoneworking” (In future builds its scope will be expanded to include mining)
* Steam Knights now contribute significantly to colonists’ feeling of safety
* the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
* added smarter abort case to carrying corpse job
* balance: made drinking booze make colonists slightly happier
* balance: made combat memories more fearful to civilians
* balance: colonists must drink booze in a pub. They may not drink booze outside the pub. To do so would be Uncivilized.
* balance: made some QoL bonus/malus changes (generally making these less forgiving as other game systems mature)
* balance: all starting characters start with “Pioneering Spirit” trait
* balance: civilian colonists will get more negative memories from combat
* balance: seeing eldritch horrors is now more terrifying
* FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
* FIXED: colonists will no longer drink booze that doesn’t belong to them
* FIXED 52D: items stuck to hands due to job interrupts
* FIXED: colonists no longer only wander into the woods when afraid
* FIXED:mining surface nodes took more than twice as long as intended
* FIXED: dipping into trade-food required only half the hunger it was supposed to
* FIXED: corrected more memories with non-player facing display names
* FIXED: fixed up “slapped\_other” type memory names
* FIXED: “Repair Module” job now restriction to workcrews with “construction” enabled
* FIXED: sermon-giving issues

## Combat/military

* added civilian combat AI
* removed starting NCO and field promotions
* added a number of new military techs
* made people smarter about keeping guns loaded
* FIXED: attacking a quill would freeze character

## Engine & etc.

* added 2x simulation button! HOLY VORPULON
* FIXED: save game crash after starting new game, quitting, starting new game again
* FIXED: replays not saving work orders for workshops, causing determinism break
* FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
* FIXED: a couple of crashes switching in and out of building creation modes
* FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
* FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
* FIXED: crash bug with the work crew selection widget
* FIXED: beetles eating longpork will no longer transform it into charred meat
* FIXED 52D: gridAddItem error, for real
* FIXED: forest meat rides again