Alpha 50

**Version chronology**

**External links**

## Major changes

* We added a variety of new biomes! Select your embarkation point on the map at the start of the game, then discover what challenges and Fun awaits you in your new settlement.
* REDACTED
* Enemies will now destroy your precious buildings. Protect them well!
* Various UI improvements have been improved, and will improve more.

## Biomes

* added different day/night lighting sets per-biome
* populated new biomes with terrain textures, game objects, biome transition definitions
* added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo
* added wild grapevines that can foraged for grapes which can be made into wine
* balance: massive farm rebalance; nearly all crops changed
* added a bunch of new crops for new biomes
* all crops are now restricted to respective biome sets.
* added Pulque, Mezcal recipes
* added Grapevine crop
* added crops: Agave, Prickly Pear
* added Mezcal, Agave Syrup, Prickly Pear Bushel
* placed crops into proper climate zones
* FIXED: player no logner allowed to embark in 100% water
* FIXED: embarks that would dump you in 100% water will now place you on land
* FIXED: terrain side texture scaling now set to 100% universally
* FIXED: biome moisture/temp defs so all intended biomes appear on generated map
* FIXED: random crash starting new game in biome loader
* FIXED: Saguaro stumps ill-defined

## Colonists

* added ability for Vicar to perform last rites on bodies, buried or not. This comforts the living and ensures the dead rest peacefully.
* balance: improved emotional effect of food eating memories
* balance: colonists will wait until they are hungrier before resorting to eating trade food
* balance: colonists will get better memories from eating trade food
* FIXED: dead colonists will never try to set revolt icon on themselves
* FIXED: people thought they blamed themselves for the woes of the colony when someone else blamed them
* FIXED: all agents will now ignite correctly from environmental fire
* FIXED: military will no longer use invisible guns after training sessions
* FIXED: agents not correctly having their hostile bit set, or having hostile bits reset
* FIXED: people would be creeped out by their own creepy whispering
* FIXED: people whispering creepily wouldn’t animate
* FIXED: issue with the “get up from doing pushups” animation
* FIXED: gossip action was not creating meaningful emotional reactions
* FIXED: hostility state of newly arrived colonists now updates correctly vs. foreign factions
* FIXED: missing “Staunch Traditionalist” workcrew names added
* FIXED: sleeping people would appear to stand up if crew/assignment is changed while they’re sleeping

## Events / Trade / Factions

* streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
* added code support for events that spawn items to list the items spawned in the text of the event.
* the “Hale & Hearty Recovery” event has been updated and is re-enabled
* significantly delayed the onset of the “Colonists want chapel” event.
* added Strange Meteor event
* added event and special benefit for reaching maximum reputation with the Republique Mechanique
* added event and special benefit for reaching maximum reputation with the Novorus Imperiya
* added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark
* improved default placement of agent groups to account for new variation in map topography; moved logic to a central function for most cases
* balance: bandit camp site selection made to ignore very center of map
* simplified some over-complicated group mission events eg. fishpeople egg stuff, patrols
* FIXED: Colonists denounce cowardice event scripterror
* FIXED: Republique invalid trade item
* FIXED: animal\_repopulate event fixed to work with new climate zones (and placement function)
* FIXED: fishpeople given explicit attack order could not be butchered
* FIXED: bandits couldnt be ordered buried after ordered shot

## Engine

* optimized save game saving and loading
* FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions
* FIXED: crash loading a save game under really weird, gross circumstances
* FIXED: “unable to find dependencyParentJob name MT: Shoot At Entity (first loop, reload)”
* FIXED: crazy weirdo crash in rendTradeGoodUIManager::Update (usually manifesting as either a random crash or a crash when changing workcrew)

## Science

* a number of crops will now require researching before they can be planted
* balance:increased cap on science points to 50
* balance: some agriculture tech now requires previous tech before it will become available

## NPCs

* enemies can now attack buildings; no more walling your town off with very long bunkhouses!
* FIXED: bandit combat w/ items in certain situations did not require dropping held commodity
* FIXED: ForceDropEverything error due to invalid trade item spawn
* FIXED: Bandit corpse scripterror
* FIXED: traders stealing guns

## UI/UX

* added first implementation of minimap
* added images for several “?” help screens that were missing them
* crops you can’t currently plant (due to biome or research) will not be visible on the crop menu
* FIXED: mineral beacon tooltip

## Modules/Buildings

* added building destruction
* added HP display on buildings
* added Fences

## Combat

* FIXED: blunderbuss wasn’t doing correct AoE damage

## REDACTED

* added REDACTED
* added infrastructure for REDACTED infestation mechanics

## Assets

* realigned all (30+) fence models to work nicely with the line placer, added rustic fences which were previously unused
* added new pipe-IO commodity model mashed together from old models
* updated REDACTED pounce animation
* added particles to stone charcoal kilns when in use
* fixed incorrect defs for all REDACTED animations