Beta 53B

**Version chronology**

**External links**

## 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