Revision 37

**Version chronology**

**External links**

## Major Features

* lots of engine, rendering, and AI optimizations
* new character skill system (& character models set by highest skill)
* revamped resource harvesting UI
* lots of new cult & bandit events
* icon added for single bottle of rum

The Engine

* optimization: removed unnecessary matrix calculations from renderer backend
* optimization: Rewrote all code for handling of static props to use flat arrays for cache efficiency
* FIXED: zone decals (farms, graveyards, roads, ???) now correctly render in screen space as volumetric decals

## Human Characters

* Added middle-class character skills:
	+ resource collection
	+ carpentry
	+ smithing
	+ cooking
	+ science
	+ farming
	+ construction & repair
* added a skill progression system (though job time reduction based on skill level is not yet fully implemented – it's on workshop jobs, resource collection, and construction & repair so far.)
* related: a whole mess of profession-specific character models have been hooked up (these change based on workcrew overseer's primary skill)
* optimization: characters won't attempt to fulfill dependencies they don't need (stowing tools when they don't need to, fleeing from monsters when none are around, etc.)
* FIXED: invite to cult feedback said it was trying to form a new cult (+ made text description more informative)
* cults: if a cult doesn't have a shrine and has >= 3 members, it will attempt to build a shrine
* colonists will now be woken up by gunshots, melee fighting, and explosions based on distance from source of sound (rather than damage target)
* "embrace eldritch visions" action now plays a variety of animations
* weighted down the appeal of "admire painting/fine machinery/implements of science" jobs
* medicinals (Laudanum, Sulphur Tonic) have a chance to remove the desire to form a cult from maddened colonists
* FIXED: colonists inspired to start a cult already in a cult won't start a new cult
* cults: cult will select most hardcore member to be a new leader if their old leader dies
* cults: a cult will end if all members are dead
* cults: cultists will attempt to worship at cult shrines each night
* cults: non-cultists witnessing cult worship will become upset; cultists witnessing cult worship will become happy
* cults: cultists will become irrationally happy if they do any sort of cult things
* cults: a colonist’s religion description string will update if they join a cult (as minion or leader)
* cults: occult murder re-activated; occult murderers won’t flee from justice (they serve a higher law)
* cults: a cult will request permission to build a shrine the first time, allowing player to tolerate or persecute cult shrines
* cults: shrines can be destroyed by any damage source & cultists will be angered if their shrine is destroyed (by any means)
* added more character names (call me Ishmael)
* FIXED: stockpile hauling jobs utility would tank due to distance calculation

## Combat & Military

* optimization: improved speed of time soldiers spend checking alarm queries
* optimization: improved speed of time spent checking for hostiles
* balance: doubled reload time for characters w/o military training
* made fishguns unusable by humans (because they’re both terrible and would ruin the gun economy)
* soldiers will attack cult shrines if policy is set to persecute cults

## Non-Human Characters (Animals, Monsters, Vehicles)

* overhaul of bandits in-progress (and yes, bandits technically fall under the "monsters" category)
	+ improved feedback for various decisions made by bandits (setting up camp, attacking player)
	+ bandits will form gangs (like workcrews, but for crime!); bandit gangs get their own names
* bandit combat behaviour improved (won’t ignore gunfire to steal stuff, usually; entire gang will retreat if > 50% of squad is fleeing, etc.)
* balance: made fishpeople less excited about attacking gabions
* polished minor issues with fox pack-hunting behaviour

## Buildings & Building Creation

* colonists using a stockpile will now always prefer the closet stockpile square
* FIXED: characters would drop tools in any old stockpile
* FIXED: game would crash sometimes when cancelling an assignment, cancelling jobs, and picking up a job that was cancelled on the same frame
* balance: increased interrupt value of "repair module" and "gather building materials for repairing module"
* balance: doubled output of farms, halved hunger/starvation time
* added correct description to Chicha (an alcoholic beverage brewed from maize!)
* FIXED: chalkboards now have a 1×3 footprint
* the macroscope is no longer backwards
* FIXED: modules not individually selectable after save/load
* FIXED: modules sometimes not getting correct tooltips selected and still always displaying module costs
* FIXED: modules not having correct bounding box set in object grid after save/load
* FIXED: misspelling of "fibrous" in Flax Straw description
* combined the Refinery, Arsenal, and Metalworks into the Metalworks building
* added "Upgrade Musket To Carbine" job; basic single-shot weapons (musket, pistol) can now be upgraded to multi-shot weapons

## Multiplayer

* work on determinism
* work on tools to debug determinism

## Events, Metagame, & The Overworld

* balance: criminal favour gives random 1-3 criminals rather than always 3
* balance: redcoats favour gives one fewer soldiers
* added a number of new events based on population and traits, as well as a fun bonus one for mining
* allowing too many cult shrines to be built may trigger an investigation
* added "how to use a workshop" contextual tutorial
* "Research Family Tree" event now has consequences
* "Lord Palmerstoke's Science Crate" event has been completely revamped and is ridiculous
* "Ominous Dreams" event now actually fires and adds madness to its victim
* FIXED: events w/o consequences (ie. many new memories made in response to player decisions)
* balance: made supply drop really rare & take a long time

## UI/UX

* added icon for bottle of rum
* added descriptive text of madness level to character info panel
* shortened tutorial tooltips (they were overflowing their background)
* added game website to title menu just because
* added sound effects to a lot of UI elements
* added line placer for clicking and dragging out gabions and other rows of elements
* added feedback for building demolition orders (clicking the button now closes the UI, reopening it shows an alert that it's slated for removal)
* added new assignment beacon system for resource collection jobs
* added "assignment zones "drawn around new assignment beacon areas when their control icon is moused over
* added contact note on launcher
* revised some icons to show ceramics kilns vs. smelter modules
* finished the graveyard icon, finally