Revision 34

**Version chronology**

**External links**

## Big 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. Mysterious!
* Buildings and Modules can be dismantled: Build, dismantle, then rebuild your colony to be more perfect!
* Favours: use your prestige in the Empire to call in supplies, skilled workers, or if you have no prestige: extra criminals! Hooray for Extra Criminals!

## Engine

* FIXED: OS X Lua errors.
* FIXED: Some heap corruption (this was actually horrible)
* FIXED: pathfinding stall
* FIXED: some pathfinding issues with buildings with no doors
* FIXED: crash after loading the game and having somebody turn into a skeleton if that person did not have hair; other hair-related crashes

## 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 texture
* 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 colonists’ bodies to explode
* Made lots more jobs uninterruptible for gossiping (may pull back on this a bit depending on how it works)
* Fixed up “return to civilization” job (with some back-end to detect civ at start position)
* Converted food to roughly require 1 unit per day per colonist rather than baseless nutritional value system; changed descriptions of foods to reflect this
* Balance: whether it is night or not now affects a lot of character jobs & behaviors
* Further overhauling of sleeping/hunger & related activities rebalanced
* Job made to dump undesirable corpses outside of “civilization” area
* FIXED: Session boolean values (e.g. “isNight”) were not being weighted correctly with negative weights
* FIXED: Chapels/vicars work again
* Colonists will forage for food if starving
* Foraging is now its own job category

## 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 the map
* Colonists will occasionally turn into 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
* FIXED: ghostly images of church models 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 beacon
* 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 chance to spawn armoured bandits (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 minimum 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
* FIXED: work crew menu dramatically slows the game down

Visual Effects

* Dust particles thickened (this is important)