Beta 55

**Version chronology**

**External links**

UI
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* text input boxes now have a caret
* keybinding widget now works in Configuration screen
* added Serpent Bell icon
* UI for all offices has been given a polish
* UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
* mine UI now displays more information
* added visual cue to indicate that a module must be affixed to a wall
* all recipes should now grey out correctly depending on your materials
* all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
* added/improved tooltips on a large number of constructions and buildings
* renamed some office UI to try and make it a bit more clear
* added more info to character panel tooltips
* fixed order strings so they now also work on the filter buttons on the module placer UI
* added randomized start backgrounds
* added command tooltip details
* did polish changes to where tooltips show up
* made improvement to tutorial controls image
* did major update to all tutorial text
* redid a number of building tutorial images
* wrote all Colonial Handbook help files
* removed a mysterious sound that played when nothing happened
* workshop button now turns red when commodities are unavailable for a production that is set for a job
* area designation stamps now highlight what objects can be selected
* “Designate Building” dialog now attaches to blueprint for confirmation once it is drawn out
* lack of booze for Public House will generate alerts
* Fishperson-related alerts should have sounds more consistently now
* added product listing to mine tooltip
* failure states for workshop jobs now show properly
* added parent container code for office UI buttons
* Quality of Life is now a first class element in the character info panel
* Combat tooltips pared down significantly
* building quality display improved
* can now add widgets to the front of a container’s stack
* scrollbar track clicks are now more useful (sorry track clickers, i never do it, didn’t realize what a sorry state that was in)
* improved nametag code, incorporated alert icons into nametags
* made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren’t seeing them at all, so this should improve their visibility.
* all instances of “work crew” have been changed to “overseer” to make difference between LC/MC chars clearer
* you will now be alerted if you build a building with no door
* FIXED: static buttons for work crews
* FIXED: finally fixed our scrollable vert boxes so they don’t do weird things with scrolling too far and their padding isn’t horrible. Finally. After i think 2 years of this bug.
* FIXED: edge cases for the building confirmation window
* FIXED: offset so that modules menu isn’t below the screen
* FIXED: progress bars with “0” percent in them still showed some percent
* FIXED: lock up in character screen when character had maxed out skill tree or zero skill
* FIXED: bug where unassigning an overseer wouldn’t immediately update the window.
* FIXED: Tutorial FYI text boxes can now expand properly.
* FIXED: tooltips being basically everywhere.
* FIXED: image buttons not pushing their size appropriately
* FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
* FIXED: a bunch of bad button typecasting
* FIXED: a number of bugs in production menu grey-outs
* FIXED: loading bay door claiming to add -1 quality in tooltip
* FIXED: scrollbars not sizing correctly on OS X
* FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
* FIXED: long-standing issue with wrapped text
* FIXED: janky scrollbar movement while the game is unpaused
* FIXED: wacky QoL tooltip offset
* FIXED: workplace limit display not being reset properly on save/load
* FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
* FIXED: discrepancy of carpentry icon in command button vs. module category

## Economy/offices/workshops

* upkeep removed as-such; it’s being replaced with Office Supplies!
* Naturalist’s Office now uses ammo for hunting, paper for surveying (scouting is free)
* Foreign Office now requires paper to do bureaucracy
* Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat’s Desk
* Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
* Chapel now requires Iron Cogs as votive material to perform religious services
* Academy now requires paper to do training; if ink is supplied, it will double speed of training
* Mine now requires trusses to operate
* Laboratory now requires Science Materials to perform research
* added a number of new commodities and workshop recipes to support the new office overhaul
* added sugarloaf to traders
* added additional safety aborts to consume supply calls in fsms
* made artifacts tradeable
* added small vs. large stockpiles
* added a new mining tech
* clarified bric-a-brac display names
* “Workbench” is now “Assembly Workbench” and is used only to make modules, except in the kitchen
* added new module: Decor Workbench. Makes all relevant decor items for that workshop
* removed module recipes from ceramics/carpentry workbench
* removed decor recipes from all modules that aren’t Decor Workbench
* Mine now caps depth if you don’t have modules required to dig deeper
* removed basic brew, added back individual brewing recipes
* added Workplace system
* sulphur made more easily mined
* naturalist now requires musket locker to hunt
* “Explore” command now works (from Naturalist ui)
* Naturalist’s Office can now do targeted “Survey” and “Hunt” commands
* product of fishpeople butchering humans no longer (always) auto-claimed by player
* balance: Chemical Works has been moved earlier in the game progression (for ammo)
* balance: changed cost tiers of a vew buildings to streamline the early game
* balance: lowered quality bonus from rugs since they don’t block walkspace and are therefore superior to normal decor
* FIXED: incorrect Ceramics Workshop tech modifier display
* FIXED: you may now place the Lower Class Rug
* FIXED: foreign office error
* FIXED: trade bool on dormant spore
* FIXED: Boxed Macroscope constuction
* FIXED: increased range of Naturalist survey for minerals job so they wouldn’t get stuck in the middle of the map doing nothing
* FIXED: scientists will now only use equipment inside their own laboratory
* FIXED: added check so traders won’t leave and never come back, forever
* FIXED: Pub did not stock booze until ordered to
* FIXED: sometimes modules would suddenly stop working until demolished and rebuilt
* FIXED: Larch farms would grow orange cubes
* FIXED: various cost/quality display on various modules
* FIXED: Bureaucrat’s desks properly count as desks in the foreign office UI

## Characters

* removed skill effects on tree chopping/foraging
* added better feedback to early safety Quality of Life rating
* made reactions to horrors more expressive
* foreign civilians will properly flee from horrors
* added “Cry over Body” job
* made Occult Inspectors slightly more expressive
* hunger emote now more expressive
* balance: QoL effects adjusted to have more effect but not be completely extreme
* balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
* balance: Chapel effects now emphasize lowering despair
* balance: Pub effects now emphasize lowering anger
* FIXED: attempt\_emote.fsm
* FIXED: scripterror in building name change
* FIXED: some food was tagged as both overseer and labourer-preferred
* FIXED: added check for scripterror when bandit group self-deletes

## Jobs/assignment

* construction assignments will now always be prioritized over other work assignments
* rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as… works…
* moved flatten terrain to assignment beacon, so it can be cancelled etc.
* Flatten terrain target height now displays in tooltip
* added a safety check for if you removed a worker from the academy while they were working
* removing forageables can be done via left-click, per object
* FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
* FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)

## Biomes

* added new ore distribution – varies based on climatic zone
* added locking and unlocking of embark locations by biome type
* removed the Alone loadout
* added details for unlocking biomes
* balance: added more high ground in temperate swamp biome
* balance: added more guaranteed starting surface clay/stone

## Military/combat

* Barracks now displays weapon stats & otherwise has a useful UI
* Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
* weapon power/damage/range rebalanced
* military may now do “cull troublesome animal”
* Steam Knights made more reactive to threats
* gave better icons to most military techs
* updated/improved costs of all gun lockers (can now build “Improvised Muskets” in Carpentry Workshop, can build “Ceramic Tripistols” in Ceramics Workshop)
* “Rally” command now works (from Barracks ui)
* balance: fishpeople made weaker
* balance: bandits given worse weapons
* FIXED: obeliskian\_melee error
* FIXED: military culling of bad animals
* FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character

## Events

* balance: increased starting food amounts
* a huge number of events now trigger sounds on firing
* made significant improvements to Meteor Shower event arc
* fix to Event Arc-related science jobs
* fix to Event Arc-related selenian AI
* added airdropcrate pos test
* minor cosmetic improvement to Artist event arc
* added more cult stuff
* improved more cult stuff
* added additional safety checks to Rogue Stahlmarkian start
* supplies requested via the foreign office will now take a bit of time to arrive
* balance: changed arc point build + some arc mindays + costs
* FIXED: added safety check for scripterror in fishperson cult arc
* FIXED: added safety check for scripterror in rogue stahlmarkian
* FIXED: Mysterious Ore drop position
* FIXED: issue in tutorial that prevented it from progressing
* FIXED: player didn’t get ownership of bar of gold gift
* FIXED: incorrect action text on bandit spawn FYI alert
* FIXED: incorrect Novorusian text
* FIXED: bug where minimum number of immigrants could be 0
* FIXED: crashed airship event weirdness
* FIXED: dead cultists will no longer offer assassination services

## Engine/renderer

* crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
* rewrote assignment beacon rendering code to fix floating outline ugliness
* added terrain decal scene graph to render assignment beacons and other “zone-like constructions” after terrain but before objects
* FIXED: crash deleting a stockpile
* FIXED: crash deleting a house
* FIXED: crash deleting a workshop
* FIXED: in the event that the game didn’t crash while deleting a thing, it would appear with a graphical artifact glitch
* FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
* FIXED: disappearing modules
* FIXED: crash deleting farm and building new farm
* FIXED: misc other crashes
* FIXED: crash deleting modules