Revision 41

**Version chronology**

**External links**

## Major features

* starting loadouts!
* first implementation of character desires and personal property
* Very Serious economic balancing in-action
* started implementation of overworld
* UI overhaul rollout

## The Engine

* moved occupancy, occupancy border, and a few other spatial maps to new unrolled pool linked list class (memory and speed improvements)
* optimized all tests for detecting hostile agents and whether or not a character should raise an alarm or not
* FIXED: save game won't crash if you have more than eight thousand jobs (you should probably not have this many jobs)

## Human Characters

* characters now have desires
* characters now have a record of their personal property
* characters can now claim modules for their use (this is the start of the personal property system, though right now it's still Communism; i.e. people will sleep in any bed, even a claimed one.)
* mood penalties for characters going hungry have been increased.
* mood penalties for background inter-character behavior have been decreased.
* characters now forget negative memories of hunger if they eat, depending on how hungry they still are.
* characters now appropriately forget memories due to drinking alcohol. Low concentrations remove less important memories, higher concentrations remove increasingly more important memories. (This will likely need balancing.)
* added more names have been added to what will surely one day be the official unofficial Dickensian character generator
* added "Prisoner" character type
* all characters gained by prestige favours are now temporary and will depart after a certain number of days.
* workers will wander near their overseer if idle during the day
* cultists in a cult that worships a specific type of horror may now worship that horror if they see one
* cultists in a fish cult will not hassle fishpeople because it goes against their religious beliefs
* romantically inclined people will occasionally cry over graves.
* optimized all tests for detecting hostile agents and whether or not a character should raise an alarm or not
* balance: naturalist will prioritize mineralogical surveys & survey search range increased
* balance: made colonists made less enthusiastic about Fishpeople hassling outside of civilization
* FIXED: characters would stop animating when their model was changed due to skill
* FIXED: some broken job requirements that locked maddened colonists into certain behaviour loops
* FIXED: Naturalist will no longer avoid workshop duty if assigned to a workshop
* FIXED: fishpeople hassling requires being in civilization
* FIXED: sleeping people can no longer object to your policies
* FIXED: characters will not make friends with themselves, either
* FIXED: Colonists intending to hug fishpeople will no longer hug normal people. Just fishpeople.
* FIXED: starvation icon not disappearing after people stop starving
* FIXED: cultists who worship fishpeople will no longer flee from fishpeople (in non-hostile circumstances)
* FIXED: favour naturalists should always properly do naturalist jobs. Always!

## Combat & Military

* soldiers without weapons and sufficient morale will use a knife or sabre or whatever they’re holding to fight in melee combat
* balance: foreign troops stand up to combat better now
* balance: lowered morale threshold for player soldiers to retreat (requires more negative morale to trigger retreat jobs)
* FIXED: sabre used incorrect attack animation due to typo

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

* bandits now walk from edge of map to set up camp rather than teleporting in
* bandit camp size now corresponds to number of bandits in gang
* bandit stealing logic made less dumb
* performed animal job cleanup pass (should eliminate some instances of… weird behavior)
* fishpeople will react (with alarm) to their friends receiving beatings/execution from colonists
* fishpeople may become more aggressive if they find a fishperson corpse
* neutral military scouts will now do survey action
* groups doing attack/plunder missions will perform “search area” if they can’t find a target for attack/plunder
* balance: Obeliskians made tougher
* balance: made fishpeople slightly less enthusiastic about destroying your crops
* balance: made humanoid combatants less enthusiastic about shooting fleeing targets
* FIXED: various issues with agents carrying out missions freezing in place temporarily (mostly.)
* FIXED: dead bandits can no longer be harvested by fishpeople for infinite longpork
* FIXED: scripterror created by foreigner corpses
* FIXED: various issues with despawned characters
* FIXED: people’s heads popping off when you conscripted them into the colonial militia

## Buildings & Building Creation

* increased materials range on gabions
* workshop missing overseer can now be given a reason other than “death”
* added Naturalist’s Office (assign an overseer here to create a Naturalist)
* balance: made mineshafts slightly cheaper (requires iron ingots rather than iron plates)
* FIXED: broken modules should no longer be usable in workshops

## Economy & Logistics

* cleanup of stockpile handling code performed; prevents duplicate entries being put in the stockpile list
* stockpile handling code optimization performed: do an early out from the job handling code once one goods job has been successfully evaluated
* balance: musket is now cheaper
* balance: pistol -> revolver upgrade is now cheaper
* balance: landmine crafting output tripled
* balance: food will no longer count towards The Empire’s opinion of your economic progress. (This will affect the rate at which you recieve overseers and the system has been rebalanced accordingly)
* FIXED: when bandits/foreign soldiers/fishpeople drop weapons, they will be added to your commodities list

## Biomes & Terrain

* coconut palms will provide some lumber when removed
* player can now directly order a mineralogical survey
* animal herds appropriate to biome will randomly show up from edge of map
* Giant Beetles will now, confoundingly, explode into smaller beetles when killed
* balance: removed a ton of surface nodes, put in a bunch of hidden ore that requires surveying & underground mining

## Events, Metagame, The Overworld

* hooked up generated world to embark screen (hack! this will be done better in future)
* added various selectable game-start loadouts to the starting screen
* added “Ravenous Herd” event
* added “Foreign Invasion” event
* added major bandit attack event
* added tooltips to bandit event dialogs
* bandit gang selection for bandit attack event improved
* the Ministry Investigation event has had some text clarifications and an alternate outcome added depending on character traits.
* the Empire will now deliver population milestone rewards to an airship mast, if you have one.
* added new event: A lower-class character may discover they are a member of the nobility.
* "Call Favour" event will no longer appear if you can’t afford any favours
* balance, prestige favours: prisoner favour now comes with a manager to oversee the prisoners.
* balance, prestige favours: artisan favour now comes with high starting skills.
* balance, prestige favours: most commodity-granting favours removed
* balance, prestige favours: food favour now grants food amount based on current population
* balance: Lower-class and middle-class immigration are now separate events. Lower-class will continue to be sent by the empire every few days. Middle-class overseers will come when you reach commodity production milestones.
* balance: all starting guns are now pistols
* balance: radar favour made to be more consistently useful
* balance: bandits give gifts less often
* balance: bandit, fishpeople, foreign attacks should no longer show up so early
* balance: lowered chance of receiving aristocrats during immigration
* balance: added 3 pistols to all loadouts that start with supplies
* balance: the overseer allocation system will continue giving you additional characters after you have hit the overseer cap if some of your overseers have died. (Note: Temporary overseers are tracked separately, so you can't game this for freebies.)
* FIXED: scripterror when Upper Class Sympathy event fired
* FIXED: first character in your list will not always be the person upset about illegal goods (and various other events will now also pick a character at random correctly)
* FIXED: characters will no longer discover they are distant relatives of themselves

## UI/UX

* added option to disable tutorials to loadout screen
* Bandits/Fishpeople/Foreigners now have proper tooltips which describe their state as neutral, hostile, or friendly
* polished the ui a bit in many different places
* removed the bit of the tutorial that said you must shoot fishpeople
* mineralogical survey results will create an alert
* did more UI tweaks to reign in some wandering elements that thought just because we rewrote the UI system they could take a break
* adjusted work crew window scroll speed
* clicking character portraits once again pulls up the character info panel.
* reworked tooltip alignment and sizing to be more standardized.
* FIXED: slowdown in work crews panel when colony has a high population
* FIXED: temptools no longer show up in commodity window
* FIXED: flax to cloth said it took more flax than it did
* FIXED: various typos
* FIXED: gabion deconstruction now displays a progress bar
* FIXED: right-clicking to create a shortcut on Steam now actually creates a shortcut with the correct icon
* FIXED: about 20 instances of “receive” are now spelled correctly
* FIXED: scrollbar rendering
* FIXED: gear for clicking on individual objects sometimes appears in the wrong place
* FIXED: some objects cannot be interacted with after save/load
* FIXED: issues with stockpile UI
* FIXED: issues with office UI
* FIXED: issues with scrollable list boxes.
* FIXED: ore tutorial won't fire when you mine clay (which is not an ore!)
* FIXED: scrollbars use art for scrollbars!
* FIXED: various issues with scrollbar sizing