Revision 38

**Version chronology**

**External links**

## Features

* The Seven Colonist Start
* Progress Bars
* Factions window
* lots of new events
* Airdrop Signalling Mast to control drop point of supplies & immigrants

## The Engine

* added flag to executable that should (hopefully) automatically select NVIDIA cards on Multi GPU (Optimus) laptops
* FIXED: beacon/gabion/etc. placers now show up again

## Human Characters

* sight radius is lowered at night
* Naturalists get increased sight radius
* rebalanced idle/wander/gossip weighting
* added more seed memories to characters upon spawn – should make combat morale/behaviour more stable for recent immigrants
* Small grammar fix to memories while sleeping in a bed
* angry citizens may occasionally smash a commodity in anger.
* cultists will attempt to preach The Occult (and spread madness)
* balance: higher class characters are much more persuasive when recruiting characters of lower classes for cults (class-relevant traits ie Communist also apply to this logic)
* added ability to lose a friend (& associated sad memory)
* added concept of rivals/enemies to characters (framework only)
* added various means for cultists to decide to leave their cult
* cleaned up cult leader death & selection (will end cult if no one is maddened enough to lead)
* added more character names
* characters can have origin stories related to their traits and/or class (and added many new possibilities)
* added a floating starvation warning icon to starving characters
* FIXED: starvation floaty icon will not remain over dead people
* added dress version of “freak out” animation
* Naturalists will go to any explore beacons, no matter how far away they are
* colonists can tell what class of bed they are sleeping in, and have different memories depending on the quality of bed relative to their social class
* butchering fishpeople creeps out (most) colonists
* added Vicar job to deprogram cult members
* gossip can no longer be interrupted for more gossip (should fix some of the weird socialization pileups)
* tools can now be despawned in-place via Magical Stowing rather than requiring walking to a drop position and performing full animation
* FIXED: issue in civilization calculation that caused erratic “return to civilization” behaviors
* FIXED: various people getting items stuck in their hands
* FIXED: occasionally grabbing a social job if you had non-social work you could be doing
* FIXED: some nonsense with the job mailbox system
* FIXED: broken nametags (& disappearing nametags on load)
* FIXED: military characters will no longer use specially skilled civilian outfits if overseer has skill
* FIXED: characters assigned uniform via office job should stick to those uniforms correctly
* FIXED: militia NCOs no longer revert to civilian form if they have skills
* colonists will now be slightly happier eating food in chairs rather than standing

## Combat & Military

* added an emote when military decides to retreat due to low morale
* added new military idle: Stand at attention
* alarm waypoints will self-delete if no enemies nearby (military should stop responding to alarms after menacing enemy is killed)
* soldiers will grab gun instead of fleeing if both enemy AND weapon is in range and morale is high
* tweaked how reloading animation was set so civilians who have a very long reload time don’t look like they’re idling
* successfully retreating from enemies will make people … well, not happy really, but slightly less upset at least.
* FIXED: militia was confused about what jobs to take in some cases
* FIXED: invisible soldiers
* FIXED: characters ending up with 2, 3, 4 or more guns fused onto their hands
* added morale feedback to character panel (as it pertains to not fleeing from combat)

## Non-Human Characters

* FIXED: stuff getting really weird with corpses (particularly fishpeople corpses) after they’re moved to another position
* FIXED: Bandits actually respect truce now!
* FIXED: bandit drop/flee cycle

## Economy & Buildings

* added airship signalling mast to control airdrop position (only for supply drop right now)
* flatten terrain job is now in “construction” job category ( & overseers can now take flatten terrain job)
* gabion construction changed to a civilian job
* farming time now correctly uses farming skill
* standalone module construction / deconstruction uses tools & ‘construction’ skill
* FIXED: Improved understanding of who owns what meat.
* Work crew job filters now automatically flipped to “off” when a work crew is assigned to a workshop (except hauling). They can be manually re-enabled to allow work crews to work outside the workshop
* farming: tweaked values for prioritizing the maintenance of existing plants over planting of new ones and removal of dead ones
* FIXED: characters getting stuck in Ghost Modules
* framework for containers, smart objects

## Biomes & Terrain

* balance: no (live) fishpeople should appear in (immediate) vicinity of a tropical gamestart
* added clay & stone near-ish to starting spots

## Events, Metagame, and the Overworld

* implemented seven dwarves mode ’cause yolo
* balance: reduced starting resources
* added guaranteed muskets at game-start
* all events now have a default choice “timeout” so will eventually proceed whether or not you react to them
* attached all airdrop & immigration events to airdropmast, if player has one active
* “Population Below 5″ bailout changed to “Population Below 3″ bailout because the previous system encouraged murdering people for free bonus civilians
* Fixed script error in “Bandits Offer Plunder” event
* Clarified effect in flavor text of in “Ominous Dreams” event
* “Colonist finds overlooked supplies” event has ticker text for items recieved and other minor improvements
* Small optimizations in a few events
* redcoats favour NCO now always starts with a pistol
* FIXED: an error in “Research Family Tree” event
* events that give randomized items (plunder, etc) now tell you exactly what you got in the ticker
* added event for bandit to defect to player’s colony
* new event: Hale and Hearty colonist overcomes affliction
* new prestige favour: Food shipment
* new event: Gain rewards for hitting certain population levels
* added event to give 1 prestige a day for surviving
* new event: doing paperwork reveals extra supplies that weren’t recorded!
* new event: commoners feel understood by sympathetic aristocrat
* FIXED: Dead people will no longer send ministry investigators after you. (Or initiate any other events)
* FIXED: non-deleting science crates (+ added fun icons to ticker reports for science crates)
* balance: increased bandit event timers
* FIXED: isDay wasn’t set to true on first day!

## Multiplayer

* backend for basic Steam integration (initiating multiplayer, joining a game from friends lists, Steam P2P communication)
* proper multiplayer initiation
* deterministic network world building
* in-game determinism checking tools
* non-deterministic ‘find nearby location

## Music & Sound

* added music cues to events and nightfall

## UI/UX

* added framework for cute progress bars for jobs! (first case: tree chopping)
* added progress bars to farming
* added progress bars to construction jobs
* added new Daniel Nametag Zoom System
* FIXED: the contextual module tutorial appearing more than once
* upgraded the old food icon to not be all pixelated (THANKS CHRIS)
* changing around size of Work Crew subpanels for more efficient use of space (in progress)
* FIXED: slowdown in jobs menu with lots of gabion jobs
* UI: workshop button removed from work crew job filters (assignment to workshop implies workshop filter active)
* FIXED: pumpkin and cabbage stew icons! And yellowcup fungus bushel. And fixed some incorrect smelter icons
* removing a farm now closes its control window if it was open
* memories now use specified iconSkin strings (more icons possible for memories; will fix some invisible memories)
* FIXED: laudanum (and other drinks?!) not showing up in commodities window
* tutorial: updated refining tutorial to reference Metalworks as place to refine ore