Beta 52E

**Version chronology**

**External links**

## Major changes

* added 2x speed button
* added harvest stamp commands to collect resources from the map
* fixed module placement limits (can't place modules in invalid buildings or on top of one another)
* various UI and mechanics related to upkeep improved, bugs fixed, balancing done
* civilians can now fight

## Full changelog for Beta 52E

* added new buttons for spawn points
* added currently selected highlighting to lists of offices/housing, changed visual style slightly.
* new emotion value display added to characters
* added 2x simulation button! HOLY VORPULON
* reduced # of points on world; optimized world gen a bit
* added embarkation button icon biome detection code
* players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
* removed "chop down", "mine surface node", "forage", "clear terrain" and replaced them with assignment stamping tools
* added Upkeep display to workshops
* modules disabled by lack of upkeep will no longer lose production queues
* housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
* various improvements added to ranged and melee attack logic
* did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
* improved FYI alert UI style
* added disturbance counter.
* removed starting NCO
* removed field promotions
* added civilian combat AI
* reduced animals spawned at start of game (they were crowding things)
* rebalanced off-shift social jobs to hopefully make things more interesting
* added new event for reaching the 150 char population cap
* added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
* added new trait: Light Sleeper. Can only sleep in beds.
* added new trait: Heavy Sleeper. isn't woken by preaching/gunfire/etc.
* traits: Adaptable trait now gives bonus to skillgain of best 3 skills
* traits: Brutish trait gives a bonus to melee damage
* traits: Materialistic colonists are harder to please with house quality
* traits: Reclusive colonists don't make friends on spawn
* traits: Scholarly trait gives bonus to science skillgain and penalty to all others
* traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
* traits: Patriotic overseers give a bonus to empire diplomacy point gain
* traits: epiceureans learn cooking skill faster
* traits: removed Voracious trait
* traits: Hale and Hearty trait grants a bonus to HP
* added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
* added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
* added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
* added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
* balance: added clay to Tropical Dry Forest
* balance: upkeep timers are tracker per-building rather than globally
* balance: Novice and Artisan upkeep trunk recipes now give 2 trunks for 1 resource
* FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
* FIXED: beetles eating longpork will no longer transform it into charred meat
* FIXED: colonists will no longer drink booze that doesn't belong to them
* FIXED: crashed airship ending scripterror (in certain cases)
* FIXED 52D: items stuck to hands due to job interrupts
* FIXED 52D: gridAddItem error, for real
* FIXED 52D: grimoire scripterror when no vicar present
* FIXED: grammar error in the airship crash event
* FIXED: Scrap Iron can now be smelted into iron bars
* FIXED: players cannot place modules on top of other modules
* FIXED: productionWindow not initialized after save/load and may contain garbage
* FIXED: various typos
* FIXED: house demolish button
* FIXED: colonists no longer only wander into the woods when afraid
* FIXED:mining surface nodes took more than twice as long as intended
* FIXED: removed some unpathable cliffs in temperate swamp