Alpha 48

**Version chronology**

**External links**

## Major changes

* Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!
* Added happiness-to-workshift system: Now emotions matter. The happier your colonists are – well, your overseers anyway – the longer your work crews will work.
* Science!
* Chapel doctrines!
* Optimization!

## Building Designation / Module Placement

* performed complete rewrite of module and building placer
* terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
* FIXED: zones are designated per-verte, not per-tile
* FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
* FIXED: various issues with snapping modules not working correctly at all
* FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
* FIXED: right-clicking in the zone creator let you break things
* FIXED: zone creator max size reporting was off by 1
* FIXED: small mysterious colored square occasionally showing up on the terrain
* FIXED: another case of the small mysterious colored square
* FIXED: saving in blueprint mode and reloading would cause invisible modules
* FIXED: barbershop and other exterior decor items create raised platforms
* FIXED: window height incorrect
* FIXED: pressing ENTER without having specified a correct blueprint would crash the game

## Colonists / AI

* added new happiness-based workshift system
* balance: lowered desire to listen to sermons slightly
* balance: generally increased happiness from memories for new workshift system
* FIXED: civilians weren’t correctly dropping firearms
* FIXED: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
* FIXED: when colonists talk while holding very large items, they’ll no longer swing them around crazily while gesticulating
* FIXED: civilians were not fleeing with appropriate aplomb from hostile Fishpeople
* OPTIMIZED: pathing to object test
* OPTIMIZED: various slowdowns; large colonies should run more smoothly

## Science

* added new Laboratory system
* Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
* added some generic agricultural labour upgrade technologies
* added first set of metallurgy/mining techs
* added warning when Lab Office points are maxed
* FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
* FIXED: ghost chalkboard is not longer valid tool for performing research

## Foreign Office / Factions

* added progress bar to Do Diplomatic Paperwork
* performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
* added “Bandits Visit Town” event
* added “Ministry Investigates Stolen Goods” event
* added “Bandit Ties Investigated” event
* added “Bandits Guard Town” foreign office missions & hook to foreign invasion event
* trade missions now spawn with guards
* fixed up faction descriptions on Foreign Office buttons
* added warning when Foreign Office points are maxed
* added some new foreign office events to foreign nations
* events: made relations changes due to events stated more explicitly
* trader groups now have more appropriate names
* FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
* FIXED: possible infinite loop in foreign\_office.go
* FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
* FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
* FIXED: traders should no longer leave ‘ghost’ trade goods if things get weird
* FIXED 47B: Empire relations weren’t being changed by Foreign Office

## Modules

* tables are now “Table and Chair Sets”. You can’t sit in them right now. This will be Improved.
* added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
* updated costs for constructing ceramics and chemistry workbenches
* re-enabled module animations and particle effects on a number of modules.
* re-enabled pickup\_animation for modules. This may cause some visual oddness until a related bug is fixed.
* Mineshafts now use particle effects when in use
* module breakage now spawns rubbish
* FIXED: costs for a number of modules with incorrect costs
* FIXED: stained glass windows were not being built
* FIXED: Iron Smelting Crucible consumed one too few bricks
* FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
* FIXED: clothes-lines were not built correctly
* FIXED: carpentry benches wouldn’t break properly

UI
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* updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
* lessened bureaucrat warning spam
* added “?” box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
* FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
* FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
* FIXED: various typos
* TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)

## Military

* NCOs of higher skill will now train militia footsoldiers significantly faster
* balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
* balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
* FIXED: when soldiers are ordered to beat someone, they won’t be frontier justiced due to hurting another colonist
* FIXED: redcoats assigned away from a barracks can now be re-trained
* FIXED: Military patrol job will no longer conflict with “squish vermin”

## Jobs / Economy

* added grass, shrubbery, and flower planting for gardening enthusiasts
* balance: adjusted utility of burial so it (hopefully) doesn’t conflict w/ farming duties
* all remaining jobs that allowed a worker to leave while they were in progress (i.e. smelting) have been changed to require worker presence.
* re-enabled steel in the game (it currently isn’t used for anything, though. Emphasis on currently.)
* re-enabled Chalk (used to make steel)
* FIXED: “Do Foreign Paperwork” and “Do Science!” jobs are now evaluated using office standing orders, not social jobs
* FIXED: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
* FIXED: glass panes no longer built instantly
* FIXED: Iron scraps are now able to be smelted into bars like ore
* FIXED: muskets using incorrect resources
* FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
* TEST: locked cabbage at start
* TEST: doubled all cooked food output

## Events

* rubbish left lying around may now spawn vermin
* added an event that recommends a player build a barracks if they haven’t done so by day 4
* FIXED: Fishpeople envoys will never show up before first contact
* FIXED: starting loadout airdrop crates will no longer land on each others’ goods and possibly causing explosions, fire, and death
* FIXED: vermin will no longer spawn inside buildings (which could cause Problems)
* FIXED: some bandit related text

## Religion

* added chapel doctrines, along with accompanying UI. Players may now choose a chapel doctrine in the building’s interface, which will influence what effect their vicars’ sermons have.
* removed old references to “Seminary Training”; it is generally replaced with “Spiritually Inclined” trait.

## Misc.

* Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
* balance: Obeliskians now won’t wake … so soon.
* FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
* TEST 47C: crops no longer spoil (due to workshift system)