Alpha 43

**Version chronology**

**External links**

## Major features

* added workshifts & changing light throughout day
* overhauled memory, emotion, and madness
* redid character info UI (in progress)
* new office feature infrastructure implemented

## Human Characters

* all farming actions now increase a work crew’s farming skill
* added additional desires to Colonists
* overseer immigrants will occasionally have random skills that aren’t terrible
* clear terrain, clear stumps now considered a “construction” job + “Clear Stump” and “Clear Sapling” jobs are now part of “Clear Terrain”
* characters now have a maximum total name length (fixes potential UI overflow)
* began changes to workcrew naming (this step fixes potential UI overflow)
* colonists who are happy/drunk will occasionally dance
* occult murder added to death cults
* colonists will be comforted by seeing soldiers do impressive-looking soldier things
* added Prisoner trait for prisoners
* prisoners have been given hats
* prisoner overseers will now be identified as such
* added holy book to some Vicar animations
* colonists will now show up looking for a sermon if a chair is available for them to sit in at the chapel
* colonists will also look for confessions if a vicar is in a chapel to hear them (note: confession mechanism currently uses the Cult Deprogramming code.)
* cultists may use unoccupied chapels to do interesting things
* added case for eating “starvation food” (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger)
* balance: massive madness balance done to fit with madness system revisions (madness attached to memories)
* FIXED: weird tool handling with surface node mining is now not weird
* FIXED: aristocrats will no longer attempt to order around sleeping workers
* FIXED: Militia NCOs that earn Redcoat NCO status while assigned to barracks will correctly transform into an NCO
* FIXED: unassigning a crew from a barracks will no longer leave the labourers acting like militia
* FIXED: cults will no longer decide to build two cult shrines in rare cases
* FIXED: despawned temp characters correctly remove their weapons & drop held commodities
* FIXED: people no longer get unique memories for killing just beetles (why beetles!)
* FIXED: epicurean colonists will no longer try to butcher fishpeople to admire their meat (and cause an error in doing so)
* FIXED: error when a cult leader drinks laudanum and decides to leave their cult
* FIXED: colonists should no longer get memories for killing vermin
* FIXED: colonists will no longer attempt to interact in various ways with fishpeople meat as if it were a fishperson
* FIXED: miners mining in mineshafts will no long leave a floating pickaxe by the door
* FIXED: characters hunting an animal will attack it until it is killed rather than taking just one shot
* FIXED: ranged attack would always send out a gunshot alert to sleeping characters upon completion even if a gun wasn’t fired
* FIXED: building name change spam when mad & overseer switched
* FIXED: characters occasionally being unable to do new work after they no longer belong to a workshop
* FIXED: a bunch of weird business going on deep inside the vaguely Jungian collective memory system
* FIXED: various issues w/ retreat jobs getting stuck (in short: now they shouldn’t.)
* FIXED: people will actually listen to sermons that aren’t somebody preaching about the end times

## Combat & Military

* a number of military jobs have been flagged as military jobs so soldiers won’t appear idle when training/patrolling
* soldiers will now stow rather than drop their weapons to train
* hunting will no longer display character combat info panel
* balance: civilians no longer pull out knives & sabres when engaged in melee combat (only soldiers will do this)
* balance: militia requires more training
* FIXED: if you build gabions with your military, they won’t try to collect more than one gun on their back, creating some kind of Ur-gun
* FIXED: scripterror in some cases when an agent attempts to drop an item due to death
* FIXED: if starting NCO was assigned to a barracks, soldiers wouldn’t train

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

* added “Dissect Obeliskian” job (for naturalists to perform)
* added “Dissect Fishpersom” job (for naturalists to perform)
* added Obeliskian gibs
* added Fishpeople Organs commodity
* when a rampaging animal hurts a colonist, it will be marked as a military attack target
* corpses left to rot will attract vermin
* vermin will now make a nice “squish” sound when stomped
* weapons dropped by non-colonist characters outside of town have to be ‘claimed’ by player before they will be used (aka ‘fix to the Dwarf Sock Problem’)
* FIXED: foreign troops leaving map no longer subtract their guns from your weapon count
* FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated
* FIXED: a ghost bandit is not longer left behind after a bandit joins your colony
* FIXED: in some cases, non-colonist agents would be unable to path to edge of map
* FIXED: error when Fishperson would attempt to talk to a piece of human flesh
* FIXED: foreign troops will properly interrupt going to mission goals to fight enemies (or friends, if they’re hostile)
* FIXED: all factions will now properly update their UI description string to reflect whether you’re shooting them or not
* FIXED: Bandits will now fight back when attacked by rampaging Aurochs/Beetles
* FIXED: Foreigners won’t die again from splash damage after already dead
* FIXED: fishpeople no longer attempt to intimidate or otherwise interact with human meat unless it’s to eat it

## Buildings & Building Creation

* gabions are now built using assignments
* added “office jobs” that will be done by the office crew assigned to an office & office job UI display to chapel (with backend done, will be implemented on other offices)
* clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon
* gravestones now use random models
* balance: graveyards now pack in graves a little more efficiently
* balance: the time it takes to construct a building is now based on its area
* balance: reduced the time it takes to build modules
* balance: changed material requirements to lots of modules and buildings
* FIXED: aborting a Finish Production job, or an assignment with “Finish Production” in it, will no longer cause the module in the production state to be permanently unusable.
* FIXED: cancelling a building assignment now removes the blueprint

## Economy & Logistics

* colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
* stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for
	+ mismatched filter objects, removing them;
	+ objects in the same stockpile which can be combined into a stack, freeing a square;
	+ filling any empty square in the stockpile with an object that can fill the square, which does not currently correspond to a stack in the stockpile square
* stockpiles: characters now assess the closest stockpile to them at all times
* stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
* added new “Basic Food” recipe to kitchens that merges stew, meat, and many other recipes into a single button (and removed recipes now made extraneous by Basic Food)
* crops will now reach their “mature” model one stage earlier so you can actually admire them for a bit
* crops will sparkle when harvestable
* workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
* added warning when burial job cannot complete due to full graveyard (a common problem)
* balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
* FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
* FIXED: animal carcass meat output, when butchered by a player-owned colonist, is now reported as being owned by the player. (And is forbidden otherwise – player must manually ‘claim’ to have colonists stockpile the meat.)
* FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
* FIXED: The Fleshcube is now a valid ingredient
* FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
* FIXED: bricks will now be stacked

## Biomes & Terrain

* deer will now appear in the New Antipodia biome
* balance: increased starting exploration radius

## Events, Metagame, and The Overworld

* rewrote day/night cycle code to allow for different lighting options throughout the day
* added a randomized welcome event for those with the tutorial disabled
* "Call Favour" will only fire if you have 2 or more prestige, the minimum required to call a favour
* added new "Quick-start" loadout
* scholar Praise Event will now show how much prestige you earned
* colonists Denounce Bandit Cowardice event now has an additional possible response
* upper class immigrants have been removed from regular immigration.
* upper class immigrants will now emigrate at a rate of 1 per available upper class house.
* balance: fixed prestige cost for food favour
* balance: throttled back beginning time & strength various attack events (bandits, fishpeople, foreigners)
* balance: removed 21-colonist start. Because it was just way too good.
* balance: Foreign Intervention event has slightly more stringent requirements (so you won’t get attacked super early)
* FIXED: scripterror case in bandit\_plunder\_major event
* FIXED: scripterror case in cultist\_preach job
* FIXED: airship overflights will now travel in the direction they claim to
* FIXED: fishperson assault crisis scripterror

## UI/UX

* game now remembers the game window location on restart
* completely overhauled character information panel to better display colonists' rich inner life (note that this element is still in-progress)
	+ character window: emotions and madness now shown on a scale
	+ character window: mousing over a memory will show information about how that memory affects the character's state
	+ character window: memories now shown with more detail, image fades as they are forgotten
* split buildings into "workshops", "offices" and "housing"; added support for subcategories to the module placer.
* added ticker text when militia trains to soldier
* workshop warnings are now zoom independent
* added progress bars to workshop jobs
* work crew display now correctly displays only the # of idle overseers. Idle artisans are moved to their own counter.
* updated a number of tutorials to reflect the current state of the game.
* FIXED: objects would occasionally correctly highlight themselves, but would not actually let you click on them or select them (or produce a tooltip)
* FIXED: various typoes/grammatical inconsistencies/spelling errors fixed
* FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu
* FIXED: assignment beacon “cancel assignment” X now works
* FIXED: Broken memory icon for recruited bandits
* FIXED: Tooltips showing the wrong name for stacks after items had been removed from them
* FIXED: lingonberry pie icon was misaligned by 2 pixels and it was really important to fix this because otherwise it looked slightly off compared to the other pies