Changes: FIXED: crash when cancelling beacons FIXED: construction grid gets stuck when switching from construction screen to regular screen Added button to toggle interior/exterior views of houses Added support for font kerning Added pause/unpause button Stockpile view and filters Stockpiles prettied up a bit Click-and-drag to select multiple entities. FIXED: building creator now designates squares per-tile, rather than per-vertex FIXED: missing/generic icons: sulphur fertiliser, jar of beer FIXED: tons of typos people have found FIXED: “make copper pipe” job now works description of “The Murder Act” made slightly more straightforward FIXED: foraged & mined output will no longer all stack on one tile FIXED: colonists can sleep more than once in their life balance: colonist sleep times & preferences adjusted to correct day/night length added an idle job for fishpeople reduced gib spawning slightly added some more fishpeople sounds fishpeople will attack crops if no human targets are around embark screen UI prettied up a bit various text sizes adjusted upward now that we have kerning tooltip bg transparency slightly decreased (again) hooked up a different cabbage sprout model (to be obviously not be a harvestable cabbage plant) Framework for more predictable character emotional state characters feeling strong emotions will perform appropriate idle animations more & new overseeing animations hooked up people now have the ability to cower in fear subtle pickup/drop commodity animation fixes included minor fix to asphyxiation death animation As always, let us know what you think! I'm particularly interested to see what people think of the click-to-drag behaviour.
Great timing. My girlfriend is gone for the day and won't be back until tomorrow and I had no clue what I was going to do tonight... now I do!
With the drag-selection box and the managerial power over stockpiles, it is like night and day. Very nice update, thank you! I can begin to unleash my inner overseer.