Changelog below: FIXED: listening to a sermon caused colonist's bodies to explode FIXED: fishpeople can be butchered through left-click orders FIXED: people running away forever, probably FIXED: boolean values were not being weighted correctly with negative weights FIXED: OS X Lua errors FIXED: nighttime job weighting now works correctly! Population counter is now the "Colonists" button. added Spinning Mule (though it doesn't animate yet) sleep can be interrupted by gunfire/explosions/combat sleep being interrupted will create a negative memory further overhauling of sleeping/hunger & related activities rebalanced job made to dump undesirable corpses outside of 'civilization' area flax straw now has an icon (plus some other tools & commodities) resized fishy idol new hematite node textures new hematite commodity model/texture cancelling a building now removes the building footprint building footprints now stored in game spatial dictionary, as well as their platform heights added new zone control panel stuff, started hooking this up for farms
Very cool! Didn't have time to look at much, but I did notice and do like the new control panel for farms. Two suggestions: 1) New farms should say "Growing: nothing" instead of just "Growing:" 2) Closing the panel when I make a choice would be nice. Or stick an "Okay" button somewhere.
I'm noticing that running the game directly from the .exe doesn't work anymore - I get the usual 'Clockwork Empires has crashed' message - but running it from inside Steam continues to work. Is that deliberate? *edit* The Steam Overlay pops in from the top right! I did a literal double take. Amazing! Interacting with the chapel crashes the game, I submitted a bug report here.
Interesting. Night definitely seems to be "stop cultivating plants and start cultivating, well, cults" time now, due to all the colonists packing into close quarters and talking instead of sleeping. Most recent play, day 2 started with the immediate, concurrent construction of six creepy shrines... Now that we have more of a night cycle concept, I'd like to see traits that influence things related to it. Eg Heavy Sleeper, won't wake up due to nearby combat unless damaged themselves; Lazy gets woken up, takes a bad memory worse than a regular colonist woken up, but doesn't get up unless damaged (current job: ignoring noise until it goes away), Night Owl, for colonists that naturally prefer to be awake and working while the sun is down (and if on an overseer, will drag their work party into adopting similar habits whether they like it or not), etc.