Revision 32C is now in the experimental branch. So, basically REV 33 this week is waiting on me finishing the economy stuff (because I am slow), and a little bit of polish on Vicars (because why not) So you will find a bunch of broken workshop stuff that I'm trying to clean up, and a few other goodies. Engine enormous rewrite of the entire renderer: rewrite of all shaders for Core OpenGL 3.2 (for Mac Port) improved rendering performance (because why not?) NOTE: AZDO is probably totally hooped right now, you should turn it OFF. Characters FIXED: drop tool / drink beverage loop (yes, again) added Vicar dispatch event added Vicar replacement event added upper class arrival/death alerts & prestige gains/losses ALL lower class textures made grubbier characters slightly smarter about running away character will return to civilization if they find themselves not in civilization characters will flee toward civilization if an enemy is nearby (but not too near) and character is not in civilization FIXED: colonists will no longer gossip with other colonists tagged with "frontier justice" added more names balance: eldritch transformation made slightly more difficult to "achieve" FIXED: colonists no longer walk really, really far to butcher things (unless ordered) Animals added pack hunting behaviours added more sophisticated fleeing FIXED: snail walked backwards carnivores can "butcher" corpses and eat meat Combat FIXED: fishpeople freezing up on ranged attacks added AoE attack to blunderbuss added Bandits & Bandit attack event Bandits will spawn in camps Bandits will steal your stuff Bandits are bad people balance: reduced fishpeople attack frequency & size balance: made characters more willing to fight if in civilization balance: made all combatants less interested in attacking fleeing enemies soldiers will fight harder near their squad rally point, will retreat to rally points (if available) balance: landmines made more damaging Terrain FIXED: spawning of swamp forests (giant horsetail, bamboo) overhauled giant horsetail model FIXED: oreNode job cancellation doesn't shut off orenode forever improved water shader new lingonberry & saskatoonberry models Buildings/Workshops added Chapel building (building a chapel will trigger a Vicar dispatch event) added a set of Chapel modules to construct Kitchen can make pumpkin pie added carpets as constructible modules UI increased size of workshop panel added various controls to workshop job queue, which don't work yet FIXED: colonists killed by fishpeople creating alert that says they were killed by murderers FIXED: upper class door displayed resource cost added icons for chapel modules added icons for lots of decor modules FIXED: checked every ticket icon, fixed some broken ones Buildings/Workshops
Sounds great, looks good changelog. Keep working it guys. Was wondering when the test branch was going to have a "wee" update
Does that also include soldiers constantly dropping their weapons/tool and picking it back up, then moving it again and repeating when trying to sleep ? Have a save and console etc etc so want to know before I put up :S (This was played before the tiny fix )
Give it a whirl on the Mac. you're probably missing a few graphical things, but hopefully it works (and if not, at least I know that it's the fault of the Steam packaging tools.)
will the chapels work if i don't have a mac? (cause im using windows 8 on my laptop) or has the mac only received this update to the game?
We had a Discussion about this and have probably tracked it down. Working on fixing it in most common cases now.
Immediate first reaction is Where are my floors?! And my outlines? I am basically laying things down without any kind of outline first. Flying blind. Is it me?
Probably related to the total horrible OpenGL rewrite for OS X. What's your video card, and do you have the latest drivers?
Maybe that will show it. And yes, all of my drivers are very up to date. I believe my video card is an AMD Radeon HD 7800. Very odd, but I can understand that the newest tweaks and shifts can cause some graphics errors. Just is a bit difficult to place things without the outlines. PS. I am running windows 7. Would OS X changes effect it that much??
Oh also, chapel is missing pews... and the people arent sleeping in the beds... even when there are plenty available.
I just had a peek at the Steam discussion pages, and several others players have reported the same 'missing outline' problem (although things are working fine on my NVidia GTX 660M). *edit* Wow, that was fast. I just got r32D, what was in that?
Yes, lots of things are looking broken for me as well. And I'm getting game-breaking FSM errors in workshops. But the bits that are working look fantastic! But, um, mine says 32D in the corner, not 32C?? edit: AA Bandits!! I nearly had a heart attack - however, I get the notice that they're coming and then they seem not to show up for ages, though. Are they spawning too far away or just wandering? (also I lol'd when one of them read "current job: stealing goods") Also lots of Errors (String "workshop|CompleteJob" 440 and string "FSM Support" 204 are two I remember). I also have aurochs wandering within a few feet of soldiers who I've enabled hunting jobs on and they just seem to ignore them. I'm not sure if I should be doing a full bug report or if this update is in flux. It definitely says 32D.