Changelog for Alpha 43B performed more cleanup of character information panel layout & implemented some new UI art added "Basic Brew" recipe to breweries (will auto-brew valid ingredients) added some more names added more response options to Fishperson Vandalism event fishpeople made much more likely to run when hassled by military, though there's a chance they will become enraged & attack added Fishpeople egg collection mission & event if Fishpeople see humans near their eggs, they will attempt to scare them away colonist choosing to commit murder decision making made more sophisticated added Egg Collection mission for Fishpeople added an alert the first time someone sleeps on the ground to inform you that you should build beds implemented "short term memory" functionality: most recent memory will always contribute to emotional state even if less important than others workshop recipes can now be grayed out or hidden based on whether required modules are present in the workshop. Tooltip changes to reflect what is needed. (roll-out to other workshops in-progress) made fishperson crisis events slightly more willing to pile up (to avoid lost crisis events) night has been made lighter (so you can actually see anything) bandit corpse policy event can have "no answer" selected & will fire no more than once per day colonist corpses should no longer try to initiate burial job there are still hostiles nearby (note: if hostiles leave and come back, you've still got a problem) overriding auto-burial of a corpse with manual controls will make corpse will only respond to manual orders for burial/dumping from that point forward balance: performed significant rebalance to the values of most of the memories in the game balance: made small tweaks to how long it takes to cook things balance: changed one overseer to a labourer in all loadouts balance: farming made very slightly easier FIXED: some memory related bugs FIXED: people will stop trying to find closer crops to haul to stockpiles once they check their first stockpile FIXED: selections in the quick menu sometimes not appearing after click-drag FIXED: characters with renamed names using old names in some events (other bits of game logic) FIXED: enormously wide tooltips for workshop names FIXED: draw building shadow when mousing over it during the construction mode FIXED: dark and red portraits for characters (gamma correction) FIXED: people trying to shoo vermin beetles (again) FIXED: errors in a number of memories that caused them to display the wrong character name FIXED: performed overhaul of handling of all jobs that affect the corpses of all types of characters (burial, dumping, butchery, dissection, etc) FIXED: some desires were unfulfillable & used incorrect icons FIXED: corrected scripterrors in certain cases for Naturalist dissection of horror events FIXED: items dropped by non-colonist agents as part of mission should properly set ownership to player if dropped near your colony FIXED: dead and/or fleeing colonists can no longer raise objections to your policies concerning Fishpeople FIXED: soldiers should no longer hassle fishpeople who are already fleeing FIXED (43A): bread not being able to be baked FIXED (43A): crash when accepting bandit into colony
I still can't seem to get a cult to form. Found an artifact, everyone is hungry enough to eat human flesh and no brewery or church but still not a single cultist.
One of my stuck dudes got magically unstuck. It seems to be working better now. I didn't build a chapel yet, however, so we shall see about that later.
I had someone stuck between dropping tool and picking up tool for quite a while as well. She didn't stop until it was time to sleep. I was quite irate because she was heading up the prisoner labor force I ordered and they were milling around her not doing anything while she kept picking up things and putting them back down.
Maybe we can incorporate this into the game itself (i.e. deliberately have it as a job), if it has not been implemented yet. For example, have a small percentage of the population develop obsessive compulsive disorder (manifested by extreme repetitive behaviors, etc.) when their level of anxiety/fear reaches a certain level. Per nimh.hih.gov, "People with OCD may try to help themselves by avoiding situations that trigger their obsessions, or they may use alcohol or drugs to calm themselves.", so the colonist can attempt to avoid the trigger, drink alcohol, and/or take laudanum to prevent it from happening again. This adds a touch of realism to the simulation.
I like the goal of this, but I don't like the current implementation. I set a workshop's floor plan, set its modules, wait for the walls to go up, then on getting the construction notification set all its standing orders. That way when the colonists are done building it I don't need to watch the ticker for the specific module I need, or go back and inspect it later to what should be produced. I can't do this now, as the game forces me to wait until at least one module instance is ready. Perhaps some other visual cue on the button (a red tint, or an X in the bottom left corner?), then a visual effect on the queued order that when hovered explains which prerequisite is missing?
This feature in general is more aimed at new players than people who have a routine, and we knew it would get in the way of that, so we'll be looking at ways to make it less of a hassle for you. (Additionally, we get to put in more complicated recipes now! Woo!)
Yeah, I had one fishy colonist attempt to form one after first meeting a fish person, but she was rebuffed, and her madness levels dropped so fast that she never attempted it again. I *think* a madness/cult balance is still in progress though, so hopefully it gets worked out soon. I really miss cults.
Totally. There were a few steps missing that we're filling in. We wanted to give cults teeth, but if we do that we first need a way to see them coming, and then to deal with them. Seeing them coming = char panel improvements. Dealing with them = office rewrites.
I'll take a save game where people are going into a bad stockpile loop if you have one, Rentahamster. (Also, people being stuck.)
Fixed for next version! This happens when fishpeople intimidate humans. Logged as OC-4063 ; triggered by fishperson item drop in certain circumstances which we'll track down real quick here ... Fixing in progress, logged as OC-4062. Edit: fixed.