Heads up! This one is pretty experimental. There will probably be at least one more revision before we call it Revision 36, and various character events or whatevers may not fire correctly or work yet. Guess what I'm working on this weekend. We also did a lot of adjustments to the combat logic for soldiers which we are still working through, and... well, lots of stuff changed about. Anyhow: Consolidated 35C Changelog: engine/misc FIXED: game immediately goes from battle music playing to pegging the discovery music and not moving CPU side optimization to render backend; removed unnecessary matrix calculations etc implemented brushfire search for moving characters into civilization nature balance: made stone nodes provide more stone balance: made clay node clusters more numerous artifact discovery now gives discoverers name in ticker balance: made trees take way longer to chop events/gamestart position of event window remembered between events balance: added more building materials to gamestart balance: pushed bandit and fish attacks back to day 2 (as they'd appear in night 1, which is a bit soon) "call favour" event won't appear unless you have enough prestige to do anything with it added madness/cult contextual tutorial cleaned up the starting tutorial infodump now that we have some contextual tutorials criminals immigrants have a chance to want to start a cult criminals sent to your colony may now be slightly mad colonists should no longer spawn in water at gamestart fishpeople menacing should spam less alerts FIXED: some zoom-to alerts didn't zoom-to buildings/workshops implemented real building material cost system added "upgrade pistol to revolver" job added revolver icon FIXED: standing orders of glass panes broken added coal icons to smelting job tooltips (because smelting takes a carbon source now) FIXED: an office w/ dead overseer displayed an alert with incorrect title text characters added "drink curative" for curing madness (colonist will drink Laudanum or Sulphur Tonic to relieve maddening thoughts) balance: reduced desire to drink booze across the board because it was impossible to maintain stocks UI: work crew display now really displays # of idle work parties, not # of active work parties drinking laudanum has a small chance of turning a character into a Laudanum Fiend "building materials to be dropped off now show in tooltip combat all combat code rewritten to use state machine tiers to determine combat operations FIXED: animals fighting animals will no longer trigger combat music FIXED: bandits and fishpeople have to reload guns now, for real characters will load their guns upon gamestart cults cults will announce their name in ticker upon formation cults will announce new members to game ticker cults will do recruitment at night, and only one initiation per night max cultists who witness an occult ritual will be made happy added alert upon cult formation studying eldritch artifacts may increase madness and/or inspire cults people invited to a cult will decide whether to join or not based on traits, madness, and relationship w/ cult leader cultists who are invited to join another cult will become offended cultists who are invited to join a cult they're not in will become offended
I believe the logic is that we're trying to make it so you can't complete the beginning game in 2 minutes. Still, tuning is a thing that happens.
ehh.. you might want to sort of skim over the code changes with the military.. First wandering fishperson to come by, and my soldiers are running for the hills. well not quite. They seem to run away, stop and let the fishperson catch up to them and get hit. then run away again, about 15 tiles. my NCO just got whacked while I tried to make any sense of it.... Off to bed then... was about to, when I saw this update.
Yes, soldiers are now employing the tactic of stand in a circle. It's not very effective vs fishpeople
I'm liking the new building material cost system. Things are starting to feel less sandboxy and more gamey.
Great update! But there are some bugs. 1. The soldiers stop attacking fishmans 2. The game is not saved (maybe just me) 3. The game crashes after ~2 hours of gameplay... off topic, sry
I just lost my three starting soldiers during the first night to a lone aurochs on a startled rampage, which the redcoats tried to Animal Friend rather than shoot.
Huh. Responding To Alarms take precedence over Rallying, Shooting Entities (at least Fishpeople), Counter-Attacking and so on. What happens is: Fishmen! Fleeing Colonists! Heroic Soldiers Run towards the fleeing colonist, responding to the alarm! Fish-person runs after soldiers! Finding nothing questionable once they arrive at one alarmed citizen's location, soldiers run towards the next alarmed citizen. They wouldn't find anything questionable, the fish-person was after all behind them the entire time. Dammit, Zellie, turn around! Turn arou--- nooooo. This is amusing in a kind of horror-story ish way. It's very good that soldiers respond to alarms with this much alacrity, since they haven't quite before, but I think the job "Responding To Alarm" needs to be interuptable in way, way higher measure. By say realizing that the fish person they're arriving to respond to is, at this moment, attacking them. This locks down the colony and causes a fatal hang-up by way of everyone always running around. Edit: Interestingly, if you request a lot of guns and conscript every-body but absolutely neccesary workcrews, you can still play the game because one of the 24 heavily armed, angry, cult-prone conscripts might luck out and attack the fish person. I feel rather like I'm supervising some sort of militaristic, tea and crumpet obsessed gang right now. Anyhow yeah, "Respond To Alarm" needs to be interuptable or lower in utiltiy, as it interupts every other kind of military action at the moment.