Revision 41B has now been pushed to the default and experimental branch. It fixes a small issue with the military where military targets will not be recognized as such after somebody has responded to an alarm about them; this was causing people to shoot bandits, and then casually walk away from them while being massacred (for instance.) This should be compatible with all previous save games generated in Revision 41A.
This fix the beetles and other hostiles? Also I selected respect the dead and wanted to bury bandits but my colonists walked to the edge of the map and got murdered on the way. Is there any way to set a range limit on corpse finding/retrieval?
(Something thinks that bandit corpses need to be moved to (0,0) and I don't know what it is yet, although I now know that this is what is causing the problem. I'm hoping somebody remembers that code on Monday so we can shut it off, otherwise, I'll get it in the next patch.)
I did appreciate watching my rental Naturalist do a bang up job finding mineral nodes... and awakening eldritch horrors... which are encamped on the two best doe clusters nearest my camp... good times... time for some rental red coats to clear out the mines.
A lot better - thank you. Did notice civilians standing there while being shot. Most flee but the odd one or two stand around. Edit : Script error re: a Bandit
This build has given the longest game times with no major problems - fab If it were not for the script errors, life would be peachy for the poor souls dumped there. Did seem to notice soldiers will not engage at night - or specifically they did not fire on beetles. Manually cancelling a task by clicking on the red X still does not make the marker go away. If you put a mine shaft next to the admin building, but accidentally put it over a door, the shaft does not get built.
Rather nice and stable, 1st issue, quite laggy while having the work-crew tab open. 2nd. built a building shaped like a sideways L. to save some resources, it turned to a mess.. 3rd, had a move/remove module box get "stuck" on screen, even outside module placement. and even after clicking move, even after module is removed. 4th, at 96 people, game is getting a bit jerky.. Good thing day 51. 100 people. no crash.. And as a sidenote, I just love the detail attention. like from this screenshot. the cute little pictures on the lids. Town is a bit of a mess tough, and well.. take a look yourself.. the zipped log file is over 22 MB. so, adding a link to its zipped file.. https://drive.google.com/file/d/0B_dkiZifEZeNanVTMDcwTXMydkU/view?usp=sharing
(Work crew window lag has been fixed for revision 41C. It takes a bit of time to open for the first time if you have 200 colonists and never open the window, but it runs nicely once it's open the rest of the time.)
Here's a long-ish play session, Dauntless Dare start in the Jungle, so you can run it through your analytic tools. I lost track of time, at least half an hour, I'd say.