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February Update Now Live: "All According To Glorious Design"

The February update, "All According to Glorious Design" is now live!

MAJOR PLAYER-FACING CHANGES

  • Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!
  • Added happiness-to-workshift system: Now emotions matter. The happier your colonists are – well, your overseers anyway – the longer your work crews will work.
  • Science!
  • Chapel doctrines!
  • Optimization!

The full change log overflowed the steam character limit, so below is everything we could fit, but the full change log can be found here!

Building Designation / Module Placement

  • performed complete rewrite of module and building placer
  • terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
  • FIXED: zones are designated per-verte, not per-tile
  • FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
  • FIXED: various issues with snapping modules not working correctly at all
  • FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
  • FIXED: right-clicking in the zone creator let you break things
  • FIXED: zone creator max size reporting was off by 1
  • FIXED: another case of the small mysterious colored square
  • FIXED: saving in blueprint mode and reloading would cause invisible modules
  • FIXED: barbershop and other exterior decor items create raised platforms
  • FIXED: window height incorrect
  • FIXED: pressing ENTER without having specified a correct blueprint would crash the game

Colonists / AI

  • added new happiness-based workshift system
  • balance: lowered desire to listen to sermons slightly
  • balance: generally increased happiness from memories for new workshift system
  • FIXED: civilians weren’t correctly dropping firearms
  • FIXED: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
  • FIXED: when colonists talk while holding very large items, they’ll no longer swing them around crazily while gesticulating
  • FIXED: civilians were not fleeing with appropriate aplomb from hostile Fishpeople
  • OPTIMIZED: pathing to object test
  • OPTIMIZED: various slowdowns; large colonies should run more smoothly

Science

  • added new Laboratory system
  • Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
  • added some generic agricultural labour upgrade technologies
  • added first set of metallurgy/mining techs
  • added warning when Lab Office points are maxed
  • FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
  • FIXED: ghost chalkboard is not longer valid tool for performing research

Foreign Office / Factions

  • added progress bar to Do Diplomatic Paperwork
  • performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
  • added “Bandits Visit Town” event
  • added “Ministry Investigates Stolen Goods” event
  • added “Bandit Ties Investigated” event
  • added “Bandits Guard Town” foreign office missions & hook to foreign invasion event
  • trade missions now spawn with guards
  • fixed up faction descriptions on Foreign Office buttons
  • added warning when Foreign Office points are maxed
  • added some new foreign office events to foreign nations
  • events: made relations changes due to events stated more explicitly
  • trader groups now have more appropriate names
  • FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
  • FIXED: possible infinite loop in foreign_office.go
  • FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
  • FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
  • FIXED: traders should no longer leave ‘ghost’ trade goods if things get weird
  • FIXED 47B: Empire relations weren’t being changed by Foreign Office

Modules

  • tables are now “Table and Chair Sets”. You can’t sit in them right now. This will be Improved.
  • added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
  • updated costs for constructing ceramics and chemistry workbenches
  • re-enabled module animations and particle effects on a number of modules.
  • re-enabled pickup_animation for modules. This may cause some visual oddness until a related bug is fixed.
  • Mineshafts now use particle effects when in use
  • module breakage now spawns rubbish
  • FIXED: costs for a number of modules with incorrect costs
  • FIXED: stained glass windows were not being built
  • FIXED: Iron Smelting Crucible consumed one too few bricks
  • FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
  • FIXED: clothes-lines were not built correctly
  • FIXED: carpentry benches wouldn’t break properly

UI

  • updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
  • lessened bureaucrat warning spam
  • added “?” box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
  • FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
  • FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
  • FIXED: various typos
  • TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)

Military

  • NCOs of higher skill will now train militia footsoldiers significantly faster
  • balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
  • balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
  • FIXED: when soldiers are ordered to beat someone, they won’t be frontier justiced due to hurting another colonist
  • FIXED: redcoats assigned away from a barracks can now be re-trained
  • FIXED: Military patrol job will no longer conflict with “squish vermin”

The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. (David has started being very particular about which pet photos he allows to be a part of "his collection". He's begun openly discussing having them printed and framed in the office.)

Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

Have a great February! :)