Developer postOriginal post (opens in a new tab)

ALPHA 42B NOW IN STEAM EXPERIMENTAL BRANCH

Alpha 42B has now hit the experimental. Again, this is Windows only, as we continue to restore our Mac build machine (we apologize for the inconvenience!) Major changes include a way to demolish buildings currently being constructed (and a fix for demolishing existing buildings), a workshift system, and some major changes to how workshops and stockpiles work. Enjoy!

CHANGELOG:

colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
rewrote day/night cycle code to allow for different lighting options throughout the day
stockpiles: characters now assess the closest stockpile to them at all times
stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
clicking on a building under construction pulls up an assignment beacon; the building construction can be cancelled by clicking on that beacon
various typoes/grammatical inconsistencies/spelling errors fixed
civilians no longer pull out knives & sabres in melee combat
occult murder added for death cults
added Prisoner trait
added case for eating "starvation food" (to make a clear hierarchy of food colonists are willing to eat at various levels of hunger)
added warning when burial job cannot complete due to full graveyard
removed the Construction Crate that shows up when constructing a building
balance: Foreign Intervention event has slightly more stringent requirements (so you won't get attacked super early)
balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
FIXED (42A): colonists no longer try to "Shoo" vermin
FIXED (42A): debug scripterror in bandit_plunder_major
FIXED: scripterror in some cases when an agent attempts to drop an item due to death
FIXED: if an assignment targeting an obeliskian is cancelled, it can be recreated
FIXED: ghost bandit (after bandit joins your colony)
FIXED: in some cases, non-colonist agents would be unable to path to edge of map
FIXED: error when a cult leader drinks laudanum and decides to leave their cult
FIXED: if starting NCO was assigned to a barracks, soldiers wouldn't train
FIXED: assignment beacons now disappear when an assignment is cancelled from the jobs menu
FIXED: assignment beacon "cancel assignment" X now works
FIXED: cancelling a building assignment now removes the blueprint
FIXED: error when Fishperson would attempt to talk to a piece of human flesh

-- Gaslamp Games