Our August Update, "FRONTIER BARRACKS SIMULATOR 2015" is now on Steam! Notable changes include:
- agriculture update: crop choice is really important now!
- a massively improved Work Crew UI
- added the Barracks to conscript & train military
- added “Idle Suspiciously” job for foreigners
Normally we just link the blog because the list is too long to fit here (it is this time too), but I'll include the Human Characters section here because it's pretty neat!
Human Characters
- balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
- colonists will abort hugging more accurately
- added new desires for colonists to desire
- added Prisoner character history backgrounds
- balance: overseer immigration rate has been rebalanced based on player data
- balance: slowed down middle class immigration.
- balance: lower class immigration will give even fewer aristocrats (yes, we realize the contradiction inherent in this statement)
- FIXED: people getting stuck returning to civilization
- FIXED: favour redcoats won’t be demoted to militia anymore
- FIXED: lower-class characters now properly inherit skills from their overseer for purpose of determining length of job time
- FIXED: favour naturalists are now properly counted as temporary characters
- FIXED: job dependencies to get new tools not being filled when a character has a tool, but it is stowed on their back (affects burial, probably some other stalled work crew stuff)
- FIXED: characters now do not abort a raw food eating job to eat cooked food if the cooked food is locked by somebody else, or not owned by the player
- FIXED: people no longer get memories for killing “Unnamed”
- FIXED: temporary characters can no longer leave your colony without unlocking their jobs first (this could cause frozen jobs!)
- FIXED: player-ordered butcher job filters aligned (it’s just “hunting” now)
- FIXED: mundane seed memories for fresh-off-the-airship colonists work correctly now
- FIXED: work crews would occasionally reset all their job filters
- FIXED: corpses thinking they weren’t in the world and thus messing up burial jobs
- FIXED: miners won’t return to stockpiles to drop their imaginary shovel/pickaxe (this will be more thoroughly fixed post 42)
- FIXED: Aristocrats will never get “no workcrew” alert
These and the rest of the full change log can be found over on our development blog!
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 is still trapped by our incantations, though he almost tricked us into setting him free from the spell binding him to the progress page. New measures have been taken as a result.
Feel free to discuss the update right here, over on the Steam discussion page, on our official forums, or in the comments of the latest blog post!