A hotfix for Revision 31, "Conscript Steelcog Versus the Murdercult", has been pushed to the default branch on Steam. As a result of this patch, Conscript Steelcog will now be correctly slaughtered by properly functioning Murdercults. We apologize for the inconvenience if you are Conscript Steelcog.
Complete Changelog below:
FIXED: cultist_power variable typo meant cults were powerless
FIXED: coconut curry now properly requires chillies
FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.
FIXED: sugar can now be eaten raw
FIXED: crop crash (when attempting to harvest spoiled/corrupted crops)
FIXED: animals are no longer attracted to human civilization
FIXED: buried corpses should no longer upset people
FIXED: consume_food hooked up properly
FIXED: stumps from chopped trees can be cleared properly now.
FIXED: chance to plant evil crops was out of whack with intended
FIXED: eldritch transformation cannot be interrupted
FIXED: can no longer have conversations with axe murderers
FIXED: fleeing from murderer corpses
FIXED: cooking and recooking longpork tag error
FIXED: ai_damage was double inherited, leading to all kinds of problems
FIXED: shrine rotation (maybe)
FIXED: melee_combat w/o weapon didn't properly set melee_combat tag
- Cultists can build stone OR wood shrines
- shrinebuilding & transformation gives notification
- people will run away from murderers
- shrines are now randomly rotated
- Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.
- Cleaned up Fishpeople butchering/eating humans
- Assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)
- Assembling Gabions will never be prioritized over fighting
- Soldiers will now run to pick up their weapon in all cases
- “Military Training” will encourage soldiers to value fighting more
- Farming job utilities more or less equalized
- Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists
- Giant Beetles are now “armoured”
- Added more animals to biomes
- Made upsetting things in general slightly more maddening
- Spruced up some placeholder death descriptions
- Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)
- Fishpeople can destroy gabions
- Gabions and crops now have hitpoints
- Alerts generated when fishpeople destroy crops or gabions
- Misc. chair/table improvements
- Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed.
- Reduced absurdly high search range for the fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh” jobs
- “Military Training” should allow soldiers to hold their ground better in combat (unless they’re really upset)
- balance: murderers get automatic Frontier Justice
- balance: axe murder requires madness
- balance: axe murder requires having built a shrine
- balance: shrine building requires madness
- balance: shrine building reduces shrine power
- balance: death of a cultist will reduce cult_power
- fixed typo in tutorial
- fixed typo in place_shrine.fsm
- balance: reduced madness requirement for some cultist acts
- balanced shrine counter cost downward
- yet more balance for cultist acts
- log ticker for murdering
As always, we thank you for your patronage and support.
-- Gaslamp Games