Revision 31C has now been pushed to the *experimental* branch on Steam for those brave souls who would like to try it.
This is a big one.
A Note
The current module placement UI is the tip of an iceberg of a large system overhaul for building buildings, placing modules, and revamping the economy in general. There's a lot of infrastructure going in here and the improvements are going to take a while to show themselves, but trust us, it'll be worth it.
The current UI scheme is a placeholder and will be improved. Remember: The experimental branch is for Science and sometimes Science can be a bit rough around the edges, but that's How We Learn.
(Also: the loading bay / roll-up doors are also In The Shop For Repairs.)
You can also find this changelog (and previousl ones) on the Gaslamp forums here: https://community.gaslampgames.com/threads/revision-31c-now-up-in-experimental-branch.9689/
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Vaguely Organized Changelog:
Save Games
FIXED: Save games now properly saves rally points (and other beacons)
FIXED: Save games now properly saves filters
FIXED: Save games now properly saves fog of war
FIXED: Save games now properly restores tooltips
Added a message to confirm that a save game is in progress/complete
Command icons now not doubled on new game/load game
Extra windows properly dismissed on game start/load
(And other, deeper, eldritch issues should be fixed; let us know if you have any problems.)
Characters
hunting requires bullets; hunters will acquire & use bullets; civilians will drop bullets when not hunting
bullet amount now displayed in civilian text paragraph
cleaned up glitches on pickup and drop ammo animations
FIXED food memories weren't working correctly
balance: made alarm range almost exactly flee range (so you don't get people running from fishpeople without raising alarm)
balance: a first friend is easy to make, every subsequent friends requires double the positive interactions for friendship
items held by characters are dropped when they die
FIXED carried bodies are dropped when people are killed
characters create alarm waypoint via "Raise Alarm" job when a "hostile_entity" is nearby. There's only ever one alarm beacon per hostile_entity ever.
Military/Combat
added an ammunition system
ammo crates hold 100 bullets, remaining bullets displayed in tooltip
characters can hold up to 20 bullets, bullets held displayed in info panel
bullets are needed to fire guns
soldiers without bullets are more likely to flee
civilians will not automatically collect bullets
added alerts for not having bullets
FIXED: corpses can no longer set off landmines
"assemble gabion" job will choose closest logs
some soldier jobs now better modified by health/bullets/morale/civilization proximity
soldiers slightly more into pulling bullets from bullet crates that have already been opened
bullets now drop off dead people if said people have any bullets
FIXED: crate of ammunition was tagged as "pistol" for some reason
landmines now trigger properly on hostile entities
landmines will detonate if enemy is in adjacent tiles
balance: shrapnel does very little damage to objects
added 3 landmines and 3 crates of ammo to gamestart
created "respond to alarm" job that summons soldiers toward "alarm waypoint"
added tooltip to gabion
health is now a factor in whether soldiers choose to fight or flee
made soldiers less likely to attack things on their own (to avoid the 'one guy hunting down fishpeople across the whole map' thing)
made soldiers weighted more to fighting near civilization (see above)
added melee attack jobs for soldiers
overhauled counterattacking (including for civilians)
overhauled weighting of most combat jobs (flee vs. shoot vs. melee vs. counterattack)
added Jezail rifle
made starting military supplies random
Buildings/Agriculture/Economy
Window hole punching now works in buildings
added ability to flatten terrain & flatten terrain job
added Iron Charcoal Kiln / Iron Ceramics Kiln
added Brick Charcoal Kiln / Brick Ceramics Kiln
added Stone Smelting Crucible
added Stone Charcoal Kiln / Stone Ceramics Kiln
added gibs to gabions
added pfx and sfx for destroying crops, gabions
balance: change some crop growth times
removed extra "raw_food" tag on wheat flour
changed industrial_kiln to charcoal_kiln
FIXED: spoiled crops tooltip now says crops are spoiled
added "Make Landmine" job to arsenal
various foliage textures cleaned up
added low-tech brewing vat (w/ unique animations)
gunpowder production moved to Arsenal from Chemist
Cults
cultists have to go to a shrine, pray, and summon a dagger before performing murder (it's now a two stage process)
cultists will now try to use a dagger to murder (rather than an axe)
balance: cultist murder requires more murder points
balance: eldritch transformation will drain cult power
shrines now for real actually get rotated randomly! (seriously!)
Animals
FIXED animals no longer double-inherit ai_damage (now effectively have 2x hitpoints from before)
certain herd herbivores will rampage if attacked (aurochs, giant beetle)
large animals will slowly regen health
player can give orders to hunt particular animals & this will display icon
FIXED: butchering animals and fishpeople can be ordered by click & drag
added rampage and herd rampage ability to certain herd animals (aurochs, giant beetle)
herbivores will graze again
adjusted herbivore wandering
Fishpeople
FIXED: butchering fishpeople at all
fishpeople attack event reports raider # in log
balance: a fishperson will only attack walls a limited number of times (so they breach walls rather than get stuck doing demolition duty)
balance: added randomness to fishpeople choosing to attack objects so they're less singleminded about property destruction
balance: slightly lowered fishperson health
made landmine explosions quite scary to fishpeople in a large radius
Events
added landmines to weapon supply drop
size of supply drops now based on prestige
immigration event gives more feedback via text log
World
foragesource visuals now more consistent
UI
tutorial now pauses the game when tutorial messages appear
added more unique module icons
added some new icons (landmine, special_category, airdrop crate, negative prestige, sulphur lump)
Un-disabled main menu buttons on returning to main menu