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The big Unstable 2 patch has finally arrived! This patch introduces a large majority of the new hunting mechanics, and a ton of miscellaneous changes I hope you guys will love. Check out the change log for the juicy details!
NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!
InDev 34 Unstable 2 Change Log
Rangers and Hunting System
- Renamed the barracks to ranger station.
- Renamed guards to rangers.
- Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
- Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
- Rangers no longer patrol the perimeter of the village during the day time.
- Rangers no longer can post at outposts or barracks.
- Rangers now patrol the village during a blood moon, rather than the front lines.
- Rangers outside the village are no longer called when a village is in danger.
- Moved rangers lodge and outpost to the food and water category.
Animals and Cooking
- Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
- Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers. Feathers currently serve no purpose, but will in unstable 3.
- Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
- Doggos now only spawn on the edges of the map.
- Animals also spawn on the edges of the map.
- Wild animals try to seek out safe locations with food and water to congregate.
- Rebalanced all food.
- Doggos and other animals now require less food and water to sustain themselves.
- Doggos and other animals can no longer die of overheating or freezing.
Balance Changes
- Elders can no longer turn into zombies when blighted.
- Rebalanced zombies very slightly.
- Removed intelligence from the game.
- Removed happiness from the game.
- Completely overhauled entire resource storage system, now buildings can store fixed amounts of each resource type rather than a total of any resource types they can store.
- Completely rebalanced storage limits of nearly all buildings.
- It is now easier to push back the corruption.
- Maintaining infinite refined resources will now manufacture them regardless if storage space exists.
Miscellaneous Changes
- Raw food renamed to raw vegetables.
- Slightly optimized mob rendering code.
- Perimeter generation code completely removed from the game.
- Changed Doofy Wild Doggo to Wild Doofy Doggo.
- Armorsmiths can now make leather armor.
- Wooden shield renamed to leather shield, and can also now be made by armorsmiths.
- The toolsmith can now make wooden swords.
- Villagers no longer enter a home when they claim it for the first time.
- Console banners are now smaller, 6 can be displayed at once, and they decay faster when there's a backlog.
- Tweaked the storage priority of many buildings.
- Resources can no longer be paused or banished from a building.
Bug Fixes
- Fixed a bug that could cause object data to not load correctly on custom user maps.
- Fixed a minor bug in damage calculations RNG that could throw an error if the mob's stats were too low.
- Fixed a very minor layer color issue with the doggo sprite animations.
- Barracks can now store ballista bolts when at max upgrade.
- Outpost can no longer store ballista bolts until its at max upgrade.
- Placing walls for construction no longer automatically deletes the topography under it.
- Fixed a crash when nomads tries to visit a village and the camp/castle was destroyed.
- Sleeping AI branches now obeys the booleans that dictates if they can sleep inside or outside.
- Fixed a bug where sleep and incapacitated animations would not reset properly.
- Fixed an issue with refine AI if no storage exists anywhere for the refined material (even if the building would make space once a resource is refined) production would halt.
- Fixed a crash related to the clear out resources AI by deleting the clear out resources AI.