
Version 0.4.2
This new patch fixes reported issues and add most of the requested features while massively improving performances on large maps (and long games). Feel free to join our discord channel to comment.
The full changelog is below, but here are a few key elements:
- You set job priority (to make sure that critical research gets done)
- Building orders can be put on high priority
- The "Settler List" menu got a makeover (added: weapon/armor settings)
- Saving the game is done in the background
- Better support for very high/low screen size
Research & Item Production
Production speed has been tweaked. Survivors' skill at a particular task is now much more important. Unskilled workers / researchers will take much more time to complete a task. To make sure this change is not too crippling in the early game, the base research/production time for early technologies and weaponry have been reduced.
We also made sure you won't get settlers with a conflicting trait/job combo (like dumb and scientist) anymore to increase your chances.
Job Prioritization
A new button (next to the eye filter) has been added. It allows you to set global priorities for each job type. The default setting will prioritize farming and cooking jobs to make sure your colony doesn't starve to death.
Additional, when clicking on a building template, you'll notice a new "high priority" checkbox. It will push the associated order at the top of the job queue.
Notes
We were hoping to add the (full) french translation in this update, but we are forced to delay that a bit. It will happen soon, don't worry :)
Full Changelog
Additions
- Menu to prioritize jobs globally
- GUI Automatic scale settings
- Large performance increase (especially on maps with a lot of objects and/or containers)
- Saving and autosaving no longer blocks the game from being played while the save file is being written
- Proper menu to handle crashes and build reports (Alex)
- Keyboard shortcut (N by default) to cycle between military units in combat mode
- Option to prioritize a specific building job
- Can force the priority of a specific constructions
- Ammo info to top panel and to survivor info menu
- Global ammo count when displaying the "equip weapon" menu
- Middle mouse button used to drag/move the camera
- Population menu redesign (total population, weapon and armor info/settings)
- Drink category for containers and items (note: continuing a savegame will cause all your drinks to dropped on the ground)
- Expedition member selection sorted by scavenging skill
Changes
- Research speed much more dependent on the survivor's skill (generally much slower unless done by someone with a good skill)
- Building and razing speed more dependent on associated skills (and generally slower)
- "dummy" -> "build location"
- Purified Water and Beer category changed to "Drink"
- Dirty water category changed to "Consumable"
- Tweaked build & research time for many items to account for he reduced building/research speed of unskilled workers
Fixes
- Contradictory survivor traits (like a pacifist soldier or a scientist who cannot do science)
- pressing [space] while renaming a NPC will toggle pause
- Language in language selector is in the wrong... language (Alex)
- Keyboard shortcut could force the game speed to go over the set limit, causing a whole host of issues
- Clicking on a button (bottom screen) when an object is under it will toggle the wrong menu
- Menu overlap in 1600x900 resolution
- UI scaling problems at very large or very small resolution
- Destination/order for military units not shown if the unit itself is out of the screen
- Building jobs assignement don't take a survivor's inventory into account
- Rare / potential crash introduced in 0.4.1's event manager
- Ambient sound volume issue
- People dying immediately when coming back from expedition because they started it while starving
- Small hauling issues related to farms
- Charcoal still referenced as coal in some places
- Expedition: if someone dies before launching an expedition, they aren't removed from the list
- Engine assuming that all walls block light (palisade wasn't supposed to block light in that weird way)
