Difference between revisions of "Version/0.0.245"
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− | + | {{Version Nav}} | |
− | ==Changes== | + | == Changes == |
− | + | === Changes === | |
− | ===Changes=== | + | * [[Plants]] and such no longer cover bullets as well as sandbags. |
− | + | * [[Raiders]] now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril. | |
− | * Plants and such no longer cover bullets as well as sandbags. | + | * R-4 [[charge rifle]] now has a unique sound. |
− | * Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril. | + | * [[Weather]] (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now). |
− | * R-4 charge rifle now has a unique sound. | + | * Hid the [[trait]] system to avoid confusion (since traits do nothing). |
− | * Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now). | ||
− | * Hid the trait system to avoid confusion (since traits do nothing). | ||
* All weapons now have unique graphics. | * All weapons now have unique graphics. | ||
* Rewrote storage square management system to use the generalized work reservation manager. | * Rewrote storage square management system to use the generalized work reservation manager. | ||
* Fast-forwarding is disabled during combat where you are under attack. | * Fast-forwarding is disabled during combat where you are under attack. | ||
− | * Balanced down hydroponics growth rate. | + | * Balanced down [[Hydroponics basin|hydroponics]] growth rate. |
− | * Charged batteries now explode while burning. | + | * Charged [[battery|batteries]] now explode while burning. |
* Rebalanced shooting and melee to make skill more important. | * Rebalanced shooting and melee to make skill more important. | ||
* Drafted colonists no longer interrupt when melee attacked. | * Drafted colonists no longer interrupt when melee attacked. | ||
− | * Traders are now rarer but carry more goods. | + | * [[Traders]] are now rarer but carry more goods. |
* Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses. | * Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses. | ||
* Smoothed out and softened how AI Storytellers handle colony population. | * Smoothed out and softened how AI Storytellers handle colony population. | ||
− | * Colonists now gain bad thoughts from sleeping outside. | + | * Colonists now gain bad [[Mood|thoughts]] from sleeping outside. |
* Replaced all noncommercial free sounds and attributed those under attribution licenses. | * Replaced all noncommercial free sounds and attributed those under attribution licenses. | ||
* Power connectors report power net status. | * Power connectors report power net status. | ||
− | * You can now dump meals in dumping areas. | + | * You can now dump [[meals]] in dumping areas. |
* You can now click on names in the overview to center on the colonist. | * You can now click on names in the overview to center on the colonist. | ||
* Overview now displays health of wounded colonists. | * Overview now displays health of wounded colonists. | ||
− | ===New Content=== | + | === New Content === |
− | |||
* Added map size adjustment in an advanced menu at game start. | * Added map size adjustment in an advanced menu at game start. | ||
* You can now prioritize colonists’ tasks individually. | * You can now prioritize colonists’ tasks individually. | ||
* Levels now cap at 20 (as designed). | * Levels now cap at 20 (as designed). | ||
* Added max selection size and max drag designate size. | * Added max selection size and max drag designate size. | ||
− | * Added raiders: sniper squad and mercenary squad. | + | * Added [[raiders]]: sniper squad and mercenary squad. |
− | * Some electrical devices now short-circuit and cause fires if left out in the rain while running. | + | * Some electrical devices now [[Events#Zzztt...|short-circuit]] and cause fires if left out in the rain while running. |
− | * Split | + | * Split [[Shooting Accuracy]] breakdown into misses due to equipment and misses due to skill. |
− | * Added skills (which do nothing yet): cooking, medicine, artistic, crafting | + | * Added [[skills]] (which do nothing yet): cooking, medicine, artistic, crafting |
* Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking | * Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking | ||
* Added credits screen. | * Added credits screen. | ||
− | ===Bug Fixes=== | + | === Bug Fixes === |
− | |||
* Various bugfixes and balance adjustments. | * Various bugfixes and balance adjustments. | ||
− | |||
− |
Latest revision as of 02:51, 7 November 2023
Previous Version: Version/0.0.232 Released on: 17 October 2013 |
Next Version: Version/0.0.250 Released on: 4 November 2013 |
Released on: 30 October 2013
Changes[edit]
Changes[edit]
- Plants and such no longer cover bullets as well as sandbags.
- Raiders now opportunistically attack any building they happen across if not engaged in combat. Attempt to funnel them at your peril.
- R-4 charge rifle now has a unique sound.
- Weather (rain/fog) now affects chances of hitting a target (along with light levels and many other factors, good luck hitting someone on a foggy night now).
- Hid the trait system to avoid confusion (since traits do nothing).
- All weapons now have unique graphics.
- Rewrote storage square management system to use the generalized work reservation manager.
- Fast-forwarding is disabled during combat where you are under attack.
- Balanced down hydroponics growth rate.
- Charged batteries now explode while burning.
- Rebalanced shooting and melee to make skill more important.
- Drafted colonists no longer interrupt when melee attacked.
- Traders are now rarer but carry more goods.
- Dump sites no longer default to accepting humanoid corpses. Graves no longer default to accepting animal carcasses.
- Smoothed out and softened how AI Storytellers handle colony population.
- Colonists now gain bad thoughts from sleeping outside.
- Replaced all noncommercial free sounds and attributed those under attribution licenses.
- Power connectors report power net status.
- You can now dump meals in dumping areas.
- You can now click on names in the overview to center on the colonist.
- Overview now displays health of wounded colonists.
New Content[edit]
- Added map size adjustment in an advanced menu at game start.
- You can now prioritize colonists’ tasks individually.
- Levels now cap at 20 (as designed).
- Added max selection size and max drag designate size.
- Added raiders: sniper squad and mercenary squad.
- Some electrical devices now short-circuit and cause fires if left out in the rain while running.
- Split Shooting Accuracy breakdown into misses due to equipment and misses due to skill.
- Added skills (which do nothing yet): cooking, medicine, artistic, crafting
- Added work tags (most of which do nothing yet): Firefighting, scary, artistic, cooking
- Added credits screen.
Bug Fixes[edit]
- Various bugfixes and balance adjustments.