Difference between revisions of "Version/0.5.492"

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Revision as of 04:58, 18 July 2014


0.5.492
Public version 0.5.492 rev34036 was released on July 4, 2014 - Alpha 5 — Under Siege (Developer Post)

This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for an unknown version.

Changes

  • Nerfed pila
  • Turrets can now require manning to work - This is the case for mortars
  • Metal graphic replaced
  • Language choice moved to main menu
  • Raiders leave after doing sufficient damage
  • Orbital drop raiders less numerous but can punch through thin roofs
  • XML saver only saves data that does not match defaults - cleaner save files
  • Mining plain rock sometimes leaves rock debris
  • Starting equipment comes in drop pods
  • Starting sleeping spots removed
  • Hooked in PDB loading so modders can use code debuggers to step through their code
  • Raiders will opportunistically kidnap incapacitated colonists and retreat
  • Time displayed in months and years
  • Weapon accuracy defined as 4 miss percentages for the different ranges (4/15/30/50 cells)
  • Changed loyalty and fear to a single value - mood
  • Split witnessed death thought into witnessed ally death and witnessed stranger death
  • Increased many research costs
  • Map generator will not produce empty deserts


Additions

New Gameplay
  • Sieges
    • Enemies take siege positions
    • Recieve supplies from orbit
    • Place sandbags
    • Place mortars
    • Eat, sleep, fight fires
  • Mortars
    • Incendieary and Dry Explosive
    • Manual targeting
  • Events
    • Psychic Drone
      • Negative thoughts for a time
    • Ancient Ship Part Crash
    • Ever-increasing psychic drone
      • Kills nearby plants
    • Agent Revealed
  • Royal Bed integrated
  • Scyther mechanoid
    • Fast
    • Doesn't use cover
    • Accurate and deadly charge lance weapon
  • Gear and clothing system
  • Thoughts
    • Cabin Fever
    • Naked
  • End-game Launchable Ship
  • Biome system for animal and plant generation
Optimized Gameplay
  • Storage and Bill filter options: Allow buried, colonist corpses, stranger corpses
  • Basic biome support for plants
  • Option to automatically make a home region around new constructions - Defaults to on
  • Alerts
    • Make starting stockpiles
    • Unforbid starting resources
    • Take starting weapons
    • Change growing zone type
    • Need sawmill
  • New history and statistics tracking
    • Optional opt-in upload for balancing purposes

Bug Fixes

  • Optimized particle registry and saturation
  • Optimized large amounts of fire
  • Storytellers don't clog up event queues as often
  • Fixed starting resources and guns spawning in same square
  • Plant ecology more stable over time