Difference between revisions of "Version history"
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======0.0.250====== | ======0.0.250====== | ||
:November 3, 2013 | :November 3, 2013 | ||
+ | :• Reorganized enemy attack AI to acquire turret targets even without line of sight. | ||
+ | :• Many bugfixes in prep for public alpha | ||
---- | ---- | ||
======0.0.249A====== | ======0.0.249A====== |
Revision as of 16:26, 4 November 2013
Public Releases
0.0.232
- October 16, 2013 - Pre-alpha release
Internal Version
0.0.250
- November 3, 2013
- • Reorganized enemy attack AI to acquire turret targets even without line of sight.
- • Many bugfixes in prep for public alpha
0.0.249A
- November 2, 2013
- • Added video quality levels. Mostly it just turns off AA.
- • T and G are now zoom keys
- • Traders now stay around for two days, not a half day.
- • Reorganized options menu.
- • Fixed various bugs
0.0.248
- November 1, 2013
- • Split repair from construction
- • Beating the fire on a burning pawn stuns them.
- • Firefighters will extinguish nearby friendly pawns even outside home zones.
- • Melee attacks incap more than guns and explosives.
- • Cannot speed up time while a colonist is on fire
- • Short throws will no longer have large inaccuracies
- • Redid how the game uncovers fog at map start.
- • Bugfixes.
0.0.247
- October 31, 2013
- • Totally refactored how equipment and verbs are managed under the hood.
0.0.245
- October 29, 2013
- • 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).
0.0.243
- October 27, 2013
- • You can now prioritize colonists’ tasks individually.
- • Levels now cap at 20 (as designed).
- • 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.
- • Optimizations and bugfixes.
0.0.241
- October 25, 2013
- • 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.
- • Lots of bugfixes.
0.0.240
- October 24, 2013
- • Added map size adjustment in an advanced menu at game start.
- • Fast-forwarding is disabled during combat where you are under attack.
- • Added max selection size and max drag designate size.
- • Added raiders: sniper squad and mercenary squad.
- • Balanced down hydroponics growth rate.
- • Charged batteries now explode while burning.
- • 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.
- • 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.
- • 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.
- • Replaced all noncommercial free sounds and attributed those under attribution licenses.
- • Various bugfixes and balance adjustments.
References
[1] New perma-changelog.