This patch is a few days later than I wanted, so apologies for that!
Lots of fixes here but I also spent a few days working on the game's notifications. A bunch of them were not firing properly, and I also wanted to spruce up the notification settings. You'll no longer find the notification settings within the notification panel. Instead you'll find them through the main settings menu. I think a lot of people were totally unaware that there were notification settings at all, so having them at this location with other settings options should help with that. Also, I've added the ability to tune which factions *and* which races have notification settings. This is nice for when you don't want, say, the death notification for Void Woken. By default, only the main races will fire off notifications, but you can enable them for everyone. This saves to your player profile, so you shouldn't have to set this each game or anything.
On another note, I've decided to make the world depth 32 by default instead of 64 until I can optimize things. The 64 depth worlds are just too slow now that the maps can get up to 256x256. I'll need to put in a lot of work to make them work well, and I don't have the bandwidth right now. And, honestly, you're not really getting that much more out of the game from 32 extra layers. I'm sure most would prefer bigger (256x256) maps over that added dirt. The terrain should generate like normal, but if you see something off, let me know. Now, I'm not scrapping 64 depth for good. I will do my best to make the 64 depth work in the future, but I will likely need to put it on the backburner for a bit. Oh, and those that have 64 depth saves, should still be able to play those. You just won't be able to create new 64 depth worlds.
As you'll see in the notes, I've enabled animal migrations again. I'm sure this is going to have some interesting bugs because wild animals have some new behaviours. Namely, they will hunt animals they consider prey. The Vytrax, for example, consider everything prey. This doesn't mean they'll attack you right away, but they do have a chance to become aggressive. Also, you'll probably see animals hunting your animals, so keep that in mind. For example, cats hunting rats. You should be able to catch wild animals using cages. I've added notifications to help communicate when they are captured and tamed.
Enough talk, here are the notes:
-Fixed a bug where default hotkeys were being disabled on load if a custom hotkey was added as a second hotkey.
-Fixed some bugs with incorrect notifications and notification duplicates.
-Fixed a bug where settlers could get stuck in a pick up item loop when organizing room items.
-Removed the bedrock blueprint from the build menu.
-Optimized a performance issue with tooltips.
-Fixed a flicker bug with tooltips.
-Holding Left Shift will again add/remove entities to the current group of selected entities.
-Fixed a bug where placing a room would deselect the template if the room wasn't actually placed.
-Fixed a misaligned text element for the error popup.
-Fixed a bug where you couldn't use Left Control + Right Mouse to select a room from the overlay
-Fixed a bug where mouse selections couldn't be made when using the search panel.
-Raised the max temp of plants to 95 so they don't die en masse during summer.
-Enabled a couple more events that were temporarily disabled.
-Enabled migrant animals again. Plus added in all the overworld map info to display what kinds of animals a tile will have in the area.
-Fixed some issues where notifications weren't playing anymore. (i.e, Low on food, low on beverages, entity born, etc.)
-Added some new notifications for: entity captured, and entity tame failed/succeeded.
-Fixed a bug where notifications would appear for scenarios that didn't activate.
-Fixed a bug where scenario entities arriving at the border weren't spawning if you were surrounded by water.
-Neutral animals will occasionally try to kill prey. This only applies to animals that actually have prey. i.e., Vytrax, owls, snoots, etc.
-Fixed a bug where flying entities weren't calculating paths properly.
-The equip item priority has been increased to ensure entities equip items before starting the next job.
-Fixed a bug where toggles would get stuck if another hotkey using the same key was activated.
-Fixed a save/load bug related to jobs.
-Separated Harvest into two jobs: Harvest Ground Cover and Harvest Plants. This also fixes an issue where auto-jobs were harvesting planted crops when you just wanted the grass harvested.
-Fixed a bug where trees could be harvested.
-Room auto-jobs will now be managed by the room and idle entities. This means jobs will queue and get created regardless of an entity being idle. This should also fix an issue where room jobs just weren't being created because the respective entities were always busy.
-Fixed a bug where drink/eat audio wasn't playing.
-Jobs will now show a description when hovering over the toggle button in the toolbar menu.
-Fixed a bug where entities wouldn't stay at a point to fully heat up their body temperatures.
-Fixed a bug where ambient audio would continue to play after exiting a game.
-Fixed a bug where the main menu music wouldn't stop after selecting a file to load.
-Fixed a bug where Void Imps wouldn't eat or drink because they didn't have a diet set up.
-Fixed a bug where settlers were dropping several items on one block that wasn't able to hold them all. This would result in the items spawning around the target drop point, requiring them to pick up and carry the items again.
-Fixed a bug where entities would create eat/drink jobs for the same item. This would cause several entities to go for the same item.
-Fixed a bug where room points weren't being removed from a room if the block no longer permitted rooms.
-Fixed a bug where an item could get stuck falling on top of another item. This bug would cause sfx to play forever. The most common example being the sound of Ren falling.
-Fixed a bug where, if a room's storage settings were changed so current items were no longer permitted, settlers would try to put the items just outside the room rather than look for a better candidate in the same room or another room.
-Fixed a bug where settlers were eating/drinking more items than they needed.
-Fixed a bug where the state color of a job would flicker.
-Fixed a bug where job textures weren't transitioning correctly.
-Fixed a bug where unreachable jobs weren't immediately updating their state once a neighbor obstruction was removed.
-Fixed a typo that caused the Swords of Love and Hate to have missing icons.
-Fixed a bug where jobs could be seen through the ground.
-Fixed a bug where newly added research blueprints wouldn't be unlockable if the player had already unlocked the relative research node.
-Added the Wood Hammer blueprint and item.
I've received a TON of constructive feedback related to the auto-jobs and room edit UI. There's a lot of great polish stuff that I will be working on, but the main thing I want to address is how auto-jobs are nested within the room UI. This makes it really difficult to quickly queue up jobs and, because of the small UI space available, it's hard to read. I'm going to create a separate window for room based jobs. This is pretty much the workshops UI we had in the past. I feel silly coming full circle with this, but oh well. Anyway, from this screen you'll see all the available blueprints you can make, plus which rooms they are assigned to, and you'll be able to filter and (SHIFT) search each blueprint easily. It should greatly improve the experience. I've really floundered with this room stuff, so thank you all for your patience and incredible feedback.
Thanks to everyone supporting the game's development and helping with beta testing.
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