Barging in here, because...
a) This is like Prison Architect!
b) I am enjoying this (thanks to whomever recommended this in the Spacebase thread!)
c) I can't seem to trick my colonists into cutting down trees (!?)
I think you can go to the job screen for your colonists and delselect everything else other than tree cutting for a particular colonist and all they'll do is cut down the trees you select for removal
New metals and stone types, beauty system, lockable doors, a 'stuff' system (things can be made of different materials), diseases and additions to the medical system (prosthetics and drugs), melee weapons, armor stats (vs. blunt, piercing, electric, etc.), equipment stats, Faction bases shown on world map (not used ... YET!), graphic engine tweaks
Wow, this game looks to be shaping up really well.Here's a quick rundown on what's coming in the next build
Alpha 7 is out! This time weve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole stuff and stats system where certain things can be made of other things.
- Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
- New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
- There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.
- There are now multiple mineable minerals: metal, silver, gold, plasteel.
- Leather harvesting from animals, and cloth harvesting from cotton crops. Special space-tech cloth types.
- Make clothing from arbitrary fabrics or leathers.
- Reworked damage deflection chance per-damagetype armor system. Some animals and mechanoids have natural armor.
- New biome: tropical rainforest. A choking, disease-infested jungle. Disease rates are linked to biomes.
- Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
- Organ harvesting and transplanting.
- Diseases: flu, plague, malaria, sleeping sickness.
- Chronic conditions (age-related): Cataracts, bad back
- A bunch of new traits. Brawler, prosthophile, and more
- New trade system and interface.
- Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
- Neutrotrainers: Matrix-style instant training devices.
- Lockable doors
- Melee weapons: Club, knife, spear, shiv, short sword
- New animals: cobra, monkey, camel, tortoise, boar, rhino.
- Storyteller redesigned and rebalanced.
- Visitors carry their own food and hopefully wont raid your food supplies.
- Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
- Rewritten credits system integrates translator credits from each translation automatically.
- Piles of other additions, fixes, and tunings.
The good news is that the next release will at least feature boreal forest and tundra biomes, a full temperature and season system with fire, heaters, air conditioners, warm/cool clothing, hypothermia and heat stroke, and oodles of other smaller content additions like herbal medicine, weaponsmithing, and properly reworked economy and stats systems.
New alpha update. No official changelog list yet, but this was posted last month
---Temperature and seasons---
A new temperature system tracks temperatures indoors and outdoors.
Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
Certain clothing can protect against temperature discomfort/harm.
Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
There are special heat wave/cold snap events.
Added heater and cooler buildings.
Food spoils. This can be slowed or prevented with refrigeration.
Snow falls and accumulates over winter. It slows down movement.
Snow can be cleared manually, and will melt if heated.
New apparel: Parka and tuque.
Added new biomes: boreal forest and tundra
---Art and crafting---
Sculptor's table added. Colonists can create abstract sculptures.
Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
Apparel crafting now allows crafting any kind of apparel.
Can now craft any kind of melee weapon from appropriate materials.
Created 'unfinished thing' step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
Added art trading.
---New content---
New animals: elk, hare
New plants: pine tree, birch tree, moss, xerigium
Xerigium plants can be farmed and refined into herbal medicine.
New power plant: wind turbine.
New weapons: triple rocket launcher, doomsday rocket launcher.
New items: Glitterworld medicine, herbal medicine.
Alphabeaver event creates alphabeavers who will consume trees until stopped.
Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare - the occupants may not be friendly.
Economy and trader stock generation reworked and rebalanced from the ground up.
Stats inspector allows inspecting more things in more places, and provides more, clearer info.
Several new songs from Alistair Lindsay.
You can now release prisoners. This gains you goodwill from their faction.
You can now configure your keyboard hotkeys.
Dozens of other fixes and improvements.
Thanks. Missed that
Alcohol
- Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
- Added special binge mental breaks
- Added teetotaler and chemical fascination traits
- Added hangovers
Tales and art
- There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
- Sculptures now have generated descriptions of what they depict.
- Sculptures will depict events that happened earlier in a colonys life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
- High-quality weapons have art engraved into them.
- All weapons now have quality levels, including guns and bows.
Age
- Old characters now appear at a low but regular rate.
- Old characters have gray hair and tend to have age-related illnesses (cataracts, bad back) which reduce their effectiveness.
- Old characters tend to spawn with higher skills.
- Since people dont age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
- Dates are now relative to specific years. The game starts in 5500.
New stuff
- Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
- Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
- Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
- Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeons medical skill and the quality of the medicine.
- You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
- Guns now have quality levels which affect accuracy.
- Added Heavy SMG
- Added psychic foil helmet
- Added corn and rice crops.
- Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
- People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
- Game now records total real playtime per colony.
- Added pause on load game option.
- Many new sound effects from Alistair Lindsay for UI, work, and combat.
Misc improvements
- Deep optimization on various systems especially AI. This should make big colonies run much more smoothly.
- Added bad thought for wearing tattered clothes.
- Apparel becomes damaged when owner dies from violence.
- Apparel actually takes the damage it absorbs as armor.
- Apparel wears out over very long periods of use.
- Uranium ore now appears as a minable natural rock.
- Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
- Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
- Reworked the do until you have X option on bills; it now works for more bills and shows the number you currently have.
- Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
- Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell cant hold it all.
- Reworked ship takeoff sequence into a proper whiteout with nice credits.
- Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
- Temperature now equalizes through both walls and roof/floor.
- Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
- Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
- Colonists are now bothered by people walking around inside the room while they sleep.
- People newly woken from cryptosleep have cryptosleep sickness for a while.
- Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
- Fonts are now nicely antialiased.
- Tons of other refinements, rebalancings, and bugfixes.
https://youtu.be/zdNuJ8ESJPIThis time weve added a new joy need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements.
Joy
- New joy need added. Colonists want to have joy, which means anything that lets the stop working and enjoy themselves for a while.
- Added armchair and dining chair
- There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: its beneficial to provide a variety of joy sources.
- Added joy sources
Outfits system
- Skygazing
- Meditating/praying
- Social relaxation around campfire or table, with or without beer
- Horseshoes game
- Chess
- Billiards
- Television (purchasable)
- Telescope for astronomy (purchasable)
- New outfits manager system added. You can design outfits (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
- If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.
Timetable system
- New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.
Misc
- Colonists can fall unconscious on their own if over-exhausted.
- Reworked how melee verbs are selected so theyll be selected with a bit more randomness. e.g. Someone with one scyther blade hand wont use it exclusively; youll need to get them two if you want a true killing machine.
- Beer can now be wielded as a weapon (like wood).
- Passion flames are now displayed subtly on the work overview screen.
- New end credits song from Al!
- Reduced skill degradation rate.
- Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
- Hunters will now approach and execute downed animals at close range.
- Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
- Health tab now displays overall bleeding rate.
- Starvation and blood loss are now staged and affect consciousness as they worsen.
- Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
- Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
- Pain now creates unhappiness.
- String lists are now part of language data and can be translated.
- Butcher table, sculptors table, and stonecutters table can now be made of various stuffs.
- Trees are no longer sowable. Traders carry wood.
- Characters will now sometimes resist arrest.
- You can now set a minimum skill level on bills.
- Visitors will now carry away wounded guests from their faction.
- Hunted animals will occasionally fight back. Some animals always fight back.
- Doctors now automatically rescue downed colonists.
- Generalized toggle power interaction to switch flicking and applied it to power switch toggling and door locking as well as building power on/off.
- Many many other fixes, adjustments, and optimizations.
Full change list hereIts here! The update includes a whole host of clever new AI strategies including sappers who blast and dig around your defences and raiders who burn crops. Ive also added a number of incidents, including several long-term atmospheric conditions like volcanic winter and toxic fallout, as well as an array of traps for players to use, dozens of other new features and hundreds of fixes and small improvements. A full change list is at the end of this post.
Wow, moving fast. All these system interacting is really cool, I especially love the super detailed health system.
Ok, I've got to know. What's the link between this an Prison Architect? They appear to be using the exact same engine and lots of the same assets, but made by different developers.
It was a placeholder art style that the devs decided later was the final one. (Probably too expensive to remake everything in a new art style)
Iirc all of this has been discussed between the two devs and there is no issue.
this poor 2 pages thread is all we have for this absolute gemstone of addictive game?
Really?
Gaf dissapoints.
this poor 2 pages thread is all we have for this absolute gemstone of addictive game?
Really?
Gaf dissapoints.
This. I'll get it once it hits Steam. I've watched some LPs and the game looks super fun.It's not on Steam so it doesn't exist for some people.
It's not on Steam so it doesn't exist for some people.
UnfortunatelyThat and the of $30 price seems unjustifiable.
That and the $30 price seems unjustifiable.
And it's in nowThe new animal training stuff is sounding really interesting in the worklog. Hopefully they'll make combat more dynamic in the future as well, at the moment it's a bit chaotic.
https://www.youtube.com/watch?v=KkmR_FNp1ngAnimal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! Weve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs.
Animal taming
New animals
- Colonists with the Animal Handler work type will now interact with animals.
- Animal handling success rates are governed by the new Animals skill.
- Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
- Handlers can train animals as designated in tame animals Training tab. Animal training looks like taming, requires food, and trains one trainable skill at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
- Trainable skills:
- Obedience: has master, follows master while master is drafted and defends him.
- Release: master can release animal during combat to attack distant enemies, and call animal back.
- Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
- Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
- Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
- Each animal has a wildness indicating how difficult it is to tame.
- Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
- Tame animals can be assigned animal areas in which they will try to remain.
- Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
- Tame animals can be designated for slaughter and animal handlers will slaughter them.
- New animal behaviors and mechanics
- Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
- Some animals (muffalo, cow, camel) can be milked.
- Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
- Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
- You can now build animal beds and animal boxes and place animal sleeping spots.
- Animals all sleep.
- Animals can have different graphics per gender.
- Animals have life stages related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
- Colony starts with a random pet.
- Animals can nuzzle colonists, improving their mood.
- Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
- All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
- New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
- New incident: Self Tame (random wild animal on map becomes tame).
- Doctors will treat animals wounds if the animal is in a colony bed.
- Some animals may attack on a failed taming attempt.
- Animals produce animal filth, proportional to body size, inversely proportional to petness.
- Tons of new animal graphics and sounds for new animals.
- Boomalope (large fragile animal that explodes and sets fires on death)
- Thrumbo (giant peaceful powerful creature with amazing fur and horn)
- Chinchilla (very valuable fur)
- Capybara
- Cow
- Pig
- Chicken
- Yorkshire terrier
- Labrador retriever
- Husky
- Elephant
Ancient artifacts
Graves and sarcophagi
- Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
- Psychic powers work at any range through obstacles.
- Artifacts are one-use.
- The artifacts are:
- Psychic insanity lance drives a single target insane
- Psychic shock lance drops a single target asleep
- Psychic animal pulser drives animals berserk map-wide
- Psychic soothe pulser gives a temporary mood boost to everyone on the map
Misc new incidents
- Graves are no longer just glorified storage slots; colonists must actually bury corpses.
- Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
- Colonists will visit graves of dead colonists for a joy activity.
- New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
- New Flashstorn. A localized, intense lightning storm in one area of the map. Causes big fires.
It's not on Steam, Humble, GOG, or GMG, so many people probably don't know it existsYeah this game is seriously incredible, have put a ton of hours into it so far, a shame it doesn't seem to have much in the way of popularity on gaf
Yeah this game is seriously incredible, have put a ton of hours into it so far, a shame it doesn't seem to have much in the way of popularity on gaf
Might be a unique case of people playing it instead of talking about it as well.Yeah this game is seriously incredible, have put a ton of hours into it so far, a shame it doesn't seem to have much in the way of popularity on gaf
Yes, except the interface is actually semi-usable by a human being and all the features aren't in yet.Dwarf Fortress in space? Am I right?