Devblog #4 & #5: The Galaxy Map and Warp Field Update
Patch Notes 0.2.17 (The Warp Field Update)
Patch Notes 0.2.16 (The Galaxy Map Update)
Devblog #3: The Jetpack Update
Patch Notes 0.2.15 (The Jetpack Update)
Devblog #2: A Polish Update
Patch Notes 0.2.14 (A Polish Update)
0.2.14 A Polish Update (Bug Fixes)
Fixing bugs and quality-of-life improvements. You can now "maintain X amount" (of stock) at any crafting station. Added a "new game" cutscene.
Changes
Increased starting colonist inventory size from 2 to 4 (so that farmer and early-game item transportation is less painful)
Colonists will now only poop on the floor if their urinate need is under 25% (and they'll queue the Urinate state at 75%, previously they queued this state at 60%)
Added pride decorations
Decreased mission durations and increased exp earned per mission.
Changed "hive detection" to "Hostile Lifeform Detection". Also increased delay after warping before lifeforms starts to spawn around your base
Combined "clean blood" and "clean floor" into single "Clean Station" task.
Combined "Fix Object" and "Object Maintenance" into a single "Fix Object" task.
Pilot now defaults to assigned.
Colonists now eat anti-virals automatically when sick
The Thermal Regulator will now warm/cool faster.
All colonists with strength level 5 can now "crudely remove head" of corpses. High chance of skill loss. Colonists with doctor skill 5 will never cause skill loss when removing a head (competence roll is still performed).
Comfort now uses the highest comfort value rather than an average. So placing a +25 object near a +50 object will now cause the comfort to be 50. Previously it was an average of 37.5. (the new value is the average of all negative comfort and the highest positive comfort).
Mousing over a colonist will now display a variety of applicable statuses: Refuses to work, Organ Damage, Infected, Upset, Maniac, etc
Moved water objects around in the tech tree. Also reduced research durations of "fundamental" objects, such as the Ore Refinery, Chem Table, Medical Desk, and Programming Terminal. Reduced all other research durations slightly.
Hud messages, such as "Dimple started fighting Space Zombie", can now be clicked to goto the event.
Added many more messages to to the HUD that were previously in the log window, such as "Dimple passed out from pain". Also added new ones: object maintenance failed, colonist is sick, and more
Added conditional crafting UI to crafting stations. You can now choose between: Craft X Amount, Maintain X Amount (of stock), and Craft Forever. You could use this to always keep 10 medkits and 15 grilled biomass available. (Maintain X Amount is the only new option). Anything previously set to "infinite" will have to be reset back to "Craft Forever" (because this is a new back-end flag).
Added "The Monty Special" recipe to the Juicer. Rerolls colonist's preferred job tasks.
The "boundary" / "hull" floors are now buildable (the floors with holes big enough to fall through)
Colonists now earn 10%/25% more exp in rooms with high comfort, at the thresholds 25/50.
Chem table now costs 1k and Med Desk now costs 2.5k (previously they were both 5k). Chem Table is now a pre-req of the med-desk
Crafting stations now have their own tab in the build menu. (rather than being in power)
Reduced required skill for silicon missions from 25 to 15. Increased amount of exp earned from ship missions.
Added intro cutscene
Fixes
Changes to a colonist's uniform color are now immediately displayed in the HUD
Colonists no longer flee from electro jellies
Colonists are no longer growable immediately after being eaten by wildlife (zombie, slime, etc)
Building a floor on top of another type of floor (boundary floor, etc), will no longer cause all objects on top of those floors to lose their stored rooms. (this caused shelves to not be connected to their storage zones and walls to not be paintable with the shift-tool)
Many states will now automatically be requeued if they're interrupted. This includes healing
Starting resource nodes are no longer placed at the edge, and pushed the access position of starting nodes away so that the starting node won't block pathfinding to its own access position.
Colonists will now no longer attack monsters marked for "terminate" when in a healing state.
Fixed a bug where sometimes crops didn't die when in a vacuum.
The game time is now set to 1x when a colonist dies (to prevent massacres).
Fixed a bug where colonists would sometimes pick up too many items. This was especially noticeable when healing.
Fixed a bug where food didn't decay properly when placed in a "null" atmosphere
Objects now have a cooldown of 30 seconds after failed maintenance before they'll be "maintained" again. This prevents low competence colonists from immediately breaking everything you care about.
What's Next
Jetpack
Bedrooms
Goolerium Tanks
The return of the story
Gear and Colonist Customization (long term)