Releases: SickBoySB/cecommpatch
0.9.5 Released!
Unfortunately a new save is recommended with this patch. My apologies for "new save recommended"-ing so soon after 0.9.4, but that's just how this kind of development goes sometimes. It's not absolutely necessary to start a new save, but some of the bigger changes (see "notes" below) require it.
- FIX: Invalid default animal/herd spawns - Cold Biome
- FIX: Invalid default animal/herd spawns - Temperate Biome
- FIX: Invalid default animal/herd/obeliskian spawns - Desert Biome
- FIX: Invalid default animal/herd/deathwurm spawns - Tropical Biome
- FIX: Minimap has bright white dots around the edges
- FIX: Large animal burrow has dark square around it
- FIX: Small animal burrow has dark square around it
- FIX: Swamp biomes use a missing texture
- FIX: Geometer Observators cause crash if they die when on fire
- FIX: Vicars don't perform last rites on buried bodies
- FIX: Corpses with last rites can still create a spectre
- FIX: Flattening terrain near the edge of the map will crash the game
- FIX: Blunderbuss area of effect attacks can cause meat 'splosions
- FIX: Steam Knight minum gun area of effect attacks can cause meat 'slosions
- FIX: Airship Masts don't use the correct materials in construction
- FIX: Airship Masts don't spawn dust cloud on destruction properly
- FIX: Loud, looping, metallic banging sounds occur in the middle of the map
- FIX: Geometer Observators use an invalid animation when leaving the map
- FIX: Geometer Observators cause script errors after exiting the map
- FIX: Geometers cause script errors after exiting the map
- FIX: Spectres loop walking animation when idling
- FIX: Bamboo Agriculture lab research has a duplicate in tropical biomes
- FIX: Practical Table and Chair Set has a typo
- CHANGE: Unburied colonist corpses have a higher chance to spawn a spectre (5% -> 10%)
- CHANGE: Chance for colonist corpses/graves without last rites spawning a spectre increased by 25%
- CHANGE: Colonists can drink tea in class-appropriate houses with chairs (lower priority than pub drinking)
- CHANGE: Drinking tea at home creates a new, slightly depressing memory
- CHANGE: Minimap given fancy border/graphic
- CHANGE: Flattening terrain near the edge of the map will now be prevented if it's within 5-6 spots (hacky crashfix)
- CHANGE: Steam Knights despawn after their death animation and final explosion
- CHANGE: Airship Mast cost changed
- CHANGE: Airship Mast construction interruption made less sensitive
- CHANGE: Airship Mast health increased from 20 -> 40
- CHANGE: Airship Mast alert regarding missing materials removed
- CHANGE: Airship Mast 'ghost' made less easy to destroy
- CHANGE: Airship Mast destruction leaves more appropriate debris
- CHANGE: Conifer trees in snowy areas given a healthy dusting of snow (all variants)
- CHANGE: Pine trees in snowy areas given a healthy dusting of snow (all variants)
- CHANGE: Fishepople bodies don't disappear automatically anymore
- CHANGE: Fishpeople will now retrieve and "handle" their fallen friends
- CHANGE: Spectres now have a few animations to pick from when idling
- CHANGE: Simple Chair added to Lower Class House module menu
- CHANGE: Simple Chair and Table Set added to Lower Class House module menu
- CHANGE: Simple Chair and Table Set able to be built in Lower Class House
- CHANGE: Chairs now impact quality (-1) - Simple Table and Chair Set
- CHANGE: Chairs now impact quality (-1) - Practical Table and Chair Set
- CHANGE: Chairs now impact quality (-1) - Ornate Table and Chair Set
- CHANGE: Chairs now impact quality (-1) - Simple Chair
- CHANGE: Chairs now impact quality (-1) - Practical Chair
- CHANGE: Chairs now impact quality (-1) - Ornate Chair
- TOOL: Readme now has a recipe searching tool
- TOOL: Readme now has a lab research tree browsing tool
Notes:
- Chairs impacting building quality is a pretty major change. Barbershops, Public Houses, and Chapels in particular will have to work for their quality rating now.
- OLD SAVES: The fix to vicars performing last rites only applies to freshly buried colonists, or new saves.
- OLD SAVES: New airship mast health only applies to new masts.
- OLD SAVES: Trees with snow on them only apply to new saves, and aren't a guarantee. The way world generation works is a kind of "layer" system, so trees near snow should use the snow variant... but not all of them will. This is intentional.
- OLD SAVES: Chairs impacting quality will only be calculated when a modules is added/removed to a building.
0.9.4 Released!
IT IS HIGHLY RECOMMENDED TO START A NEW SAVE WITH THIS PATCH!!!
IT IS HIGHLY RECOMMENDED TO START A NEW SAVE WITH THIS PATCH!!!
IT IS HIGHLY RECOMMENDED TO START A NEW SAVE WITH THIS PATCH!!!
IT IS HIGHLY RECOMMENDED TO START A NEW SAVE WITH THIS PATCH!!!
- FIX: Script error - Foreign Intervention event
- FIX: Script error - Foreign Relations Correction event
- FIX: Script error - Foreign Attack Bandits event
- FIX: Script error - Foreign Invasion Enemies Arrive event
- FIX: Buried corpses can be queued to be re-dumped/buried
- FIX: Buried corpses have a tooltip
- FIX: Buried overseer corpses show nametag
- FIX: Dead labourers show in the population menu
- FIX: Buried corpses sometimes don't disappear
- FIX: Wrong tooltip when loading a save - Bandits
- FIX: Wrong tooltip when loading a save - Foreigners
- FIX: Wrong tooltip when loading a save - Occult Inspectors
- FIX: Wrong tooltip when loading a save - Visiting Clockworkians
- FIX: Wrong tooltip when loading a save - Spectres
- FIX: Wrong tooltip when loading a save - Steam Knights
- FIX: Wrong tooltip when loading a save - Fishpeople
- FIX: Wrong tooltip when dead - Bandits
- FIX: Wrong tooltip when dead - Foreigners
- FIX: Wrong tooltip when dead - Occult Inspectors
- FIX: Wrong tooltip when dead - Visiting Clockworkians
- FIX: Wrong tooltip when dead - Spectres
- FIX: Wrong tooltip when dead - Steam Knights
- FIX: Wrong tooltip when dead - Fishpeople
- FIX: A duplicate, inactive Steam Knight is spawned and stuck at 0,0 for every SK spawned
- FIX: Scrap Iron is a trade good but doesn't have a trade value
- FIX: Science Crate is a trade good but doesn't have a trade value
- FIX: Power Lathe has an extremely low trade value
- FIX: Dumping fishpeople corpses uses the wrong job
- FIX: Corpses queued for auto-burial don't have the proper radial menu options
- FIX: Memories aren't created for human/fishpeople butchering
- FIX: Obeliskians on fire when they die crash the game
- FIX: Quaggaroth crashes the game on death
- FIX: Dead colonists (without last rites) aren't triggering spectre-spawning chances properly
- FIX: Spectres instantly despawn even if their 'goal' conditions aren't met
- FIX: Planets Align event can potentially go into an infinite loop
- CHANGE: Added 3 new "despair" tier icons
- CHANGE: Added 3 new "anger" tier icons
- CHANGE: Added 3 new "fear" tier icons
- CHANGE: Thought bubble graphic made a bit more thought-bubbley
- CHANGE: Added regularly triggered "emote" thought bubbles for negative moods and severely un-met needs
- CHANGE: 5 new death animations - Colonists
- CHANGE: 5 new death animations - Bandits
- CHANGE: 5 new death animations - Foreigners
- CHANGE: 5 new death animations - Occult Inspectors
- CHANGE: 5 new death animations - Visiting Clockworkians
- CHANGE: 5 new death animations - Fishpeople
- CHANGE: Increased hat-wearing chance from 40->50%
- CHANGE: Increased special hat-wearing chance from 10->35%
- CHANGE: All corpses can now be queued for burial or dumping by cursor select box
- CHANGE: Buried bodies are now much more reliably removed from the game
- CHANGE: Forbidden items can be claimed with cursor select box
- CHANGE: New set of tooltips - Bandits
- CHANGE: New set of tooltips - Foreigners
- CHANGE: New set of tooltips - Occult Inspectors
- CHANGE: New set of tooltips - Visiting Clockworkians
- CHANGE: New set of tooltips - Spectres
- CHANGE: New set of tooltips - Steam Knights
- CHANGE: New set of tooltips - Fishpeople
- CHANGE: Dead colonists given new tooltip
- CHANGE: Steam Knights explode (twice) on death now
- CHANGE: Explosion kills now insta-skeleton and drop meat - Colonists
- CHANGE: Explosion kills now insta-skeleton and drop meat - Bandits
- CHANGE: Explosion kills now insta-skeleton and drop meat - Foreigners
- CHANGE: Explosion kills now insta-skeleton and drop meat - Occult Inspectors
- CHANGE: Explosion kills now insta-skeleton and drop meat - Visiting Clockworkians
- CHANGE: Explosion kills now insta-skeleton and drop meat - Fishpeople
- CHANGE: Quaggaroth given a convulsing death animation (hacky crashfix, but also pretty neat)
- CHANGE: Quaggaroth has a better chance of properly spawning obeliskians on death
- CHANGE: Butchered fishpeople leave behind a skeleton
- CLEANUP: Fancier readme... just because
- CLEANUP: thoughtIcons00 has an inconsistent grey version
Notes:
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The new emote system is primarily based on mood, though there are special situations that will trigger emotes as well... such as badly needing sleep or food. Mood-specific emotes are based on a four-tier system with a minimum threshold of 15 points before the first tier is activated. Only negative moods are emoted so being happy or having low negative mood points will result in fewer thought bubbles. Thought bubbles are triggered every minute or so (it depends on a few factors, including game speed) and are based on that exact moment's mood. This feature is meant to be a warning system to quickly and easily see if something is going wrong without having to check the population menu constantly.
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Forbidden items can only be claimed with the select box on new (0.9.4 or later) saves, if the item is newly created, or if set to forbidden after the 0.9.4 patch. This is unavoidable because of how items are handled in the game.
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Manual corpse burial/dumping intentionally cancels the job if it is interrupted. This is up for debate, but the problem with not cancelling is that colonists will go into infinite loops if hostile entities get close (like they do with foraging, etc).
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The result of all the faction-related script error fixes is that you should see a more significant amount of faction event stuff. If you're using an older (pre-0.9.4) save there is a chance that the events are already triggered and broken. The same goes for the spectre fix... you'll see them more often now (since they can spawn without an event, as was intended), though they still have a pretty low chance of spawning.
0.9.3 Released
- FIX: Exterior Lamp (Lamp 00) not giving +1 quality
- FIX: Exterior Lamp (Lamp 01) not giving +1 quality
- FIX: Exterior Lamp (Lamp 02) not giving +1 quality
- FIX: Exterior Lamp (Lamp 03) not giving +1 quality
- FIX: Exterior Lamp (Lamp 04) not giving +1 quality
- FIX: Barometer not giving +1 quality
- FIX: Large Pipe and Valve not giving +1 quality
- FIX: Vent not giving +1 quality
- FIX: Pipe Cluster not giving +1 quality
- FIX: Pipe Cluster only needing 1x width when the model needs 2x
- FIX: Exterior decor placed higher than ghosted version when built
- FIX: Trade office showing the "overseer needed" icon
- FIX: Craters have a large, dark square around them
- FIX: Iron oven door animates opening and closing infinitely when not in use
- CHANGE: Farms and Zones/Constructions (menus) positions swapped to be more logical
- CHANGE: New "Commands" menu created
- CHANGE: Chop, forage, mine, clear, dismantle objects, and flatten commands moved into new "Commands" menu
- CHANGE: "Rally Troops" command created and added to new "Commands" menu
- CHANGE: 16 new paintings (unused GG assets) have been added to the game
- CHANGE: Slight rearrangement of module filters
- CHANGE: "All Art" module filter added
- CHANGE: New paintings added to the "All Decor" and various housing module filters
- CHANGE: The "Republicain Artist" event rewards have been reworked, adding in the new paintings and the mounted beetle head
- CHANGE: Novorus trader item pool given 'common' tier of paintings
- CHANGE: Stahlmark trader item pool given 'uncommon' tier of paintings
- CHANGE: Republique trader item pool given 'rare' tier of paintings
- CHANGE: All trader item pools given the mounted-head items
- CHANGE: Mounted-head items' trade value increased to appropriate amount
- CHANGE: Replay creation turned off to save a bit of processing (only impacts new games)
- CHANGE: Rally Squad timer increased from 20 to 40 seconds
- CHANGE: ALARMS RE-ENABLED!!!
- CHANGE: Steam Knights won't respond to alarms (temp fix for critical performance issue)
Notes:
The fixes to exterior decor modules won't be obvious if you've already placed some in pre-0.9.3 saves, at least until you add/remove at least one quality-impacting module so that the quality calculations are re-triggered.
See readme for instructions, full changelog, known issues, etc.
0.9.2 Released!
- FIX: Trade confirmation/cancel buttons off the screen at 720p
- FIX: Commodities menu off the screen at 720p
- FIX: Jobs menu off the screen at 720p
- FIX: Population menu off the screen at 720p
- FIX: Population menu has useless bar at the top
- FIX: Farms can't be demolished (0.9.0-caused)
- FIX: Major performance drain when colonists set an 'alarm' on an enemy
- FIX: TAG - Brass Cogs aren't used in the chapel
- FIX: Gravestones aren't aligned properly
- FIX: Chapel uses old demolish text
- CHANGE: Stockpiles are freeform. Maximum of 7x7 for each stockpile (hardcoded)
- CHANGE: "Well-Fed" changed to "Well-Fed But Unsated" to reduce confusion
- CHANGE: UI - Reskin - Commodities menu
- CHANGE: UI - Reskin - Jobs menu
- CHANGE: UI - Reskin - Faction menu
- CHANGE: UI - Reskin - Population menu
- CHANGE: 11 new gravestones (mostly unused fence posts)
- CHANGE: Graves are randomly rotated (slightly), to give some variation
- CHANGE: Graves have a tooltip
- CHANGE: Graves state who is buried there in the tooltip
- CHANGE: Gravestones are randomly selected based on social class, citizenship, and whether they were military or not
- CHANGE: Graves have 37 (and growing) different epitaphs that can be chosen from, shown in the tooltip and based on various factors of the deceased
NOTES: Grave and graveyard-related changes only apply to new graveyards. Also while there is a fix regarding gravestone alignment, you'll notice that the new gravemakers are pretty horrible aligned in comparison to the old ones. This is a model-related issue and the only solution is remake them manually. At some point I'll do this, but for now we'll just have to deal with it.
As usual, the full changelog, install instructions, etc. are located in the included README.
0.9.1 Released!
- FIX: "Overseer Needed" icon not showing on offices
- FIX: Beetles (large) don't always produce Raw Beetle Steak when butchered
- FIX: Aurochs don't produce Raw Auroch Steak when butchered
- FIX: ICON - Steam Knight Manufactory doesn't show iron ingot icon while building
- CHANGE: UI - "Ghosted" modules under construction now state what they are in the tooltip
- CHANGE: RECIPE - Wall-Mounted Aurochs Head is now buildable via the carpentry workshop's decor workbench
- CHANGE: RECIPE - Wall-Mounted Beetle Head is now buildable via the carpentry workshop's decor workbench
- CHANGE: Wall-Mounted Auroch Heads are now +3 quality, up from +1
- CHANGE: Wall-Mounted Beetle Heads are now +3 quality, up from +1
- CHANGE: New launcher background image for CECOMMPATCH-related info
Full changelog, known issues, installation instructions, etc. in the included README.
0.9.0 Released!
- !!!MAJOR CHANGE!!! - Office, workshop, farm, and housing menus have been completely reskinned!
- FIX: UI - Chapel isn't reporting being out of cogs in its menu
- FIX: UI - Being out of laudanum isn't sending the appropriate warning text in the Public House menu
- CHANGE: UI - Reskin - Workcrew menu
- CHANGE: UI - Reskin - Housing menus
- CHANGE: UI - Reskin - Barracks menu
- CHANGE: UI - Reskin - Workshops menus
- CHANGE: UI - Reskin - Farm menu
- CHANGE: UI - Reskin - Mine menu
- CHANGE: UI - Reskin - Public House menu
- CHANGE: UI - Reskin - Barbershop menu
- CHANGE: UI - Reskin - Chapel menu
- CHANGE: UI - Reskin - Laboratory menu
- CHANGE: UI - Reskin - Foreign Office menu
- CHANGE: UI - Reskin - Naturalist Office menu
- CHANGE: UI - Reskin - Academy menu
- CHANGE: UI - Chapel menu "jobs" section removed until consistency in usage can be done
- CHANGE: UI - Barbershop menu "jobs" section removed until consistency in usage can be done
- CHANGE: UI - Less sensitive scrolling - House choice
- CHANGE: UI - Less sensitive scrolling - Office choice
- CHANGE: UI - Less sensitive scrolling - Workshop choice
- CHANGE: UI - Farm "focus on" button removed since it isn't working
- CHANGE: UI - House "focus on" button removed since it isn't working
- CHANGE: UI - Made "Focus on Building" and "Destroy Building" wording consistent across the board
- CHANGE: UI - Combined warning/status text - Public House
- CHANGE: UI - Combined warning/status text - Barbershop
- CHANGE: UI - Combined warning/status text - Chapel
- CHANGE: UI - Combined warning/status text - Mine
- CHANGE: UI - Combined warning/status text - Barracks
- CHANGE: UI - Combined warning/status text - Laboratory
- CHANGE: UI - Combined warning/status text - Naturalist Office
- CHANGE: UI - Combined warning/status text - Academy
- CHANGE: UI - Combined warning/status text - Foreign Office
Known Issues:
- When workshop/office/etc. menus are open, there is a "dead zone" below it that doesn't register clicks. This is a hardcoded issue only made obvious because of visual changes to the UI. The default game actually does this with the "Factions" menu, but now it's a bit more obvious. Closing a window before clicking will mitigate the problem.
- Old saves may temporarily have odd text issues when a workshop/office menu is open. After resupplying/etc. is triggered the new system will take over. This is purely a cosmetic issue and doesn't impact new saves.
- The Trade Office menu isn't very pretty. Most of that menu is hardcoded and a good solution hasn't yet been found.
See included readme for installation instructions, full changelog, etc.
0.8.2 Released!
See included readme for install instructions.
- FIX: UI - Colonist job progress bar shows snippet of another image
- FIX: UI - Trade office building icon broken (by 0.8.1)
- FIX: UI - Housing menu "demolish building" icon inconsistently sized
- CHANGE: UI - Assignments button and container spruced up
- CHANGE: UI - New border for most windows
- CHANGE: UI - New scrollbar
- CHANGE: UI - New small workcrew backgrounds with workshop-related image to lower confusion
- CHANGE: UI - House "zoom to house" button hidden since it isn't working
0.8.1 Released!
See included readme for instructions, changelog, known issues, etc.