Regarding this patch, I added a long awaited feature to this patch, the "best available" item for uniforms. This will now equip the best item based on a skill or attribute you specify. For example, specifying the mining skill for your miner profession will equip the best items based on that. These should be set up by default for each profession and not require you to do much. You can, of course, still override anything you wish.
Thank you to everyone finding bugs in the beta.
Here are the patch notes:
Equipment and uniforms
- Added Best Available to individual uniform slots. Choose a skill or attribute to rank discovered, non-unique equipment by its bonus. Settlers use the best available option, keep their current gear on ties, and account for both hands when equipping two-handed tools or weapons.
- Default profession uniforms now prioritize their primary skill in a hand slot, including professions without starting tools. Laborers prioritize Hauling in the back slot for backpacks.
- Added guidance beside equipment explaining how to select a uniform and assign gear.
- Researching equipment recipes now discovers their equipment for assignment before it has been crafted or found. Existing saves gain these discoveries when loaded.
Jobs and settler behavior
- Auto-job age conditions now compare days instead of completed years.
- Clicking Auto-Queue on a disabled job now enables it at priority 1.
- Settlers with inventory space now weigh unloading trips against available work, preventing low-priority hauling from taking precedence over higher-priority mining.
- Eating and drinking jobs now check for food or drink the worker can collect before interrupting other work. Critical jobs assign workers directly instead of sending them idle to search again.
- Hungry and thirsty settlers now look for ordinary work when no suitable food or drink job is available. Fixed a loop that could leave chefs idle instead of cooking.
- Entities with life-threatening statuses no longer wander idly or visit rooms at random. They can still work, meet urgent needs, and move to safety.
- Increased the time at zero energy before passing out from two to eight hours, giving exhausted units more time to reach a bed after/before combat.
- Repeated failures to reach an item now mark all items at its actual location as unclaimed, rather than items on the adjacent work tile.
- Pathfinding now uses the same blocked-corner checks as movement, preventing repeated attempts to follow an unusable diagonal route.
- Fixed right-clicking jobs in location details and job lists not removing them.
Rooms
- Arcane Studies now assign Thaumaturges instead of Mages by default, including in existing saves. Updating older Arcane Studies preserves their other occupant settings.
- Squalid and Superior Room morale auras now apply only to sapient occupants. Room-specific animal bonuses are unchanged.
- Tables and workbenches now give bonus Fishery quality instead of barrels. Iceboxes keep their bonus.
- Ranges now recognize training dummies regardless of the terrain beneath them. Ranged training no longer incorrectly requires tillable ground.
- Fixed room Delete and Rename buttons losing clicks when their lists refreshed.
Farming and animals
- Seeds from mature plants are now rare at low Farming skill. Harvests average 0.6 seeds at 10 Farming, 1.2 at 20, and three at 50 or higher, regardless of the crop's previous seed count.
- Butchering Tamtallen now yields meat, hide, and bone. Their meat can be roasted and their hide made into medium leather at a tannery.
- Lopen and Snoots can now eat Animal Fodder. Snoots also accept vegetables, fruit, and grain.
Research
- Moved Aeternum research one column earlier and brought Summon Exonaut and Dark Magic into the sixth column so they can be reached in the research window.
- Chaos Construct now unlocks with Ancient Tech I, alongside the Void Forge and Arcane Dust recipe.
- Moved Ancient Tech I and Summoner to the second research column, and Ancient Tech II to the third.
- Fixed an error when research details refreshed after clearing the selected research.
Events and notifications
- Starting an event now switches the active selection tool to Object mode.
- Left-clicking notification previews now goes to the event, including grouped notifications. Right-clicking opens the related entries in the log.
- Sneaking non-player entities no longer appear in tracker counts or become camera targets before being spotted.
- Combat summaries no longer include unrelated settler or animal deaths, such as old age, just because a battle is active.
- Machix and Exonaut arrival notifications now identify them as constructs instead of animals.
Settlers and interface
- Moved family members from the History list to portraits with relationship labels on the Stats tab. Hover to brighten a portrait and view entity details, or click to view that family member.
- Fixed children sometimes receiving an appearance type unrelated to their parents, including when all matching appearances have already been used.
- Cleaned up the entity list with quieter row backgrounds and injured settlers' health on a separate line.
- Empty inventory categories now keep their normal background color, with dimmed text and counts.
World generation and terrain
- Diagonally connected cave sections are now discovered together, reducing chains of location notifications.
- Cave interiors are now chosen evenly from eligible types. Restored deeper cave varieties that were being replaced by the deepest cave layer.
- Newly generated Tropical and Tropical Forest terrain slopes gently downward toward the tile edges without raising the center.
- Newly generated mountains rise less at the center and taper toward lower ground around the edges. Their outlines are less circular.
- Neighboring tile visuals now refresh after grass spreads into a new tile, keeping connected edges up to date.
Thanks and have a great week!
S