Update 1.3.1: Cats! (and stuff)
Hi!
this is a small / medium patch prior to a big announcement you'll get next week. As usual, this update should be compatible with prior save-games and existing, compatible, mods.
[h2]Cats (and pets)[/h2]
Cats have been added to the roster of pets your survivors can have. There are 4 different colors, and they have a much more varied animation set than other pets. They do sleep, have 2 different idle animations, and will actively avoid combat (making them a lot more survivable than dogs for instance), They are also only "roughly" following their owner, instead of sticking to them like glue.

It's part of a larger rewrite of the pet system. The mood bonus given by pets depends on the species. It's not meant to be a judgement on the cat vs dog debate (it is), but just as a way to balance them. In short, cats provide the most happiness, but won't defend their owner. Dogs provide the next highest bonus, and will defend their owner. Giant scorpions and other monster-type pets provide a much smaller bonus, but are generally a lot better in combat. Finally, combat drones no longer provide any mood benefit.
Chickens and sheep, while not pets, use the same combat logic as cats, and will try to avoid combat instead of running to their untimely death.
[h2]Better Aim[/h2]
People, animals, and turrets, using ranged weapons should be slightly better at aiming assuming their perception is high enough to even shoot in the right direction. I've added a predictive algorithm to the "shoot at" function, It's not perfect, and I have no intention to make it so, but overall, people should waste a lot less bullets.
This is an experimental change. In my short testing session, it seemed to work well enough, but I couldn't test every single weapon combination manually. Expect (undocumented) patches and tweaks along the way.
[h2]Misc Changes[/h2]
Other notable changes include a new law to balance work accident with work speed. It's exactly as it sounds, you can slightly decrease/increase work speed for large increase/decrease of work-related accidents.
I also went through more of the "old code", refactoring tons of economic and pathing-related functions, which should improve performances in specific cases. More importantly (for me at least), it makes all that stuff A LOT easier to maintain and improve.
[h2]Other News[/h2]
Expect a big announcement during the coming week.
Have fun!
[h2]Full Changelog[/h2]
this is a small / medium patch prior to a big announcement you'll get next week. As usual, this update should be compatible with prior save-games and existing, compatible, mods.
[h2]Cats (and pets)[/h2]
Cats have been added to the roster of pets your survivors can have. There are 4 different colors, and they have a much more varied animation set than other pets. They do sleep, have 2 different idle animations, and will actively avoid combat (making them a lot more survivable than dogs for instance), They are also only "roughly" following their owner, instead of sticking to them like glue.

It's part of a larger rewrite of the pet system. The mood bonus given by pets depends on the species. It's not meant to be a judgement on the cat vs dog debate (it is), but just as a way to balance them. In short, cats provide the most happiness, but won't defend their owner. Dogs provide the next highest bonus, and will defend their owner. Giant scorpions and other monster-type pets provide a much smaller bonus, but are generally a lot better in combat. Finally, combat drones no longer provide any mood benefit.
Chickens and sheep, while not pets, use the same combat logic as cats, and will try to avoid combat instead of running to their untimely death.
[h2]Better Aim[/h2]
People, animals, and turrets, using ranged weapons should be slightly better at aiming assuming their perception is high enough to even shoot in the right direction. I've added a predictive algorithm to the "shoot at" function, It's not perfect, and I have no intention to make it so, but overall, people should waste a lot less bullets.
This is an experimental change. In my short testing session, it seemed to work well enough, but I couldn't test every single weapon combination manually. Expect (undocumented) patches and tweaks along the way.
[h2]Misc Changes[/h2]
Other notable changes include a new law to balance work accident with work speed. It's exactly as it sounds, you can slightly decrease/increase work speed for large increase/decrease of work-related accidents.
I also went through more of the "old code", refactoring tons of economic and pathing-related functions, which should improve performances in specific cases. More importantly (for me at least), it makes all that stuff A LOT easier to maintain and improve.
[h2]Other News[/h2]
Expect a big announcement during the coming week.
Have fun!
[h2]Full Changelog[/h2]
- AI: Predictive aiming for ranged weapons. Survivors, turrets, and enemies, should miss a lot less
- AI: Pets can sleep now (used for cats only so far)
- AI: Cats, sheeps, and chickens will flee when engaged in combat
- Balance: Different pets offer different mood bonuses (cats > dogs > everything else). Robotic drones no longer provide a bonus.
- Balance: Pet related mood bonus now capped at 15 (from 10)
- Content: Added cats as pets, useless in combat but cute and with a high survival rate due to their fleeing mechanic
- Content: New "Work Safety" law, ratio between work speed and wound chance can be adjusted
- Engine: Complete refactoring of economy-related functions, should be faster in very large bases (and a lot easier to maintain for me)
- Engine: Minor optimizations to the way the game handles the pathing map
- Graphics: Added support for alternate idle animations (used in cats: standing or sitting)
- UI: Added some color to expedition widget to make it easier to see the status of the expedition
- Fixed: Amphibious Vehicle HUD Issue
- Fixed: Prisoners not gaining compliance from sleeping
- Fixed: PetRange setting in species data files didn't do anything (modding)
- Fixed: Potential crash when checking a factory using a recipe that was removed from the game (modded game, mostly)
- Fixed: Survivors could still use booze as fun reduction even if they were not allowed to drink (if the booze and non booze are in same container)
- Fixed: Loot table in POI info screen could show duplicate items
- Fixed: Animals could reproduce while in combat or sleeping and across map layers
- Fixed: When changing equipment from the population menu, the equipment panel wouldn't scroll properly