0.8.5.5 Patch: Medical and UI Tweaks
Hello!
Well, this 5th weekly patch is going to be shorter than his predecessors. I can't say it has been a good week between wasting time on a feature I can't possibly implement in such a timeframe, a sudden heat-wave and personal family matters I had to attend to. Can't win them all, I guess.
This doesn't change much, though. Outside of the possible "emergency" hot-patches (if someone manages to crash the game or find a problematic bug that's easy to fix), I am going to switch gear toward the next major update. A devlog explaining what's planned will be posted during the coming week.
As usual, full changelog at the end, previous save-games (0.8.3+) and mods are compatible. Let's get to the notable improvements:
[h2]Medical Tweaks[/h2]
The last update to the medical system had some unintended side effects, like people failing at applying simple bandages way too often. This is fixed.
The new system is a LOT more generous than the 0.8.5.4 system where every item was rolling 1000 against the skill unless the medical skill was over 600. It was very dumb.
Now, each medical consumable has an individual "difficulty" rating. This rating is rolled against the doctor's medical skill. For instance, a disinfectant has a 250 difficulty: A roll between 0 and 250 is done, if medical skill is higher than this value, the item does its thing, if not, it's wasted and the doctor will need another one.
This only apply to Medical consumable. It's also applied when using the pharmacy.
[h2]Encyclopedia[/h2]
I made the main page nicer to look at by moving the game tips to their own article.

I also added 3 comparison pages for armors, headgear and weapons. Each one of those displays a table listing all the items in the related category, making stats comparison a lot easier.

I still need to work on those pages a bit, so you can filter out things you settlers can't get (claws and such) or sort the items by a particular bit of info.
[h2]User Interface[/h2]
I added some much needed info to the Faction Summary menu including barrack, private bed, and prison cell occupancy info. It also lists your current research (it's clickable and will open relevant menu), and tells you if your base is revealed to the outside world or not (which is mostly useful when starting underground).

The user interface should be much better at handling mouse scrolling as well. For instance, the depot menu should behave a lot better: it will scroll whichever list your mouse is currently hovering. It's not perfect and never will be as the UI middle ware ain't very good at dealing with mouse scroll and I have to fight it every step of the way, but it's a noticeable improvement compared to before.
There are a couple more tweaks but nothing major.
[h2]Full Changelog[/h2]
Well, this 5th weekly patch is going to be shorter than his predecessors. I can't say it has been a good week between wasting time on a feature I can't possibly implement in such a timeframe, a sudden heat-wave and personal family matters I had to attend to. Can't win them all, I guess.
This doesn't change much, though. Outside of the possible "emergency" hot-patches (if someone manages to crash the game or find a problematic bug that's easy to fix), I am going to switch gear toward the next major update. A devlog explaining what's planned will be posted during the coming week.
As usual, full changelog at the end, previous save-games (0.8.3+) and mods are compatible. Let's get to the notable improvements:
[h2]Medical Tweaks[/h2]
The last update to the medical system had some unintended side effects, like people failing at applying simple bandages way too often. This is fixed.
The new system is a LOT more generous than the 0.8.5.4 system where every item was rolling 1000 against the skill unless the medical skill was over 600. It was very dumb.
Now, each medical consumable has an individual "difficulty" rating. This rating is rolled against the doctor's medical skill. For instance, a disinfectant has a 250 difficulty: A roll between 0 and 250 is done, if medical skill is higher than this value, the item does its thing, if not, it's wasted and the doctor will need another one.
This only apply to Medical consumable. It's also applied when using the pharmacy.
[h2]Encyclopedia[/h2]
I made the main page nicer to look at by moving the game tips to their own article.

I also added 3 comparison pages for armors, headgear and weapons. Each one of those displays a table listing all the items in the related category, making stats comparison a lot easier.

I still need to work on those pages a bit, so you can filter out things you settlers can't get (claws and such) or sort the items by a particular bit of info.
[h2]User Interface[/h2]
I added some much needed info to the Faction Summary menu including barrack, private bed, and prison cell occupancy info. It also lists your current research (it's clickable and will open relevant menu), and tells you if your base is revealed to the outside world or not (which is mostly useful when starting underground).

The user interface should be much better at handling mouse scrolling as well. For instance, the depot menu should behave a lot better: it will scroll whichever list your mouse is currently hovering. It's not perfect and never will be as the UI middle ware ain't very good at dealing with mouse scroll and I have to fight it every step of the way, but it's a noticeable improvement compared to before.
There are a couple more tweaks but nothing major.
[h2]Full Changelog[/h2]
- Balance: Medical items (antibiotics, bandages...) have a difficulty rating, some are easier to use than others (info added to encyclopedia)
- Balance: Changed the way medical skill check is passed: an item with a 250 difficulty will roll(250) against medical skill instead of doing a roll(1000)
- Modding: Added "MedicalDifficulty" field to consumable (default = 0), only used on medical item; a failed roll(MedicalDifficulty) vs Skill.Medical = item wasted
- UI: Faction summary screen indicates detailed private room, barrack and prison cell information
- UI: Faction summary screen indicates current research,and if the outpost is revealed to the outside world + reorganized checkboxes
- UI: When an AI faction conquers a POI, clicking on the message will center map on target
- UI: Skill/Job in settler info menu is sorted alphabetically
- UI: Job auto settings in Faction menu are sorted alphabetically (new game only)
- UI: Reorganized encyclopedia main page and moved tips to their own category
- UI: Added weapon, headgear and armor comparison pages to the encyclopedia
- Fixed: No warning when trying to save a depot preset without giving it a name
- Fixed: Mouse scroll wasnt consistantly working in all menus
- Fixed: Exploit where using the pharmacy was bypassing the medical skill check