0.7.4 Release : Hot-patch 1
Hi there,
Here's the first patch for 0.7.4. I would have normally waited for all the reported issues to be certifiably fixed, but I found a possible crash while investigating, forcing my hand in releasing this patch a bit early.
Anyway, it's fixing a few problems while refreshing both the Butcher and Pasture menus. The pasture menu is now scaled according to your vertical screen size, meaning that the list will be longer on bigger resolutions (like I do with depots already).

The butcher menu has been redesigned completely. The left-most panel contains a bunch of filter for the list itself. You can sort your animals by species/age/fertility, hide specific species or pregnant animals.

The interface has been standardized. They use the same looking list and it reacts the same in both menus. Left click an animal to schedule it for butchering, Right click it to open its associated menu.
Additionally, I fixed many smaller issues tied to pastures, corpse disposals and the selection of entry and exit points (traders, expeditions, suppliers, visitors) from the map.
(As usual with hot-patches, it should be compatible with previous save-games)
[h2]Changelog[/h2]
Here's the first patch for 0.7.4. I would have normally waited for all the reported issues to be certifiably fixed, but I found a possible crash while investigating, forcing my hand in releasing this patch a bit early.
Anyway, it's fixing a few problems while refreshing both the Butcher and Pasture menus. The pasture menu is now scaled according to your vertical screen size, meaning that the list will be longer on bigger resolutions (like I do with depots already).

The butcher menu has been redesigned completely. The left-most panel contains a bunch of filter for the list itself. You can sort your animals by species/age/fertility, hide specific species or pregnant animals.

The interface has been standardized. They use the same looking list and it reacts the same in both menus. Left click an animal to schedule it for butchering, Right click it to open its associated menu.
Additionally, I fixed many smaller issues tied to pastures, corpse disposals and the selection of entry and exit points (traders, expeditions, suppliers, visitors) from the map.
(As usual with hot-patches, it should be compatible with previous save-games)
[h2]Changelog[/h2]
- AI: People will clear their inventory before going on expeditions
- UI: Pasture menu's height scale with game resolution (longer list on larger screen)
- UI: Overhauled the Butcher menu: added ability to filter and sort animals
- UI: Standardized UI between pasture and butcher. In both menus left click animal to schedule for butchering, Right click to open its info panel.
- Fixed: Right clicking in the inventory panel shown after succesful expeditions would not show associated item information
- Fixed: Dead zombies could drop infected tissues each time you load a savegame (trait related drops would be triggered each time a save is loaded)
- Fixed: Decay of dead bodies in the corpse disposal would not take game speed into account (also reduced time for bodies to decay in general)
- Fixed: People who end up on a corpse disposal when they die would not decay
- Fixed: Making a pet out of a pastured animal would not always remove it from its former pasture properly
- Fixed: Animals with an owner would still be shown in the butcher menu, causing issues with the game's logic
- Fixed: When assigning a pet to someone, double clicking a target in the list instead of pressing the select button wouldn't update the menu
- Fixed: Suppliers and traders spawning in a place from which they can't move to the trading zone
- Fixed: Most cases where new settlers would spawn stuck in a place not connected to the base
- Fixed: People could pick a non valid accessible exit point when going on an expedition, preventing them for completing the job
- Fixed: Rare crash related to logs (regression bug in 0.7.4)