After publishing version 3.1 plus a hotfix, it was time to go back to our backlog and triage the major feature for the September build, and, as always, to keep implementing minor features.
Freaking out debuff

When officers hit rock bottom and cannot take it anymore, they don't handle it well. One possible debuff was already in game, making them turn their weapons on their own friends, but it was too destructive, so its chance of happening is low. A less destructive one was needed, so there's now a debuff with random low damage melee attacks with a funny walk included:
It will also be useful for other future effects, like drunks.
Decorations revamp

Max has reviewed all V2 decorations and has adapted them for V3. Some decorations that were too specific or that didn't play well with V3 concepts have been removed, and some others have been redrawn to better match V3.
Global production control based on stock keeping

It's now possible to set your factories to be controlled from a global queue. Once you do this, they will receive production orders from the inventory system. In the inventory window you can now set a minimal amount for produced resources. If you have set the appropriate factories to global production, they will start receiving production orders for those items until the minimal amount is reached.
Per-job per-officer job priorities

It's now possible to (optionally) input a priority value for a job for an officer. This allows for very fine tuning of labor in your stations. You can also see in the screenshots the start of work on job experience. The cell background in the table will be more intense the more the officer is experienced in that job.
Major feature for September: officer classes, job experience and progression
This is a group of tasks meant to flesh out officer classes, job experience and officer demands. It will be based on a rookie class plus five higher experience classes. And top it off, we will introduce expert classes as a last experience step for classes. So for example you could recruit a rookie that has some experience with cooking and assign him to cook rations. Gaining experience with each ration made, at some point you will be able to turn him into a Scientist, the generic class that includes cooking as a specialized profession. Keep him in the kitchen and he will be able to become a chef at some point.
Experience gains will be automatic but the choice to evolve your officers into classes and specialists will be yours.
[ 2016-08-10 21:38:13 CET ] [ Original post ]