Ladies and Gentleman, I’m honored to announce to you… Alpha 11, the Architecture Update!
Check out the Mini-Trailer we made:
[previewyoutube="Js5EQ2iw9GA;full"]
As you see, this update is all about multiple floors and stockpiles, and boy, colonies do look great when they reach up into the skies!
Multiple Floors
This is the actual core of the update and while it took almost all the development time we had allocated for this update, we think the results speak for themselves. Imagine all the new possibilities!
You can either build on top of an existing room or utilize pillars to give you the support you need for bridges, balconies, and so on. Some pillars make more floor tiles available above them than others.
A good thing to know is that construction gets more expensive the higher you go! This will “simulate” the additional support your buildings need when you’re on your quest against gravity.
Stockpiles
Once you start playing Alpha 11, you will soon realize that you can’t earn too many resources until your resource panel goes red and you can’t collect any more.
From now on, all of your resources are going to be stored in “stockpiles”. Specific objects designed to hold all your hard-earned materials.
These storage units not only show off your progress, in the future they might also become a specific target for raids… we’ll see!
Changelog
Major new stuff
Multiple Floors now possible, up to 10 floors, exact amount moddable
The higher the floor, the more expensive construction becomes
You can only take in a limited amount of resources. Build stockpiles in order to store it all.
New modding capabilities! Including, but not limited to: Camera speed, camera zoom levels, instant furniture building + movement, seconds per ingame day, days per season, rate of hunger + energy decrease, goblin, pirate, and trader raids and outfits, migrant timings, etc.
Bugfixes
Fixed icons for some resources (@Jordan’s movable resources mod)
Fixed collider issue with apple trees (@Loikas’ apple trees mod)
Notification arrow now works again for hurt villagers
Fixed broken snowflakes + tiki armor appearance
A couple of performance improvements behind the scene
Lots of smaller bugfixes
Oh, and one more note: This time, your Alpha 10 saves should be compatible! No guarantees though. You might lose some resources if you're unlucky, but your colonists, buildings, relationships, etc. from Alpha 10 will all be there!
Alpha 11 – the Architecture Update – set to release Friday, Dec 6th
Hello dear Founders’ Fortune players!
Just a quick post to let you know I’m trying to release Alpha 11, the architecture update this Friday.
Multi-Floor buildings are at the core of this update, but we got one other big change in: Stockpiles! From now on, all your resources will be stored in all kinds of stockpiles and storage units.
Don’t worry, your colonists won’t have to spend all their time carrying, resources around, there will still be instant transportation. However, building your stockpiles will now be part of building your colonies.
We hope you’ll enjoy the new possibilities. I’ll make another announcement when we release it!
Alpha 10.4 brings Bugfixes, Alpha 11 is going to bring Multi-Floor-Buildings!
Alpha 10.4 Bugfixes
Hello everyone!
The Modding + Pirate update is now 2,5 weeks back and while we started working on Alpha 11, we also collected a bunch of bug reports that we’ve now fixed in one big batch. Here we go!
Fixed Watchtowers. Now you can place your colonists in them again.
Fixed 2 separate issues where players were unable to load their save games. You can load corrupt 10.3 saves with 10.4.
Fixed an issue where a colonist would be uncontrollable even after the tantrum was over.
If colonists fall below the map while unconscious, they are teleported back up.
Fixed a bug where colonists that were carrying their unconscious friends to bed threw them on the ground (thanks LuckyLuc, michelel, cindy)
Expectation for owning a room or a house were sometimes not recognized properly. This bug proved tricky because it was not replicatable in any savegames. Now it’s fixed though. Thanks roo + Ulti (Forum)
No more notifications to choose tech if you researched everything. (thanks LuckyLuc)
And a small extra for the community: Asking migrants about their traits now takes less time and the answer appears in the notifications on the top right. You’re welcome 😉
Thanks for all the savegames and detailed descriptions you sent that made the issues easy to replicate!
Alpha 11 News – Multi-Floor-Buildings!
Arguing on the third floor. I hope that’s going to end well for Franz… Yeah! It’s finally coming!
I personally have been looking forward to this feature since forever and I’m glad we finally found the time to put it in the game. It’s a lot of work, but multiple floors are going to change how villages look and play a lot!
About the timeline: We’re pretty far along with multi-floor-buildings, but it’s a complicated change so we may need more time than we now estimate for bugfixes. Also, we haven’t made anything else for Alpha 11 yet, so we’ll take some additional time to put some extras in for you. I’m estimating another 2 weeks or so. We’ll see how it goes!
With the release of Alpha 11 we’re also going to increase the price by 2$. As we wrote on the Steam Store page, it was our plan from the beginning to start small and slowly increase the price during Early Access as the game evolves and this is simply the next step in this process. However, not all major updates will get price increases, especially if it doesn’t add a lot or if the last update already saw an increase. If you haven’t bought Founders’ Fortune yet: We’ll keep the current price until Alpha 11 releases in probably around 2 weeks, so you’re not caught by surprise.
We moved into the new office!
A while back, you may have seen the post about our main artist leaving for his obligations as a teacher. In the wake of that change, I decided to move from Ingolstadt to Munich in the hopes of finding a new main artist. Well, this weekend we moved all the furniture over and are now working in the new office!
I’m sharing the office with an old friend of mine. I think the plants actually make it look better than the old office, even though it’s a lot smaller 😀
The Pirate + Modding Update is live!
Greetings dear village builders and welcome to another update for Founders’ Fortune!
If you have been active in the community, you probably know that we’ve been talking about moddability for a while. Originally not even in our vision for the game, a ton of players have requested opening up the game for mods. Founders’ Fortune is a game that could have a lot of modding potential, so after some discussion with the community, we added modding to our official roadmap.
NOTICE: Check out Jordan’s contest here, you can win a free game! If you already own Founders’ Fortune, gift it to a friend!
Modding
Modding is the core focus of this update and as such, we have not only opened up the game, but also released the FFModKit, a collection of tools to make modding easier, as well as a tutorial series to explain the basics.
We opened up the workshop to a small number of players early, so they could create some mods to be ready for you now. I’m proud to say there are already 5 great player-made mods for you to download and check out. If anything doesn’t work, please be patient with the modders as they’re still learning about the whole thing. Also, if it does work out and you like it, make sure to leave the modders a message saying you appreciate their effort!
If you’re interested in making your own mods for Founders’ Fortune, START HERE. You can start with the easy category!
Pirates
Since we released the modding features early to some players, we had some time to squeeze in a couple of additional features. One of them is the new pirate faction!
Appearing only in mid- to late-game, the pirates are a powerful faction that often gets in conflict with the Traders’ Guild. It’s possible to stay out of fights entirely, but if you want to befriend the Guild, you might want to offer them a safe haven when needed.
How to keep playing Alpha 9
As always, savegames are not compatible between Alpha 9 and Alpha 10. This is because we're in early access and we're making large changes under the hood. Once we're out of early access, savegames will be stable.
If you want to continue playing your Alpha 9 save, right click on Founders' Fortune in Steam, go to Properties -> Betas, and select the Alpha 9 branch. That's it!
Changelog
New Features
Mod support, Mod tools, Modding tutorials, and Workshop Integration!
Pirate Faction and Pirate Events!
You can now ask a migrant about their skills before accepting them (community request)
Select all colonists by dragging over their portraits (community request)
Add colonists to selection by holding shift (community request)
New “object movement system”, so colonists deconstruct and reconstruct stuff you want to move. Fixes a bunch of issues, too!
Small, fun animations for chopping trees and mining rocks
Balancing changes
Goblin tributes are not as high anymore generally (community request)
Goblin tributes are especially lower in endgame, which fits well with the new pirates addition
Bugfixes
Improved AI navigation, especially for wells and graves
Favorite food didn’t properly add happy thoughts
Right click no longer deletes moved furniture
Fixed the remaining issues with the Korean josa
Icon for cage
Fixed a bug you couldn’t get equipment from the Tikigoblins (introduced with Alpha 9.1)
This update is a prime example of how important community feedback can be: I would have never thought it’d be all that important to learn about a migrant’s skillset before accepting them, just deal with what you get, right?
But it turns out that has been one of our most requested features in the last months, so I added it to my list, and now we have a nice little system where you can ask your newcomer about his traits and skills. Yeah!
I hope you’ll have a lot of fun and let me know if you run into any issues!
Modding Update coming tomorrow!
Hello everyone! This is just a quick post to let you know that Alpha 10, the Modding Update is releasing tomorrow!
I opened an early version of the update to some modders and they have been hard at work getting to know the tools and making some first mods for you to check out when the update releases.
That's how the workshop looks like at the moment:
Of course, there is no guarantee that mods will work and you will always have to install them at your own risk - they might break savegames for example. As we go through Early Access and more mods are released, we'll see what kind of issues we might run into with mods and savegames and improve them along the way.
Also, as usual savegames are not compatible between Alpha 9 and Alpha 10 because we're in Early Access and we're always making large changes under the hood. Also as always, you'll be able to stay on Alpha 9 though if you like.
While the modders have been working on some mods for you, I've used the time to get some extra stuff into the update. Who can guess what the guy in the picture is all about? ;)
Modding coming to Alpha 10 – Call for Early Testers
I hope you all excuse the basic art in the screenshot – because that’s just my programmer art for our dev-made example Mod! That’s right, modding is coming to Founders’ Fortune and to make it easier to learn, we have created a large example mod, modifying furniture, weapons, clothes, walls, fortifications, fences, floors, translations, and gameplay.
Together with the example mod, we’re releasing the FFModKit, a toolset made to support modders with their work, as well as a step-by-step tutorial series. I’m a believer in visual learning, so I made sure to include a lot of screenshots where appropriate. Check out this tutorial article about asset creation for example.
3D games are often not all that easy to mod, so my goal was to not only give out the tools, but also explain them properly, hoping that beginners can get started more quickly this way.
Lots of people in the community have been asking and hoping for modding, so I’m glad we can finally take some large steps towards it with Alpha 10.
So what’s possible now? Is modding difficult?
Basically, there are 3 major ways to mod Founders’ Fortune:
Change the parameters that are already in the game. This is a super easy way to change how the game plays and make your own easy mode or hard mode. Any player can get into this type of modding with minimal tutorials.
Add new stuff into the game. This type of mod will require some work with 3D art. You can create models, give them materials and make them buildable for your colonists. Using configuration files you can add the appropriate game functionalities to your objects.
If you want to dig deep and change the gameplay itself, that’s possible with C# scripting. You can connect with the Founders’ Fortune code and do everything you want to the data. That’s a more advanced topics for those interested in programming.
How are mods going to be distributed?
We’re going to use the Steam Workshop as our official portal to share and download mods. Steam has a great interface, and it seems like almost everyone is playing on Steam anyways. That’s why we think it’s a good choice for the game and for the community.
Call for Modders!
Our modding framework is pretty much finished, but Alpha 10 will still take some time – my guess is about 2 weeks. However, we’d love to get some early feedback on our modding systems before Alpha 10 is released.
That’s why we’re calling for anyone who’d like to experiment with the new Founders’ Fortune modding tools to let me know on the Discord Server. Especially players with skills in 3D-tools like Blender or programming knowledge are welcome to check it out!
I will then unlock an early build of Alpha 10 and the Founders’ Fortune Steam Workshop for these modders. I’m hoping that people will have some time to get used to the tools and with a little luck we might even have the first mods out there for the rest of the players to enjoy once Alpha 10 is finished. That’d be amazing. I hope you guys are as excited as I am 🙂
The Alpha 9 Diplomacy Update launch has gone over quite well, so here is just one minor update that fixes a handful of annoying issues and finally adds the Italian community translation!
Fixed Bugs
Fixed “No Translation” in wishes for rugs
Fixed a bug where not all rugs properly completed the rug wish
Fixed a bug where colonists wouldn’t recognize their bedroom as “theirs” if someone else owned a weapon rack in the same room
Balanced cob wall, making it more expensive and less strong
Fixed a bug where you couldn’t place hedge corners properly
Fixed a bug where the forge could clip through walls
Fixed a bug where the “josa” in the Korean translation was all messed up
Changes in the Development Team
We have been developing Founders’ Fortune full time as a 2-man team for 7 months now. During all this time, we’ve been sharing all the demos and updates with our community. In June 2019 Founders’ Fortune was first actually for sale and since July it’s also available on Steam.
Now, in September, we’re at a crossroads: If you’ve been following us for a long time, you may know that René (RobotK), the artist, actually studied elementary school teaching, not game development. With the new school year starting this September he had to make a very difficult decision: Start the teacher’s apprenticeship (2 years) to finish his degree or continue working on Founders’ Fortune full time. After many sleepless nights and realizing that he can’t have 2 full time jobs, René came to the conclusion to finish his teaching degree – even though he loves developing Founders’ Fortune as well as teaching.
So that’s why this week, René is leaving full time development of Founders’ Fortune. Instead, he is planning to contribute to the project on the side, whenever time allows. This was a hard decision and René will give some more insights into his perspective in a forum post soon. 🙂
We’ve all made our peace with this change and the future of Founders’ Fortune is safe, too. Read on to learn more.
The Future of Founders’ Fortune Development
We’ve developed games on and off on the side for 8 years now, so we’re no strangers to evening and weekend work. Nevertheless, it’s obvious that part-time work can not be as productive as full time work.
That’s why we’re planning to hire an artist to fill René’s role in the future. The sales of Founders’ Fortune have been decent and after long deliberation, we decided it’s ok to take the risk and use the funds to pay another team member.
To this end, I’m going to move to a larger city, probably Munich. This is the city I studied computer science in, and I think we should be able to find both office space and a good pool of skilled candidates there to keep Founders’ Fortune going strong.
This process is going to take time. I’m going to keep working on Founders’ Fortune during the move, but finding an office and an apartment, moving the furniture, hiring and training an artist will take a lot of time. First, the development focus will be on simple and obvious improvements to the game as well as adding all of René’s Assets that are not yet unlockable in Alpha 9, so it’s ok to continue a few months without a dedicated artist. Nevertheless, you’ll have to be a bit more patient than usual with big content updates as we will need some time to get back up to speed.
Conclusion
We want to thank everybody who’s been along with us on this ride thus far. Founders’ Fortune has grown bigger than we expected and part of that is thanks to all of your feedback. Some people may worry about future development, but you don’t need to.
From the beginning, on every store Founders’ Fortune sold, we’ve been saying “development is going to continue until sometime between September 2019 and September 2020”. We are glad to announce that with this plan, development can continue well beyond September 2019, in fact it looks like we will be able to reach Summer 2020. We’re looking forward to releasing the next updates for you 🙂
(Here is a link to the official forum discussion, but feel free to comment below this post, we read it all)
Alpha 9, the Diplomacy Update, is Released!
Hello everyone! It’s been almost exactly a month since the big launch on Steam we’ve already been hard at work bringing you the next iteration on Founders’ Fortune.
The Update
The Diplomacy update focuses on the goblins first and foremost – making friendship and hostility both possible, but it also gives some more depth to your dealings with the Trader’s Guild. Besides balancing and bugfixes, we have a small cherry on top, giving you curtains, carpets, and more to make your colony even more cozy.
https://www.youtube.com/watch?v=qWXoG6nsEik
How to continue playing Alpha 8
Some people would like to continue playing with their old colony for a while. While the saves are not compatible between Alpha 8 and Alpha 9, you can keep playing Alpha 8.0.6: Right click on Founders’ Fortune on Steam, select “Properties” go to the “Betas” tab and select the branch “alpha-8”. Your old saves will be available.
We are planning to discontinue this legacy branch when the next update releases.
What’s happening with mod support
Many of you will remember the post where I showed you the potential modding capabilities of Founders’ Fortune a while back. This triggered a community discussion on the forum where a lot of people expressed their support for modding, but warned us to not lose sight of the core gameplay prematurely. That’s why Alpha 9 does not feature any new modding capability, but instead we’re planning to have mod support trickle in step by step over the next updates while we continue to spend time on the core systems.
How community feedback has influenced Alpha 9
If you’ve been active in any of the official Founders’ Fortune communities at all, you’ll know that we’re receiving new suggestions and more feedback everyday. We’re happy to say that this update we were able to incorporate a lot of requests and bugfixes which should hopefully improve your general experience quite a bit. Of course there is always more that could be done, but I believe it’s a good step in the right direction.
About the Future
In the Early Access description on the Steam store it says “we’re going to work on Founders’ Fortune until sometime between September 2019 and September 2020, depending on the amount of support we receive”. I think it’s fair to say that the Steam launch has been a success and we were able to recoup the money we put into the project from our personal bank accounts. Yay! We still have to figure out some real life stuff before we can give an updated date on how long we will be able to work on Founders’ Fortune from now, but it’s looking good at the moment :)
In the next 1-2 weeks we’re going to be on vacation. Before and right after the Steam release we put an incredible amount of work in the game to make it as smooth as possible for all the new players. After that we didn’t even take a break but instead threw ourselves us right into the next update. Now that it’s finished and summer is in full swing, it’s time for us to recharge our batteries as well, so that in September Founders’ Fortune development can continue full steam ahead!
So, without further ado, let’s get to the changelog!
Changelog
New Features
Give presents to improve relations and ask for tributes to get easy resources
Pay tributes to your goblin overlords to avoid raids
Build statues of friendship for your allies to improve relations
Bandage fallen foes to improve relations
Positive and negative relations harden after a while. It becomes more difficult to convince a long term enemy of sudden friendship
Ask for discounts when trading
Make the trader take a detour and have them visit your colony on as soon as possible
Goblins make armor and weapons to try and keep up with your colonists
Tiki Goblins have a sense of ownership and will not take lightly to you destroying their village
Pay a tribute to free kidnapped colonists
Beware of angering the Traders’ Guild…
New traits: Xenophobe and Xenophile. Act, think, and wish as you would expect them to
New trait: Diplomat. Socializing with members of other factions has chance to improve relations
New traits: Season lovers/haters feel better or worse depending on the time of the year
Carpets and Rugs (I love the royal carpet especially)
Curtains
Window Shutters
Cob wall and straw floor for early game
Korean, Chinese, and Dutch translations thanks to some awesome community members!
Balancing changes
Flu healing more probable!
You now get a third of your resources back when deleting something that’s already been built
Healing potions are only automatically consumed when health is <60%
Trading prices are more precise. For example, wood is only worth 0.3 gold now
Trader is more probable to sell scrolls
Trader is more probable to buy the things you manufactured
More goblin villages per island
Excessive salary for colonists doesn’t make them as happy anymore
“Colonist Died” mood debuff lasts longer
Kidnappings are more probable
In combat mode, work or idle interactions are restricted, so that player remembers their colonists are in combat mode
Community Requests outside of Balancing or Bugfixes
Tiki Goblins try to rebuild a damaged village (though they will not respawn if completely destroyed)
Goblins are stronger in dangerous worlds
Colonists now wish to “own” tool, weapon, armor, and clothing storage, not “have them in their house”. This gives you the chance to make armories
Hold the mouse button when building or deleting to “paint” on the map with your tool. Makes setting up farms a lot easier.
Added a button to delete saves
Added a dialog to ask if player really wants to quit to main menu if it the last save was more than 5 minutes ago
Autosaves no longer trigger a pop up message
Added a “slow vsync” option to force lower fps in favor of less power use, cooler graphics cards, and quieter fans
Bugfixes <*> Fixed a bug that allowed people to interact with furniture through walls (not 100% perfect now probably, but most cases are covered)
<*> Goblins can no longer hit a wall and damage a colonist (that was a strange bug)
<*> Fixed a bug where the trader could arrive with an empty inventory
<*> Fixed a bug where relaxing people sometimes were invulnerable (the attacker couldn’t get close enough to hit them)
<*> People no longer eat the first food item in each category (for example they were only eating bread in favor of apple strudel or strawberry cake)
<*> Fixed a bug where you could put furniture into a wall if you were quick enough
<*> Unconscious colonists no longer jump to live when asked to sleep in a bed until completely healthy or when activating combat mode
<*> “Sleep until healthy” makes people with flu stay in bed now
<*> Fixed some missing resource descriptions
<*> Fixed some 3d model clipping bugs here and there
<*> Fixed a bug where the game over screen didn’t appear properly
As always, I’m not 100% diligent keeping track of the changelog and these lists are often missing the small changes we make here and there.
Have fun playing and keep the screenshots coming!
Diplomacy Update next Friday, price will rise by 1€
Did you think your colonists were alone in this world? Alone with a couple of monsters and a cold hearted trader that only stops by when he can find the time? No longer!
With the Diplomacy Update coming next Friday, August 23rd, the factions in Founders’ Fortune are going to be an interesting, ever changing dynamic throughout the game. Befriend other villages, trade for good prices, or wage a war to extinguish any threat to your existence.
New Stuff you can look forward to
We’re still working on the update, so we can’t be 100% sure about the final version, but the following systems are already in a playable state:
Diplomacy overview panel, displaying info about who has what opinion of you and why
Can give presents to raise relations
Can ask for a tribute to attain additional resources (Other factions pay the tribute only if they see you as a good friend or if your village is large enough to scare them)
Goblins ask for tributes and presents instead of raiding you immediately
More goblin villages per map
Trading with goblins if the relationship is ok
Other factions remember your actions and will see you as a “lasting friend” or a “long time nemisis”.
Goblins slowly rebuild their village if damaged
Can buy the freedom of a kidnapped colonist
Lots of balancing changes (for example: wood is much cheaper in trading now)
Goblins craft 2 new types of weapons and 2 new types of armor to keep up with your village
“Statues of Friendship” can be donated to a friendly village in order to get a permanent boost to your relations
Some changes to the trader factions that we keep secret for now 😉
Price rises by 1€ on Alpha 9 launch
In the Early Access description of Founders’ Fortune we state that “we plan to increase the price continuously as we add features to the game. That doesn’t mean will raise the price every update though. Instead, we keep an eye on the community and on the average hours played to get a feel for whether the game is worth the price increase or not.
In the recent weeks we got a lot of friendly comments and reviews praising the performance, the stability and the amount of content Founders’ Fortune had right at the early access launch. Not everyone shares these opinions, but overall, it seems like people are more than happy with the game, which tells us a small price increase paired with a content update seems to be justified.
If you buy it before August 23rd, the old price will still be available until then. If you’re not in Europe, the price will change by about 6% in your currency to keep it fair.
How we include community feedback this Update
Since the Steam launch 3 weeks ago, we received a ton of feedback on all forums we use. Thanks for being part of the journey and contributing to the discussion!
Many of the bugs since then have already bin fixed in the 6 minor updates right after the launch date. Nevertheless, there were a lot of suggestions concerning quality of life improvements and the future of the game, which I’m putting in a huge list called “community feedback”.
We have about 2 weeks until the release of Alpha 9, so our plan is to finish up the Diplomacy Update features first, which shouldn’t take too long. Next we’ll do a bunch of bug testing, and finally we’ll sort the community feedback list by priority and implement as much as possible in the time that’s left. Mod support also falls in this category: If we find time now, we'll take the first steps in Alpha 9, otherwise it's no big deal.
We hope you’ll have a lot of fun walking the line between friendship and hostility in the Diplomacy Update!
Founders’ Fortune Alpha 8 now live on Steam!
As you can imagine, this is a huge step for us. In the last couple of months we put in an enormous amount of work and now we’re happy to see a larger audience enjoying the game.
First of all, we would like to thank everyone who has supported us this far with feedback, translations, videos, and more.
Of course, Alpha 8 brings a bunch of new features, too!
The major news are:
Goblin kidnappings
Roofs
Beer + parties
Loads of new equipment!
Fortifications, for your castle building needs 😉
Find the full changelog below.
If you would like to support Founders’ Fortune in additional ways, tell your friends, tell your favorite youtubers and post about it on social media. Every bit of support pushes the game.
Finally, we would like to thank everyone that’s with us on this journey to make Founders’ Fortune an amazing game!
Have fun with Alpha 8!
(Almost) Full Changelog
New Features
Cages in goblin villages + kidnappings
Roofs!
Fortifications: Huge walls to keep your colony save!
Beer brewing
Parties for colonist enjoyment
Dancing, cheering, hugging, enjoying fire interactions
2 pieces of clothing for every single profession + 2 more pieces of armor for soldiers, reworked iron armor
Lots of new world elements to make the random world more interesting
Russian and Ukrainian translations! Thanks to the community!
Potion storage furniture
Precision placement of furniture with shift
Also: Showing grid when building
Huge UI update! New fonts, new panels, new buttons, new dropdowns!
Mod overview panel to manage supporter packages (and hopefully mods one day 😉)
Animation + thought bubble when path can not be found
New free-flying camera mode accessible with F4
Changed Systems
Adapted prices of walls and floors to make more sense
Colonists no longer steal beds of their friends if their own bed is not available
Bugs fixed + improvements
Major color update + construction elements rework
AI performance improvements
AI navigation system completely changed. Way more dynamic and stable now
Colonists now eat at closest chair
Carrying to bed no longer uses ragdolls for stability
Lots of typo corrections
Fight music no longer stays on after losing game because of goblins
Some fixes for broken saves
Equipment on human now properly saved and loaded
Fixed furniture rotation bug when placing it quickly
Colonists no longer sleepwalk
Can’t add survivalist traits when trait already on the colonist
Uncontrollable colonists can no longer be controlled by multi-selecting them
Fixed important possessions update bug
There was a bug in the error message screen. Oops 😀
Colonists can no longer forget orders when switching active colonists.
Fixed rock mining issue
Fixed stuttering issue in build menu
No more accidental sleepwalking
When colonist dies in bed, bed no longer says “somebody else is using this”
Fixed issue where people would forget orders when woken up by combat mode
Trader garment no longer in research tree
Better colliders -> more precise furniture placement and AI navigation
Fixed strawberry icon seasons
Fixed inconsistent UI button sound
I skipped some minor points here and there to keep it legible.