Code:
**Features
*Visually made the openings of rooms look like doors / thin walls.
*Personal homes. Houses and chambers. Homes need resources depending on species and when provided they visually upgrade. Homes are furnished automatically by the inhabitants/servants. Homes can be configured to be allowed for different species. Sleep is no longer a need. People will go to their homes and sleep or do other stuff once their workshift has ended. Thus, services will mainly be used close to the home. People will interact with others around their homes. People will look for homes closet to their workplace with a max radius of 120 tiles. If they can't find a home, they will sleep out in the open. Unemployed people will look for homes closest to were they are. You can zone houses for unemployed people only.
Home assigner tools.
*New tech tree. Has been completely redone, streamlined and expanded. Each node now has the possibility of being leveled, so there are more choices for the player.
*Low knowledge gives penalties instead of disabling techs, when below 80%. Regaining the knowledge removes the penalties and re-enables rooms.
*Climate no longer locks rooms, but can give negative and positive boosts.
*Boosts are now divided into multipliers and adders, enabling more interesting levelling-up mechanics.
*Indoctrination now gives bonuses, same as education.
*4 more soundtracks
*Subjects will now interact with one another, keep friends and enemies. They might fight. It is custom in Syx to just watch fighting people.
*Resthomes for the elderly, where retirees go (get employed) to have some fun remaining days.
*World camps. A camp is a building of some sort, that exist on the world map. Each camp contains a bunch of high-grade specimen, such as Cantors. If you own the region they're in, and fulfil their demands, they can join you, in which case you will get a certain amount of them over time. They immigrate like usual. You must also keep them happy like normal citizens.
*Immigration now possible at > 75% happiness.
*Rioting now no longer work randomly. You will get a chance to make the plebs happy before they start burning down the city.
*Citizens may emigrate when happiness < 70% && loyalty < 70%
*Slave uprisings no longer work randomly.
*Messages fixed up and can now be tailored to interrupt the game or not.
*Notifications fixed up. Added a homeless notification.
*New species: Argonosh. Thanks to superwutz on the discord, and Thosom Tom!
World camps for the Argonosh.
New temple and religion to the Argonosh queen.
*New animal: Batlticore crawler. Inspired by whomever made the maggot farm mod.
*Indoor pastures, also a suggestion from someone I forgot the name of.
*Now possible to build room directly in mountains.
*Now possible to select material when copying room.
*Upgradable rooms. Upgrades cost resources and upgrades sometimes need to be unlocked by a tech or title. Only laboratory for now, but more to come.
Knowledge from education scrapped, but to make up for it:
New room, the laboratory. Works like the old library, but doesn't need paper. Can be upgraded, 3 tiers.
Library now boosts knowledge from laboratories. Each librarian can boost 1% of the laboratory knowledge. Needs paper unconditionally. Can be upgraded, 2 tiers.
*Ranged weapons now merged with ammunition and is only affected by ranged skill. Once the ammo is spent, it will replenished slowly. This is done for better modability, streamlining and less micro. The projectile fired is modified by the amount of ranged equipment worn, and by ranged skill. *Accuracy and ranged power merged into "ranged skill".
*Roads can now be removed in caves.
*Warehouse UI remake.
*Saves fiddling. Remade where the game saves. It saves all saves in the same folder, and modded saves + different version saves will be in same place. You get feedback when trying to load a save that won't load, and why. You might want to free up some harddrive space before by deleting old saves. Go to local folder through the launcher -> saves. You can remove all folders there except for "saves" and "profile", as these are folders for the old save system. This will remove all saves prior to this version.
*Increased combat experience gain.
*Decreased captives gained from battles.
*Name of ruler, settlement, and flag is saved in your profile.
*Oddjobbers will search smarter at higher populations. They will search a small radius, then increase it after awhile. Giving the closest ones a chance to get the closest jobs.
*Monuments now have a pedestal, they use the new sprite system.
*Insanity added. Subjects have a chance of going insane. Insane people will just walk around, use services, eat and act weird.
*Asylum added, to treat insane people. *Curing them may take a few years.
*Health now a thing. Health determines how likely you'll die from a disease. Some work places can decrease health. *Food rations improve health.
*Physician added. A room that subjects will visit for a checkup. Access improves health.
*Diseases added. Come in various forms and deadliness. Can occur from bad hygiene, decomposing corpses, or by someone entering your city. Spreads by touch. Infected subjects will be coloured. If subject falls seriously ill, they will lay down and eventually die. If a hospital is close, they will seek help.
*Once a subject has recovered from a disease, they are immune.
(Quarantine will come next version)
*Hospital added. Can tend to infected, or injured subjects and have them recover to a greater extent. Needs fabric and opiates to function.
Accident events. All rooms have a chance of causing an accident, in which case there will be an explosion and/or injured and dead people.
**Balance
*The difficulty of the game now increases as you progress. Expect more resistant from 200 on gradually increasing. Furnishing is a must to succeed.
*Completely redone tech tree with scaling bonus nodes. Hints have been added to the tooltips.
*Administration is still extremely useful but has been balanced. Administration power increases with throne level so it cannot be spammed as easily.
*Tools last significantly longer but have a lower multiplier. Still definitely worthwhile even with minimal bonus in its tech.
*Many industries can be accessed earlier without advanced materials and alternate recipes.
*Food is an even more important part of the game. Food days need to be shored up with rationmaking.
*Single species setups and multi species are now more consistent in difficulty. *Multi is slightly easier though. This is based on Majority stat so you may need to bribe a minority to come in.
*Garthimi are generally more useful now with fishing, balticrawler pastures, logistics carry capacity, and not as terrible mining fulfillment.
Species are now more varied in needs, style, and skills. Humans and *Dondorians have a tougher intro than others.
*Advanced roads are unlocked and have more varied stats. Be sure to use the "Convert road" tool to make upgrading easy.
*Reworked throne level perks, population requirements, and noble distribution.
*Citizens away in an army still count toward happiness needs. This also saves you from having an instant riot when they return.
*Some things like food rations will now reward your more for the first extra point than later ones. (Food, Clothing, Drink)..
**Bugs & Fixes
*Made nurseries use the new sprite system. Changed them up a bit.
*Added service and work indicators to build menu.
*Fixed some rooms not returning resources when removed.
*Fixed lights from not being removed when refurnishing.
*Music shuffling is a bit less repetitive
*Fixed broken removal mechanics of statues in rows.
*Fixed and balanced throne levels
*Condensed and improved the fulfilment UI.
*Some fixes to the subject UI panel.
*All weirdness with recruitment fixed.
*Species have different blood color.
*Sorted entries in the race info panel.
*Scary portraits for corpses.
*New standardised requirement system, that allows for much more interesting requirements from e.g. titles.
*Fixed up the race info panel.
*You will have warnings about emigration and riots when they're approaching.
*Increased light from torches.
*Subjects will use wells when hot.
*Rooms retain names when refurnished.
*Freed slaves and immigrants now do not dislike themselves.
*Maintenance now shouldn't spawn on inconvenient tiles.
*Place UI remembers what type of placement shape you use.
*Rebind key hotkey fixed.
*removed activation for import depots.
*Removed the close button for room construction so that you have to make a choice.
*Place fixed rooms now show their material cost for walls.
*Removed weird 1 tile coming out of janitors / Chambers.
*"Others" stat now only applies to the same class of subjects.
*Game will mute when unfocused.
*Removed duplicate import depot item.
*Copied Import and Export buildings copies resource as well.
*Fixed minimap zoom square
*Added next/prev buttons to room ui.
*Radius for export depot
*Fixed tooltip for placing pasture gates.
*New saves populate names with city name + index
*A picker for the harvest tool
*Canteen now properly consume coal.
*Farms can be placed on deposits
*Added a scroll through touching edge setting.
*Hopefully fixed instant trade weirdness.
**Modding
*Tech is redone, so you need to change to the new file format.
*Housing can be modified for spieces. A housing file must be referred from a race file.
*New sprite mechanics that will slowly replace the old one. There's now a folder "game" where a lot of sprites are. The init files will reference to these sprites. It allows for more reusability, and simplicity when making new rooms, and separates spriting from scripting. The ambition is that most rooms will have their sprite sheets removed, and only reference the game sprites, but this is a work in progress.
*Added blood colour to a race's appearance.
*Added separate skelleton sprites, must be declared in appearance;
*Auto generated gore sprites, can be removed.
*Titles need to use a new requirement notation
*Have fun with the new camp mechanics
*Added an optional clause to race files to set certain stats on spawning.