This patch let's you change the order in which types of jobs are performed. For example, previously gnomes would always perform jobs created directly by the player before say from a workshop. Now, per profession, you can set the order of those job types. Individual jobs of the same type are still prioritized as they were before, whether by distance to the job or the priority setting of the workshop, farm, grove, pasture or stockpile. Jobs that are directly created have been split up into 4 groups:
As an example, you could create 2 professions with Woodcutting and Carpentry enabled. One profression has Agriculture first and the other has Workshop as the highest priority. Gnomes in the first profession would act as before and fell trees before cutting planks while the other profession would do the opposite. Splitting up your workforce this way will allow you to work on both tasks simultaneously and let some gnomes act as "backup" and work on another task if their main one is finished.
<b>General</b> <ul> <li>Added option to change the priority of job type per profession</li> <li>Added a tool tip when assigning a profession to a gnome in the population window, which displays that gnomes skills relevant to the profession</li> <li>Added tool tip to display the top 5 skills of a gnome in the population window</li> </ul>
<b>Fixed</b> <ul> <li>Crash when deconstructing a wall at the top of the map</li> <li>Crash when building a ramp, stairs or incline at the top of the map</li> <li>Crash with a civillian has a uniform with a ranged weapon and is trying to refill ammo</li> <li>Crash when firing a ranged weapon in some cases</li> <li>Tool tips for items in a drop down list, sometimes not disappearing</li> <li>Large tool tips going beyond the borders of the screen</li> <li>Liquids not flowing when a mechanical wall is lowered</li> <li>Liquids not working properly when raised a level by a mechanical wall</li> </ul>
This patch let's you change the order in which types of jobs are performed. For example, previously gnomes would always perform jobs created directly by the player before say from a workshop. Now, per profession, you can set the order of those job types. Individual jobs of the same type are still prioritized as they were before, whether by distance to the job or the priority setting of the workshop, farm, grove, pasture or stockpile. Jobs that are directly created have been split up into 4 groups:
As an example, you could create 2 professions with Woodcutting and Carpentry enabled. One profression has Agriculture first and the other has Workshop as the highest priority. Gnomes in the first profession would act as before and fell trees before cutting planks while the other profession would do the opposite. Splitting up your workforce this way will allow you to work on both tasks simultaneously and let some gnomes act as "backup" and work on another task if their main one is finished.
General
Added option to change the priority of job type per profession
Added a tool tip when assigning a profession to a gnome in the population window, which displays that gnomes skills relevant to the profession
Added tool tip to display the top 5 skills of a gnome in the population window
Fixed
Crash when deconstructing a wall at the top of the map
Crash when building a ramp, stairs or incline at the top of the map
Crash with a civillian has a uniform with a ranged weapon and is trying to refill ammo
Crash when firing a ranged weapon in some cases
Tool tips for items in a drop down list, sometimes not disappearing
Large tool tips going beyond the borders of the screen
Liquids not flowing when a mechanical wall is lowered
Liquids not working properly when raised a level by a mechanical wall
<b>Fixed</b> <ul> <li>Pickaxe and Felling axe not correctly giving material options in the Uniform</li> <li>Brick blocks auto-queueing at Stonecutter instead of Kiln</li> </ul>
<b>General</b> <list> <li>Professions can have a Uniform assigned to them. If a Gnome is in a Squad, the Squad uniform is used instead</li> <li>A Uniform can be assigned as the Default Uniform for all Professions from the Population Overview menu. Professions can be assigned to use the Default, No Uniform or a specific Uniform</li> <li>Removed Militia Perk. All Squad members will perform jobs when not on duty</li> <li>Armor decreases the rate at which jobs complete. Metal slows down more than leather</li> <li>Gnomes not in a Squad will prioritize retreating to stop bleeding over staying and fighting</li> <li>Gnomes not in a Squad will always attempt to run from enemies. Previously they would fight unarmed goblins or potentially unarmored goblins with 1 weapon</li> <li>Added import and export options for Military settings</li> <li>Moved Professions import/export buttons to the Pause menu</li> <li>Windows will keep their size and position during a game session</li> </list>
<b>Fixed</b> <list> <li>Professions with a space in the name not importing correctly</li> <li>Sometimes not importing the last Profession</li> <li>Market Stall UI not correctly scrolling with the mouse wheel</li> <li>Fix crash when resizing Market Stall UI while a merchant is not present</li> <li>Gnomes sometimes falling asleep when digging down</li> <li>Mant spawns effectively being 1 tier above where they should have been, ie spawning as if you had iron when you had bronze</li> </list>
Professions can have a Uniform assigned to them. If a Gnome is in a Squad, the Squad uniform is used instead
A Uniform can be assigned as the Default Uniform for all Professions from the Population Overview menu. Professions can be assigned to use the Default, No Uniform or a specific Uniform
Removed Militia Perk. All Squad members will perform jobs when not on duty
Armor decreases the rate at which jobs complete. Metal slows down more than leather
Gnomes not in a Squad will prioritize retreating to stop bleeding over staying and fighting
Gnomes not in a Squad will always attempt to run from enemies. Previously they would fight unarmed goblins or potentially unarmored goblins with 1 weapon
Added import and export options for Military settings
Moved Professions import/export buttons to the Pause menu
Windows will keep their size and position during a game session
</list>Fixed<list>
Professions with a space in the name not importing correctly
Sometimes not importing the last Profession
Market Stall UI not correctly scrolling with the mouse wheel
Fix crash when resizing Market Stall UI while a merchant is not present
Gnomes sometimes falling asleep when digging down
Mant spawns effectively being 1 tier above where they should have been, ie spawning as if you had iron when you had bronze
<b>General</b> <ul> <li>Import/Export Professions</li> <ul><li>When importing Professions, old Professions with the same name will update to the new one. Gnomes with old professions that don't exist in the new Profession settings will get a custom profession similar to changing settings directly on the gnome.</li></ul> <li>Updated the following windows to be resizable: Gnome, Workshop, Butcher Shop, Market Stall</li> <li>Build job names are more specific, ie "Build Carpenter" instead of "Build Workshop" and "Build table" instead of "Build Construction"</li> <li>Updated check box check to stand out more</li></ul>
<b>Fix</b> <ul> <li>Mouse scroll wheel now works as expected in all areas</li> <li>"Craft To" combined autogenerated jobs sometimes creating extra components</li> </ul>
When importing Professions, old Professions with the same name will update to the new one. Gnomes with old professions that don't exist in the new Profession settings will get a custom profession similar to changing settings directly on the gnome.
Updated the following windows to be resizable: Gnome, Workshop, Butcher Shop, Market Stall
Build job names are more specific, ie "Build Carpenter" instead of "Build Workshop" and "Build table" instead of "Build Construction"
Updated check box check to stand out more
Fix
Mouse scroll wheel now works as expected in all areas
"Craft To" combined autogenerated jobs sometimes creating extra components
<b>General</b> <ul> <li>Combined the "Assign" and "Status" tabs in the Population menu</li> <li>Gnomes are listed in the Assign tab by their Profession</li> <li>Population window is resizable</li> <li>Increased size of drop down box when picking professions</li> <li>Show ingredients in Job UI</li> <ul> <li>Missing ingredients are shown in red</li> <li>When "any" material is selected for an ingredient, mousing over will show a break down by material</li> </ul> <li>Gnomes with Hauling that can't find a Stocking job will wait a short amount of time before looking again</li> <li>Gnomes with "Way of the Gnome" perk are no longer afraid of enemies with better armor</li> </ul>
<b>Fixed</b> <ul> <li>Repair broken connections on the navigation graph as they are discovered</li> <li>Crash when no audio device is present</li> <li>Crash when attempting to view a corpse that had invalid armor from loading a corrupted save</li> <li>Gnomes not always freeing enough hands to pick up a two handed item</li> <li>Attempting to remove a two handed item from storage and failing caused the item to get lost</li> </ul>