New refinery and cargo pods to send resources to distant tiles on the map using fuel. Drop pods can be used by pawns and reinforcing other colonies or caravans during raids is possible.
Trade prices have changed, items are more expensive to buy and sell for more.
New trait: Kind. Kind pawns will not insult others and will be friendlier.
Factions can be destroyed completely by defeating all their bases in the map. Factions also have a color to identify their bases in the world map.
New Mental Break: Give up. This make pawns leave the colony.
Pets: "Follow master when drafted" and "follow master when doing field work" options.
New Medical Conditions. Using drugs may damage body parts or give these medical conditions.
- Concussion:
- Consciousness MAX: 10%
- Duration (ticks): 25'000
- Duration (s): 416.7
- Chemical Damage (Brain):
- Consciousness MAX: 50%
- Duration: PERMANENT
- Chemical Damage (Kidney):
- Blood filtration: -0.40
- Duration: PERMANENT
- Cirrhosis:
- Consciousness: -0.10
- Blood Filtration: -0.35
- Blood Pumping: -0.10
- Duration: PERMANENT
Work speed penalty for production tables in "bad temperature" (x0.6) or "outdoors" (x0.8)
Random incidents for caravans, including ambushes by other factions or manhunter animals!
Hungry pawns will be more aggressive.
Drugs like go-juice and luciferium nerfed or changed. Drugs may cause chronic diseases or medical conditions such as brain damage, asthma or carcinoma.
- Luciferium:
- Consciousness: +0.25 -> +0.10
- Manipulation: +0.25 -> +0.00
- Moving: +0.25 -> +0.05
- Sight: +0.20 -> +0.15
- Go-juice:
- Consciousness: +0.35 -> +0.10
- Sight: +0.00 -> +0.25
Malari-block removed, replaced with Penoxycyline, a similar drug that also blocks Sleeping Sickness and plague in addition to Malaria. New research has been added for this drug.
Changes to weapons, ranged cooldown has increased and warmup decreased for nearly all weapons. They are also easier to make.
- Minigun:
- Ranged Cooldown (s): 0.66 -> 1.66
- Warmup (s): 4 -> 3
- Assault Rifle:
- Ranged Cooldown (s): 0.69 -> 1.36
- Warmup (s): 1.5 -> 0.9
- Charge rifle:
- Damage: 13 -> 12
- Ranged Cooldown (s): 0.66 -> 1.16
- Warmup (s): 1.5 -> 1
- Charge Lance:
- Ranged Cooldown (s): 2.80 -> 3.30
- Warmup (s): 2 -> 1.5
- Knife:
- Great Bow:
- Ranged Cooldown (s): 0.66 -> 1.50
- Warmup (s): 2.83 -> 1.80
- Heavy SMG:
- Damage: 10 -> 13
- Ranged Cooldown (s): 1.30 -> 1.65
- Warmup (s): 1.33 -> 0.9
- Range: 20 -> 18
- Incendiary Launcher:
- Ranged Cooldown (s): 1.66 -> 4.00
- Warmup (s): 6.17 -> 3.00
- Survival Rifle:
- Ranged Cooldown (s): 0.66 -> 1.26
- Warmup (s): 2.5 -> 1.9
- Pump Shotgun:
- Ranged Cooldown (s): 0.66 -> 1.26
- Warmup (s): 1.5 -> 0.9
- LMG:
- Ranged Cooldown (s): 1.40 -> 2.00
- Warmup (s): 2.00 -> 1.40
- Machine Pistol:
- Ranged Cooldown (s): 0.66 -> 0.90
- Warmup (s): 0.75 -> 0.50
- Pistol:
- Ranged Cooldown (s): 0.66 -> 1.26
- Warmup (s): 0.9 -> 0.3
- Short Bow:
- Ranged Cooldown (s): 0.66 -> 1.66
- Warmup (s): 2.50 -> 1.35
Vitals monitors buffed. Medical tend quality offset: +4% -> +7%
Consciousness does not matter in movement speed calculations.
The Research tab now has a research tree.
New speech bubbles for certain actions.
You can see an estimate of the amount of time it will take a creature or pawn to die of blood loss.
Peaceful difficulty. This difficulty removes nearly all negative events with a few exceptions such as mad animals.
Repair job removed in the work tab and integrated in the "contruction" job.
Building/removing roofs now has higher priority than most other construction jobs.
UI Scaling
Healing and treatment quality now is more varied instead of being simply good or bad. Poor treatments significantly increase the amount of time it takes for wounds to heal.
Pawns have a new "allow firing" option.
Mood debuff if wearing looted clothing of dead pawns.
Rescued pawns may join your colony.
New button to make a pawn eat food in their inventory.
Drugs can be given to animals.
Young pawns will not have an adult backstory.
Colonies can be abandoned.
Temperature varies between seasons more widely closer to the poles.
New ending.
Slaughter button changed to the right of the animals tab.
A lot of items and production tables now have negative beauty.
Map tiles now have a "time zone", "base movement", "base movement during summer", "base moment during winter" statistics to determine the amount of time it takes for caravans to travel through them.
Megatherium renamed to Megasloth.
Randomly generated structures may have plasteel walls.
Caravan's Muffalos now wear some decorative gear. Player's Muffalos will also have this gear if they are carrying items.
Room impressiveness calculations have changed. It is now easier to achieve a higher impressiveness but pawns get a debuff easier if the impressiveness is not high enough in comparison to Alpha 15.
Rich soil is slightly darker.
Beauty and Room tool merged.
Hyperweave clothing is more common.
Non-animals can eat kibble, but with a significant debuff.
"Maximum number of colonies" slider in options (its 1 by default.)
Ship parts recipes changed.
- Ship Computer Core:
- Components: 4 -> 10
- Uranium: 0 -> 5
- Gold: 0 -> 100
- Ship Engine:
- Steel: 400 -> 200
- Plasteel: 200 -> 300
- Component: 6 -> 25
- Uranium: 0 -> 100
- Ship Reactor:
- Steel: 500 -> 300
- Component: 10 -> 25
- Uranium: 0 -> 150
The size of the blood icon in injuries is determined by the bleed rate of the wound.
There is a cooldown when requesting caravans of other factions.