

Added "Save translation report" button for translators. Added an animal disease incident that mirrors the human disease incident Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed Trees’ color now depends on the current season Added "Show what will buy" window which shows all items a trader will buy Workbench bills can now be assigned to specific colonists New edge shader for blueprints looks much nicer and more visible than before. Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning) Animals can revert to the wild, depending on their natural wildness Trained animal skills and tameness now decay over time. You can now smooth natural rough rock walls into high-quality walls New type of attack: Kick sand/water in eyes Allows easy counting, finding, and designating of wild animals New designators: Mass-forbid and unforbid Patchleather - poor-quality leather made from any combination of other leather

New terrain: Soft sand - doesn't allow building medium or heavy structures Gourmand - eat a lot, random eating binges, cooking skill bonus Tunneler - Don't mind never seeing the sky New scenario: Naked Brutality - start naked with no items Double sleeping spot: Sleep with your partner, even in crushing poverty Butcher spot: Butcher without building a bench, at an efficiency penalty

Waterproof conduit: Transmit power under water for bases on both sides of a river Fabrication bench: Craft advanced components and some advanced tech items. Autocannon turret: Heavy long-range turret

Watermill generator: Generate power from moving water Visitors of allied factions will now occasionally leave gifts before leaving Offer gifts to improve faction relations (either by using transport pods, sending caravans, or giving gifts to their traders) Maintaining good faction relations is now more important than before Added "Load into caravan" right-click option: designate extra items to be picked up by the caravan before leaving Added "Remove from caravan" command: remove people or animals from the caravan even if it hasn't left the map yet Caravans now automatically forage for food while traveling Redesigned "Form caravan" window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better Added Caravan tab with caravan loading progress Better AI: Pack animals now follow colonists to speed up the packing process Split mechanoid scyther into scyther (close combat specialist) and lancer (fast sniper) Balanced raid points to ensure smooth progression New arrival modes: Multiple groups attacking at once and enemy pods landing scattered all over the map Added craftable plate armor with research project When active, a destroyed building will leave behind a blueprint and be automatically rebuilt. You can now toggle into automatic destroyed building replacement mode. You can now write job titles for your colonists You can pin messages to keep them around longer. This section shows the last 200 messages and letters you've received, even after you close them. Added new "Messages" section of the History tab. Also added "Soaking wet" which leaves a mood debuff for moving through water. Bridges support all but the heaviest structures, and can burn. You can build bridges over rivers and non-deep lake/ocean water. This list may have obsolete elements, I'm not updating it in real time as the development goes on. **SPECIAL ATTENTION TO TYNAN'S NOTE 3 LINES INTO FIRST POST** Looks like on July 11 (unless he has done multiple edits and this is the last one), Tynan added in a rough change list from B18 -> 1.0unstable, here are those two posts: Suggestions and bugs for 1.0 each still go in their respective forums on the ludeon website: Please note if you want to contribute to discussion on the updates, that thread (same thread as where these updates were sourced) on the main forums is the place to do it. contents of post copied/pasted after link.
