0.20 a6
-fixed a random crash
-demo mode now allows you to recruit one extra character
-pressing the BLOCKS button toggles defensive combat mode.  The character will not make attacks, but will have a +20 bonus to his melee defense.
-fixed a bug that messed up someones savegame, it loads fine now
-my cough is getting better
-modders, you can toggle the level editor with shift + F12, but you will have trouble figuring it out.  Hint: you set a buildings faction and division by selecting it and then choosing from the  menus down the left.
NEAR FUTURE:
-I need to fix some bugs in the construction set
-I will probably find more crashes to fix.
-focusing on stability and major bugs
-my cough will go away



0.20 a7
-Fixed one little bug that was causing all the random crashes
-Fixed bug when importing squad made backpacks break
-Something else I forgot
FUTURE:
-Will sort out the construction set next



0.20 a8
-That same random crash bug persists.  I hunted down the queen bug, and gave her a taste of my mighty beard.  Try this update, and see if it has fixed the crashes


0.20 a9
-Updated the construction set to 0.4.  It now tracks which properties you have edited, and only those will override the original data.  You can also now delete associated items.
-fixed lots of little things
-my cough got better
NOTE:
-the bug where your squad temporarily disappears if you move too fast across the map has not been entirely fixed, but you can now at least control your squad during this time and stop them running off to the ends of the map.  If your squad vanishes, take it out of fast-forward mode and wait for the "loading" message to go away, and they will reappear



0.20 a11
FEATURES
-combat is now more hectic, with less idle characters, however it also means that fighting will be harder when outnumbered.  I welcome feedback on this change.
-added a menu when pressing escape
-2 main factions now at war, feel free to pick a side and join in.  I just threw this in temporarily, until factions and alliances get more complicated.
BUG FIXES
-fixed indoor combat
-fixed loading/saving of faction relations
-fixed duplicating items
-stopped people walking through walls, and climbing up the city walls of Capital.
-lots of little things
-police won't attack you for using violence to help them.  This may also stop the towns errupting into accidental civil wars.



0.21.0
FEATURES
-you can now bring up the right-click menu by clicking on a characters portrait. 
-characters are now aware of what other characters in the squad are doing and are less likely to do things like heal the same target while someone else is bleeding to death.
-characters in a squad can communicate.  If a character needs to heal, he can ask the squad to halt the patrol.  If a character is wounded and has no medkits he can ask someone else to heal him.
-when a whole squad is defeated, any character that gains consciousness will stay down until all enemies are out of range.
-removed a few old items, added new ones.  Chain head-wrap, martial artists Gi, and tricorner hat.
-Due to unpopularity, the plank has been changed to a lighter, hacker class weapon, but its still cool
-when you right-click an enemy it commands your character(s) to attack all of them, instead of targeting that single enemy.  If you want to attack a certain enemy you can choose it from the right-click menu.  This should stop newbies getting so confused.
BUGFIXES
-stopped graphical flickering bugs
-reduced video card requirements to vertex shader 2.0
-some people had a crash when opening shops, this may be fixed now.



0.21.1
-hopefully fixed the "everything invisible" bug.  let me know on the forums if its not fixed.
-medics now heal the vital bodyparts first



0.21.2
FEATURES
-You can now carry wounded people.  Select someone healthy, hold down the right mouse button on a collapsed character and choose "Pick up".  To put down again, use the right-click menu again on yourself and choose "Put down".
-As well as a medkit, you need a splint kit to make bodyparts (slightly more) useable again.  Bandages now only cause healing.
-You now need both arms functional to use a heavy weapon.
-You need a one-handed weapon to fight while carrying someone.
-There is more to be done on this, like bed rest and more medical/damage stat effects, but for now I think its a good mid-way update.
BUG FIXES
-You no longer need to install PhysX.
-Fixed characters not getting up when healed
-Lots of little things
FUTURE
-I'm going to focus on the foliage system so that I can hire an environment artist.  Then I will go back to the medical system for some more features.



0.20.3 -> 0.20.6
-Minor stability fixes



0.22.0
FEATURES
-Foliage system
-Characters bleed 3x faster, but bloodloss clots (slows down) 4x faster.
-Character skills now increase more slowly as they get higher
BUG FIXES
-If your characters are staying down but are not wounded, they will get up if you give them a move order (eg right-click somewhere)
-Fixed bug where splitting an item stack made the value skyrocket
-fixed bug where you couldnt heal neutral NPCs
-fixed backpack inventories being mis-aligned
-fixed carrying bug where you sometimes couldnt put someone down
-fixed visual bugs with ragdolls when carrying them
-fixed bugs with splinting.  You can now only splint damage as high as 40
-fixed the invisible npcs bug
NEAR FUTURE PLANS
-bug fixes, and foliage improvements
-optimisations
-sleeping in beds, then building ownership



0.23.0
This is purely a technical update, and adds no gameplay features.  Sorry about that, but it now paves the way for some fun-filled updates coming up next.
This was a big overhaul, so new bugs may have been introduced.
FEATURES
-Total pathfinding overhaul. 
-Faster map loading times
-Improved frame rate
-reduced load times when entering buildings
BUG FIXES
-import squad to a new game now relocates your squad to the starting town.  
-you can now set mouse horizontal/vertical speeds, use a negative number to invert the mouse control.
-Custom made launcher without any invalid options to choose.
NEW BUGS
-There is currently no character collision detection so they all stand in the same spot, I will add this back in asap.
-Splinting doesn't always work, I'm going to make it a separate action in the next update.


0.23.1
FEATURES
-characters now have collision
BUG FIXES
-fixed AI for wandering traders


0.23.2
BUG FIXES
-tried doing something that may have fixed the savegames crash
-fixed bug where backpacks could vanish when trading
-fixed stats window showing all zeros
-made it a little easier to place items in the inventory
-fixed bug where characters dont move normally after combat

0.23.3
FEATURES
-started working on building placement, but you don't get that yet.  Hahar!
BUG FIXES
-character movement is not so flickering and jerky
-game now runs on single-core CPUs
-Fixed various stupid movement bugs
-fixed a random crash
-fixed some bugs with carrying characters


0.23.5
This is just a small stability fix until I release the next major update coming very soon.
BUG FIXES
-Fixed the "thread error" crash
-Fixed some new crashes
-Fixed some long delays in loading NPCs after quickload

0.24.0 "Exciting doors"
Some of this will require you to start or import to a new game.
WARNING!!
-Price of trade goods has been reduced, I recommend you sell ALL your trade goods before you update the game. 
The purpose of this is to fill up your backpack more, and try to put a cap on the upper income of a high level trader. I want the big money to be earned from buildings.
FEATURES
-Doors! Please report it if characters are getting stuck or doors are impassable etc.  Doors cant be locked yet.
-You can no longer buy the higher grade armour and weapons.  You will have to research and craft them later on.
-Price adjustments.  Low level items are cheaper, high-
 items are more expensive.  Traders backpacks don't stack so many items.
-New mouse pointers
BUG FIXES
-Big framerate increase for some people
-Still fiddling with the pathfinding/movement system
-Fixed that outpost in the north, now it has a proper crew
-You now have to be within 200 meters to trade items with someone. 

0.24.1
-Disabled BUILD button.  It was enabled by accident in the last release.
-There is a problem with savegame corruption that I'm trying to track down.  Until then I've installed a backup routine that will import your squad to a new game, although you will lose your money, so it gives you 10,000 in compensation.

0.24.3
-Tutorial window appears on your first play.  To bring it up use the "Help" button, just below the map button.
BUG FIXES
-Characters get stuck less often
-A crash fixed
-Fixed the screenshot overwriting bug


0.25.0
This is a mini-update to fix a couple of major bugs. I'm still working on building and its almost ready.
-Overhauled the material system.  Things are sexier now, like my beard.
-I think I fixed that nasty crash when you quick-save, at least it wont erase your savegame
-Tried something out to possibly fix that reccuring random crash.


0.25.4
-Traders backpacks have replaced with a new version, they are smaller but stack more items.  Old ones will not be sold anymore.
-Bandits don't use katanas anymore.

0.25.5
-Made a performance boost
-Fixed the right-click auto trade functions
-Fixed crash on shift-rightClick
-Again, think I fixed the random crash on quicksave.
-Fixed a crash when entering certain areas of the map



0.26.3 "Building begins"
This is the first building update.  Its only the start, future updates will be adding to it.
Character names and NPCs from the indiegogo campaign are not in yet, but the credits are done. If your name is missing from the credits, you need to email me.

FEATURES
-BUILDING: Get enough building materials and you can build your own structures outside of towns.
-If you own a building, you can now lock the doors (using the right-click menu).  Enemies will be forced to bash their way in.
-You can build various item storage containers indoors.
-Healing rate is halved, but is 5x faster if resting in a bed.  If unbandaged, resting in a bed will prevent the wounds from getting worse.
-You can carry an unconcious character and put them in a bed to recover.
-You can use training dummies to improve your attack skills
-Shopkeepers refresh their inventory every 20 minutes

BUG FIXES
-Fixed tooltip info on weapons and armour being cut off
-Fixed timer bug, character motions are smoother now
-Re-enabled trading

0.26.4
FEATURES
-Swapped left and right mouse buttons when placing buildings.  Look out for that one!
-Added progress bar when using training dummy
-GUI panel that shows basic faction relations, and shows a separate long-term and short-term relation status.
-Some NPCs like envoys and nobles can have higher diplomatic value, so actions against them will make factions much more angry. Works the other way too, eg a faction may consider its peasants worthless so raiding them wont affect relations much.
-Faction relations can now be influenced positively, by healing npcs or putting their wounded in beds to recover.
BUG FIXES
-Fixed inventory window cut-off bug
-Made certain animation movement smoother
-Mouse uses windows mouse motion. If you still find it laggy, you can set "hardware_mouse=1" in settings.cfg
-Stability and crash fixes.

0.26.8
-Fixed bug where you could only talk to traders once
-Added start of Faction window (via map screen) where you can re-name your faction

0.26.9
You might have noticed some factions threatening you for money in the last update. That was an accident, its been disabled because its not finished yet, it will be enabled again in version 0.27
BUGFIXES
-Fixed player furniture sinking into the floor after many load-save cycles
-Stopped mouse cursor moving when rotating camera
-Fixed skills being capped at 20 for paid version of game
-Fixed npc recruitment bug
-Might have fixed the looting bug too, diddn't have a chance to test it


0.27.0 "Options and Camera"
-Changed the camera code based on player feedback.  Its a little different now and won't drop off cliffs so easily.
-Added an options screen to main menu. Can invert camera controls and stuff.
BUGFIXES
-Fixed building dismantling bug
-Fixed furniture placement bug
-I disabled the quicksave backups, to see if it is the cause of the ghost-towns bug.
-Fixed the speed of the credits when not in vsync mode
-Fixed the mouse pointer sticking to screen edges in when camera tracking a character
-Fixed character portraits showing incorrect character state



0.27.2
BUGFIXES 
-Overhauled combat code, things should be smoother now
-Fixed characters spazzing out at their destinations sometimes
-Fixed a trader exploit
-Disabled key controls when typing into the faction name box
-Fixed a bug that may make NPC squads vanish.


0.28.0 "Recruitment"
-Bars now have a range of recruitable characters, a couple are unique, most are randomly generated.  There will be a better range later once all the new character models have been made.
-Added a RESCUE button, next to the medic button.  Selected characters will pickup their wounded allies and put them in a bed if any are available.  
-Certain NPCs have unique names. The Indiegogo peoples names are now included.
-Fixed the Bodyguard behaviour.  A character in Bodyguard mode will try to take the heat off their target by attacking his attackers, and staying close in battle.  A good way to protect a new recruit.
FIXES
-Importing your squad to a new game now imports your faction relations too. Now you can't exploit it by robbing traders and importing to a new game to avoid the factions repurcussions.  The traders guild is very sensitive.
-Fixed, or at least reduced, the bug where characters in defensive mode can get in a stalemate where nobody attacks.
-Fixed the missing Dust Bandits.

0.28.2
-Fixed dialogue choices sometimes having the wrong result
-Fixed new NPC names not being loaded
-Squad recruitment capped at 20 for now, to stop the GUI overflowing
-strength increases at half the speed (preparation for next update...)

0.29.0 "Encumbrance"
-Encumbrance has an effect now. Your inventory and gear will weigh you down, making you move slower. How much you can carry depends on your strength. 
-Your encumbrance is shown in the inventory window.
-The stats panel in the corner shows you if you are gaining strength or athletics XP based on your encumbrance.
-Strength is also increased by walking about with a heavy inventory.  The heavier it is, the faster the increase.
-Better look closely at your inventory now to see what you can still carry.  If you are one of those sneaky people with a shopkeepers backpack, you might want to get rid of it now.
-Athletics skill is now functional.  Running at full speed without any encumbrance will improve it.
FIXES
-Inventory item icons now have transparency
-Fixed the bug where 100's of caravan traders could swarm around an area.  If you have this you will need to import to a new game to get rid of them.  Or kill them all.
-Fixed another dialog system bug where you could hire Wingwang for free.
-Fixed bug where you couldn't lock your doors
-Fixed the bug where you sometimes couldn't loot bodies


0.29.5 "Tuning"
-Re-tuned encumbrance stuff a little.  Its a bit easier to carry more weight now, especially at lower levels.  More adjustable numbers in the construction set.
-Storage boxes can stack up to 10x more items.
-Heavy weapons are slightly lighter in the inventory
-Un-bandaged bodypart damage slowly worsens once it gets below 40 (not affected by stun damage)
-Characters always use the weapon on their back first, the weapon sheathed on their hip is 2nd choice.
-Backpacks half the weight of whatever is inside them, but also deduct a little from your combat stats->
-Tweek: Bleeding rate down 33%, bleeding clot rate up 50%.  This brings more focus back to bodypart damage over plain boring bloodloss.
-Medkits drain twice as fast when used by a novice medic.
-You can build cages, and stick prisoners in there.  Not much else to do yet, its still unfinished.
BUGFIXES
-Fixed crash when closing map window
-Made a fail-safe in the rare event that there is a certain crash while saving, so it will finish up before crashing and avoid corrupting your savegame.
-Fixed encumbrance affecting combat speeds
-Fixed bug with the pathfinder when demolishing structures
-Medkits now vanish from your inventory when used up.
-Improved the medic AI behaviour bugs when in battle
-Backpack contents affects total weight even if not equipped.



0.29.6
-Made the GUI more clear about when your stats are being affected by your equipment.
-Fixed a few more bugs
-Importing squad only imports players faction relations.
-Did some magic that will help with some slowdowns
-Possibly improved the problem that causes hundreds of wandering traders to collect in an area
SAVE CORRUPTION
-Rearranged the savegame code so that it saves your squad 1st, so if it crashes you can still import your squad.
-Your previous savegame is backed up to a folder called "bak".  Rename the folder to replace "quicksave" if you want to restore the old save.


0.29.7
-Made weapon speeds less drastically affected by inventory encumbrance
BUGFIXES
-Traders don't visit your base and get in the way all the time
-Can heal someone or pick them up while they are in bed
-Fixed the bug where characters unlock the door before using a cage or bed, but only on newly built stuff
-NPCs in bed or in a cage will load and save correctly
-Made the startup config window show less useless options so its easier to notice the screen resolution setting


0.30.0 "Re-Population"
Lots of huge internal changes, but it won't seem like much has changed gameplay wise
FEATURES
-Massive code restructure.  Put entire physics system on the background thread, slight performance increase and world load times are now just a couple seconds.
-Flophouses added to some towns, you have to pay to use the beds.
-Made a town auto-population function so it will be easy to add new guilds and shops etc
BUGFIXES
-Fixed the new ghost towns bug (will need a restart/import to fix it if you have this bug)
-Fixed the level editor crash
-Enemy prisoners are now considered non-enemies, so passing squads won't attack them.
-Crash dumps give me a bit more information now, not that you really care.
-Lots of fixes


0.30.1
A big bunch of bugfixing
FEATURES
-More options for importing your squad to a new game.  You can import your buildings too, or use it to just reset all your characters positions if someone gets stuck on a roof or something.
BUGFIXES
-Fixed lots of combat spazzing behavior, especially in 2 vs 1 fights, tweeks to the combat AI too
-Fixed crash on loading game
-Fixed the mental shopkeepers
-Fixed crash when you pick someone up
-Fixed the ghost town bug even more.  Now its like, 200% fixed.
-Other crash fixes
-I'm getting closer to fixing the Black terrain bug that some people are getting but this will take some time, as I am entirely dependant on help from people on the bug forums.

NEXT UPDATE:
Bounty hunting!


0.30.2
Hunting the crashes, lots of crashes fixed.  0.30.1 was a pretty bad release stability wise, I will continue fixing bugs at super sonic speed.  There are still plenty of bugs around, but I wanted to get this update out quickly.
-Outposts also act as flophouses now
-Sorted out the town populations, lack of traders etc.
-Can no longer carry people if your left arm is buggered.  In future you will be able to carry on right side instead.


0.30.3
-Tweeked some combat variables, gangs that outnumber you will hit you more, carrying your buddies is a little lighter on encumbrance
-Fixed bug with characters sometimes teleporting short distances
-Fixed a crash and a lot of bugs importing with buildings
-Fixed 2 random crashes
-Fixed lots of bugs with building, and sleeping
-Fixed bug when dismantling.
-Other bugs fixed too, I forgot what though.


0.30.6
-Properly found the actual source of the freezing bug now, I was just treating the symptom before.
-Fixed drag selection with the shift key pressed



0.31.0 "Bounty hunting"
FEATURES
-Bounty hunting.  If you defeat an enemy with a bounty, carry them to a police station and either talk to the chief there or put them in one of the cages.
-Sexy new fog system.  I call it "Sexyfog".
BUGFIXES
-Fixed some bugs with cages and carrying.
-Fixed the Black Terrain bug for some rare video cards
-Shouldn't crash as much now
-Shouldn't crash on exit


0.32.0 "Night & Day"
-Added night/day cycle.  Its only cosmetic for now, but it gives a concept of time, which is needed for next updates.  Make sure you have "Fancy Shaders" turned on in the options to avoid ugly graphics bugs.
BUGFIXES
-Fixed bug with buildings not showing fully again after entering them
-Reduced the occurence of the bug when enemies don't go into ragdoll mode when they should.
-Minor performance boost, and possibly better stability in multi-threaded mode.
-Fixed inventory held by mouse cursor sometimes vanishing in certain curcumstances
-A few crash fixes
-Fixed bug where sometimes a character can't move after getting up from ragdoll state
-Fixed newly recruited characters being un-clickable
-You don't get bounty rewards from using your own cages now, and can only claim a bounty on a character once.
-Unconcious enemies no longer vanish when you save/load.  This might slow performance if you hang around in an area for a long time and the bodies start piling up.  Will add body decay or burial next update.


0.33.0 "Oh wow it's the big update! ...Oh wait, no it's not ...that sucks."
This is just a stability update, fixes tons of bugs to help you guys suffer less while waiting for the big 0.40 update.
-Dead NPC corpses now decay and vanish after about a day.  This is mainly for performance, so your base doesn't end up with 1000 corpses around it.  As cool as that would be, it would kill performance.
-You can now rename your towns/outposts
BUGFIXES
-Fixed bug where dexterity could drop instead of increase
-Fixed building furniture sometimes appearing above or below the buildings floor
-Fixed bug where you couldn't put people in beds
-Properly fixed the failed ragdoll bugs now
-Fixed an inventory/stealing cheat
-Little bugs fixed: flashing grey box when you open inventory, physics running while game is paused, cage crashes
-Fixed the vanishing bounty character bug, when you carry a bandit a long way and he vanishes, or he vanishes from a cage
-You can now create more than one player town and it will save properly
-Fixed it when medics don't always move on to the next patient
-Fixed the blue inventory icons bug


0.40.0 "Mining, Farming and Research"
BIG FEATURES
-Research - New research window, build a research bench to upgrade or unlock new buildings and technology.
-Mining - Mine stone and process it into building materials
-Farming & brewing - Farm crops and process into food or booze
-Shop ownership - Traders and civilians actually wander around buying stuff from shops, you can open a shop and sell food and drink
-Buying buildings - You can buy existing buildings in towns and use as a safehouse or open a shop.
-Electricity - Most buildings need power to operate, so you need to build generators and batteries to run them
-Starting points - If you start a new game there is now a choice of starting situations.  Many more will be added over time, and you can easily add your own with the mod tool.
-Advanced training dummies can be researched
-Defensive walls with town gates can be built.  Much more will be added to this later on.
LITTLE STUFF
-Added texture quality option.  Reducing quality will improve load times and possibly reduce random crashes on slower systems.
-Many characters building the same thing is less efficient.  The first builder works at full speed, the 2nd builders' contribution is halved, the 3rd guy is just a quarter speed and so on.
-Rate of strength increase is reduced to 25% for carrying and 50% for combat. 
-Strength and all other stats have a different exponential calculation, so they progress more slowly at higher levels.
-Escape key closes all open windows before opening the menu on the second keypress
-Fixed some very rare cases of characters being teleported to the top of the map
-Building materials are half the price
-Performance improved when lots of characters are around

NOTES
-If you find the terrain looks all corrupted and wierd, try turning down/off the shadow settings
-If you had problems with characters getting stuck inside buildings, or unable to enter, this is now fixed, although it wont fix until you build/dismantle something in the vicinity to the problem area (doing so will regenerate the pathfinding data for that area)



0.40.1
-Disabled walls.  They're too buggy, I will add them again soon.
-Fixed bug that gave you more money on every save/load
-Fixed newly recruited characters not fighting
-Fixed doors not being clickable after a reload
-Fixed the short character view distance
-Did something that may or may not have stopped those random crashes on load/save.  We will see.
-Fixed some player furniture showing as "for sale"
-Inventory item placement is a little easier


0.40.2
-Weapon skills now level up properly.
-Added a special button to dismantle walls when they're selected
-Fixed pathfinding bugs caused by dismantling gates
-Repairing buildings and doors now works again
-Fixed training dummys, they weren't training properly.
-Fixed character movement glitches when running game at 4x speed
-Fixed some problems with characters getting stuck under the floor and unable to leave buildings
-Fixed some dismantling bugs/crashes
-I think that random crashing on save (leading to ghost towns on reload) is now fixed.  No way for me to test it to know for sure, but I have a good feeling this time.



0.40.3
-Can now stop/start research without losing your progress
-Mods now work properly when you edit linked objects values in the construction set
-Fixed some crashes on loading a game
-A few other minor bug fixes

0.40.4
-Characters won't get stuck in/on any newly built structures.  If you have characters stuck in an old structure, build/dismantle something close by to re-generate the pathfinding data nearby.  Or better yet, dismantle it and rebuild.
-Fixed occasional crashes just after game starts, but now wall-related AI won't work.  That will be overhauled in the next major wall update.


0.40.5
Only bug fixes again, I'm afraid I have spent most of the since the Steam release sorting out Steam keys and doing tech-support stuff.  New features coming next.
-More fixes to prevent situations where characters get stuck inside structures, you can also re-generate the path-finding data in an area by pressing ctrl-shift-F11 to fix it if your guys are stuck
-New orders section in the GUI, in preparation for future features
-Fixed a few rare crashes
-Fixed a bug with duplicating items and when changing some item numbers in the construction set
-Fixed that bug with the inventory item sticking to the mouse when closing the inventory

0.42.0 "Crafting"
-Weapon Crafting.  Awesome.
-Ore mining.
-Stone/Ore mining upgrades, automated mines.
-Weapon types have been refangled around.
-Certain weapon types now give bonuses or penalties to attack/defence skills.
-New game start-off: "The Holy Sword".
-Characters will let you know if they don't have any inventory space to collect some goods, and all the storages are full
-When a character is working at something, the info window will show you which skill is being used, and the effect it has on his work output.
BUGFIXES
-Added extra Screen resolution option to the in-game options menu, because lots of people missed the one at startup.
-Fixed the bug where if you got negative money, you couldn't get paid for selling items
-Fixed crash when pressing the Rescue button



0.42.1
-Added "Shadow Range" option.  Affects view distance of shadows, lowering it will boost performance.
-You can now add the unavailable red research items to the research queue if its requirements are already queued up.
-You can now double-click a character portrait icon to move the camera to follow him.  Same as right-click.
-Steam version is now DRM free.  Lots of people couldn't enter their codes and were having trouble running the game, and I realised it wasn't actually necessary, it was really just a throwback to the unlockable demo version that needed it.
BUGFIXES
-Fixed zones sometimes not loading, creating an invisible wall.  I think its fixed anyway, hard to test.  You may still need to repair the old zones with ctrl-shift-F11 if necessary.
-Fixed vanishing craft items
-Characters teleporting away randomly when dismantling stuff
-Fixed the Stone auto-mine, it was impossible to place.

0.42.2
-Integrated on-screen character name texts with GUI, so they don't appear on top of other panels
-Characters now choose storage boxes to get resources from, before resorting to the machine outputs.
-Characters now choose the nearest storage box if there are several to choose from.
-Research speed is displayed at the top of the research window
-Added Steel Refinery to make steel bars from.
BUGFIXES
-Fixed Holy Servants having no weapons
-Fixed complications when multiple characters tried to pick someone up at the same time
-Science skill now applies properly to research speed
-Fixed building power on/off buttons
-Fixed game freeze when building if you still had gates
-Fixed characters sometimes freezing after build mode
-Fixed newly crafted items not saving when left in bench
-Fixed the shopkeeper inventory crash
-Fixed the quickload problem when not all the map zones would be loaded
-Fixed the crafting window list being too short


0.44.0 "Facelift"
This is a major overhaul to the items and artwork.  Many items are being phased out and replaced, you may find some of your gear (like straw hats) looks wrong, they need to be replaced.  NPCs will also be geared-up wrong, so you will need to import your squad into a new game world to fix everything up.
-Face customisation added to character editor
-Hair for characters
-Wandering traders should now work and buy stuff from your shop counters.  They don't want your crappy looted swords though, they want food and booze and trade goods.
-Totally new male character model
-Entirely new bunch of armour and clothing, replaces most of the old stuff
-You can find plastic surgeons in bars, basically they just re-activate the character editor for you.
-Clothing and armour can modify your speed and combat skills
-Clothing worn by some factions is tagged as a uniform.  This reduces the re-sale value, and in future updates will have diplomatic effects too.
-NPCs are now more random and unique-looking

MAJOR BUGFIXES
-Traders no longer permanently run out of money
-Fixed the negative research progress bug
-Game pauses during character creation, so you don't get attacked
-Map screen now shows player towns again



0.44.1
Forgot to mention in last update: Characters look more muscular as their strength stat increases
-Fixed shirts, added some more ones too, vests and turtlenecks.
-Fixed players starting gear
-Fixed wandering traders behaviour some more
-Fixed weapon crafting getting stuck after one item is made
-Weapon smiths now automatically take finished weapons to the nearest Weapon storage.  Make sure they wear a large backpack so they can transport larger weapons though, or they'll get stuck.


0.45.0 "Walls"
-Added walls back, with an AI overhaul.  Not 100% bug free yet, but good enough for you to play with for now.
-Added chain mail vests
BUGFIXES
-doors and gates are correctly open/closed after quickload.
-Fixed some bug with town border ranges
-Fixed some values vanishing from mod files in the constrution set.
-Research bench GUI updates now when you delete from the list
-If your gates are locked, characters wont try to open them to go out and fight if you are attacked.


0.46.0 "Not Super Exciting"
This update is mainly for fixing up some of the bugs with walls
-Proper load/save window, so you can have multiple save games.
-Configurable controls
BUGFIXES
-Fixed wall ramps appearing 100m up in the air
-Various usability fixes for wall placement
-Fixed the characters randomly opening your gates
-Fixed the bug for long walls having no collsion/pathing data
-Fixed linking final wall piece to a gate
-Research queue now shows you when you need a newer bench
-Game speed buttons are highlighted



0.47.0 "Blueprints"
-Inventory now has a handy "Auto arrange" button
-Various research can now be bought at shops in the form of blueprints.  You have to buy the basic blueprints in order to build a base now.  Get them from the construction trader, the guy who sells the building materials
-New shops for the construction trader.
-You can now craft medkits
-Researching the next Technology level now costs money.
-Different weapon types for crafting must be obtained via blueprints, available at weapon shops.
-Equipment shops vary based on the local faction.  For example, The Holy Nation specialises in cleavers.
-Crafting benches now have their own separate crafting queues, rather than having one queue that automatically chose a bench to assign the job to.
-You can mod the min/max character proportions by editing data/male_editor.cfg
-Item values are now calculated dynamically from the value of the materials they are made from

NOTES
-Can't build wells or farms anymore? You need to buy the blueprints now.
-The old medium and light plate armours have now been deleted, you might want to sell them before updating.

BUGFIXES
-Fixed building placement on other objects
-A few AI fixes for operating machines
-reduced chances of characters spawning under a buildings floor



0.50.0 "Ears"
-Audio! Sound! Music! Sound effects will be added to in future updates.
-Armour crafting
-Overhaul to armour and stats->
-11 new hats and helmets.
-New game start-off: "Rock Bottom"
-New character orders: 
	-Non-combat mode: Character only fights for self-defence
	-Taunt mode: Character attracts more of the enemy attackers
	-Chase mode: Disabling this stops a character from chasing after fleeing enemies

BUGFIXES
-Fixed the bug with the inventory auto-arrange button permanently changing your character stats
-Fixed blueprints loading/saving properly in your inventory
-Fixed removing items from inventory not reducing encumbrance
-Fixed the discrepancy in displayed research times
-Improved crafting item delivery bugs
-Fixed neck thickness bug in the character editor
-Fixed GUI clipping on the crafting and research windows



0.50.1 (Stability Update)
Remember, it's not "still crashing", it's "those crashes were fixed and now these are new crashes"
BUGFIXES
-Fixed the random crash bug
-Fixed the invisible drag-selection box
-NPCs stay in prison when save/load occurs
-swords show on characters properly
-Fixed armour stun percentages not adding stun damage
-Improved crafting item drop-off AI
-Fixed AI bug where bodyguards would ignore personal attacks, or not help each other



0.50.3
-Improved responsiveness issue with mouse clicks
-Stopped the AI from opening your gates for no reason
-Fixed bugs with paying research fees
-You can now open/close/lock doors and gates with the GUI buttons
-Fixed font scaling in the orders window
-Fixed craft window list scroll bar not resetting, giving appearance of no items available
-Characters put their swords away when using machines
-Fixed the shops in towns vanishing when you build nearby
-Tried something that might fix or improve the random 'super crash' bug that is caused by running out of memory
-Fixed certain injuries not healing when bandaged to under 50
-As a temporary way of dealing with the problem of ragdolls falling through the terrain, it's now detected and the ragdoll gets frozen and teleported back to the surface, in a wierd-ass frozen pose.
-Doors and buildings now have a health value based on their materials cost.
-Sam tracked down a mean bug that caused some major random crash when moving around the map loads
-Fixed the foliage appearing in the dunes


0.58.0	"Cannibal!"
This is a big one.  I strongly recommend you import your squad into a new game world, or else things are going to be messed up and you may find yourself in a world with no NPCs or something.
I rushed it for release so you could all have something to play over the christmas holidays.  Cannibal AI is still really buggy and I had to disable a few of the new features.

-Female characters are now in the game (can't recruit females in demo version though)
-Cannibal faction.  They capture people and take them back to their camps and put them in cages.  In future versions they'll eat your guys one limb at a time until you can rescue them.  Right now, they are very buggy and unfinished, but basically functional.
-All NPC squads and patrols are persistent throughout the game world.  They don't spawn/unload, they wander seamlessly.  If a town or faction suffers heavy losses, then you will notice there are less of them around.
-Beards!
-Your characters have proper portrait icons on the GUI
-More sound effects and tweaks
-New weapon type- Cleaver
-Weapon types now have different bleeding effect damage multipliers
-Some passing patrols will heal wounded strangers (ie you)
-World map color-codes towns and outposts so you know which are hostile
-You can now build a research bench and small shack by default, the "Outpost start-up kit" blueprints are no longer a requirement but you can still buy them to save a little research
-Portrats flash red when your characters are under attack off-screen.
-Totally new deferred shading system

BUGFIXES
-Resource containers now have infinite capacity.  This stops AI production from blocking up and confusing both players and AI, and I think is a nice easy alternative to DF style leaving excess resource items all over the floor.
-Fixed some bugs with Town markers, you're less likely to create multiple towns by accident, or see a town from a past game
-The game now keeps rendering when the window doesn't have focus.  This will help those with multi-monitor setups
-The science skill was increasing 10x faster than it should, that is now fixed.
-Loading/saving fixed for when carrying characters / being carried
-Fixed the right-click menu on character portraits not working
-Fixed the game not being saved if you don't enter a save name
-Hopefully fixed the key-binding bug
-Fixed ceiling fans appearing on the floor, but it will only fix new games or towns you haven't visited yet
-Fixed faction relations not loading/saving properly.


0.58.1
-A temporary quick-fix for the blue screen bug.  This forces "disable terrain cutting" in the options, so the side effect is that some buildings will have terrain penetrating the interiors.

0.58.2
-Fixed some import-game crashes
-Characters no longer try to lock-pick their own doors to open them
-Temporary fix for the lighting darkness problem
-Stopped the black dragon clan, they weren't supposed to be there

0.58.3
-city patrol spawns reduced by 2 thirds
-Fixed cage-escaping
-Fixed respawning of the "homeless" squads such as dustbandits, so the desert doesn't end up deserted.
-Squads were wandering way off the world map and getting lost, making the desert empty.  They'll start to wander back now, though it might take a day or two.

0.58.4
-Fixed crash on loading savegames
-Flophouse beds now usable again
-Restored police chief in police stations

0.58.5
-Added 2 gameplay options, to increase the number of squads roaming the desert, and to increase the overall size of squads.  It will have a strong effect on difficulty and fun, but beware that setting it too high will damage performance.
-fixed the ghost town bug.  You will need to import to a new game of course.
-fixed crash when sometimes attaching walls to gates
-fixed a small crash
-You should now be able to put captured bounties directly in police station cages
-Fixed the inventory icons for shirts
-Tweeked the lighting to give less of a cell-shaded look

0.59.0
-Added a direction arrow to the world map, so you can see which way you are facing
-Thievery skill is now active and applies to lockpicking success
-New lockpick skill training objects to be researched and built
-When a bodypart is wounded below 0 and left un-bandaged it will cause slow bloodloss until death.
-Upped the bloodloss rate again, due to popular request.  It was mainly the horsechoppers that had a reduced blood-loss effect.  The reduced bloodloss from cannibal cleavers is intentional, because they like to keep you alive...
-Upped the number of trader caravans a bit
-Improved trader and cannibal AI
BUGFIXES
-Fixed escaping from cages
-Fixed up the cannibal AI a bit more
-Fixed "reset squad positions" on import game
-NPC faction patrols heal you if allied
-Fixed the multiple plastic surgeon problem when turning up the squad sizes in the options
-You can no longer accidentally close shop doors


0.59.1
-Experimenting with making it more deadly.  Bleeding takes 33% longer to stop.  Blood recovery rate reduced by 1/6th.  Bleed rate increased by about 65%, negative bodypart bloodloss doubled.
-Bodyparts injured below 0 actually degenerate slowly until bandaged.
-Added steel bar storage box
BUGFIXES
-Some crash fixes
-Fixed the ragdolls not re-initialising on game load
-Fixed an AI bug that stopped the lockpick training working properly, and probably did other bad things too.
-Fixed up trader shopping AI a bit, haven't tested in all situations though
-Fixed the blunt damage levels of clubs


0.60.0
-Assaults! Bandits and other factions will approach your base and talk, giving you a chance to grovel, pay, join or anger them.  This way you can avoid impossible fights at the early stages.  Diplomacy in Kenshi is all through face-to-face dialogue with NPCs.  Only 1 assault type is in there to start with (dust bandits), more will be added over time, from different factions.
-Characters can give reasons why they are incapable of doing a task (eg the machine has no power).
-Bleed rate is now shown in the GUI with arrows instead of a confusing number.
BUGFIXES
-Fine-tuned the worlds population movements, so you should find you encounter way more bandits and stuff now.
-Cannibals kill their prisoners properly now.
-Fixed bug that made corpses vanish too fast
-Research tree is disabled with a helpful message when you don't have a research bench, easier for beginners to understand things then.


0.61.0 "Medical Overhaul"

Here are the new rules to the medical system:
-If a vital bodypart (head/chest/stomach) goes below 0, then it causes a knockout
-A knockout is based on a timer countdown.  The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs count for half)
-Once this timer counts down to 0, the character can get up again if his vital parts are still above -50
-Vital bodyparts slowly degenerate when they are below 0 (unless bandaged).  So once its below -50, you will die without medical attention.
-If blood goes below 0, he will KO.  However once the KO timer runs out and blood goes above 0 and he gets up again, the next KO point for bloodloss will be -25.  This allows him to fight a bit more, gets him closer to risk of death, and prevents the "constantly getting up then going down again in one hit" problem.
-So a character can get up and fight again with, say, -30 chest damaage.  He will go down again instantly if he is hit in the chest, and it will be worsening the whole time if he doesn't get it bandaged

The end result: 
After a battle, some characters may die, some may lose limbs, others will recover and heal themselves or die later.  They never get stuck in limbo where they are unconscious forever.  Battles are more interesting.

New toughness stat:
-I said before that you reach a critical point of no return when your health goes below -50.  That was a lie, the actual number is based on your toughness and can range from -10 to -80 if you are mega-tough.
-Toughness stat is increased primarily by getting hurt.
-Toughness has a huge XP bonus if you are fighting while critically wounded or crippled
-You earn a huge toughness XP reward if you force your characters to get up and fight again while they are down and "Playing dead" so that the enemy leaves.  'Cus that's a tough thing to do.  The bonus is also multiplied by how many of them there are.
-Affects damage resistance instead of Melee Defence

OTHER STUFF
-Way more bandits
-Stats window has more useful information, derived stats and training advice
-blood recovery rate reduced from 0.5 to 0.3
-Cannibals use clubs so victims don't die on the way to the cages
-Cannibals are a little stronger to compensate for using clubs
-Fixed shopkeepers not coming back to their shops
-Fixed stats of Sleeveless longcoat
-Fixed that random crash that was going on
-Fixed some rare crash on load bug




0.61.1
-Fixed interior buildings vanishing when you build something
-Fixed population sliders affecting shopkeepers (import)
-Fixed first building sometimes getting linked to wrong town for power consumption


0.62.0
-Your base will get randomly assaulted by dust bandits, starving bandits, and sometimes cannibals.
-Sometimes the hungry bandits will try to rob you and take all your resources.  Lock up your storage boxes in a safe building!
-Added the Splinting feature back in.  Splint kits now work, but can only be used on arms and legs.  It's automatically done during first aid if the medic has a splint kit.
-Added auto-save to the options
-Shopkeepers and their bodyguards won't keep running out to save the town, all town guards won't stray too far from a town when chasing down enemies
-Shortened some of the level 1 research, all research 25% faster, building speed 2x slower
-Added a new farming village, planning to do more with it later
BUGFIXES
-I fixed a pretty significant memory leak, so hopefully that fixes or at least improves the "super crash"s
-dust bandit raids now go home after defeating you
-added in female backpack models and a few other clothing tweaks
-Fixed a ton of bugs in the faction assault system
-Fixed a bug that gave all hungry bandits a +5 to combat skills
-Fixed the "Failed to load compositor" crash that some systems were getting. (untested)
-Fixed the multiplying/vanishing shopkeepers when big changes made to the population options (import required to restore shopkeepers)(untested)
-Put error logging and "save failed" warning message to try and catch the cause of corrupt savegames
-Fixed KO time increasing when loading game
-Many crashes fixed from player crash dumps



0.64.0
-Added crossbow turrets!  (Harpoon turrets have been left out for now, we need to take the time to balance them)
-Added a get up off the floor animation, as a temporary improvement to the medical system feel
-Improved the encounter rate, so hopefully you will run into bandits more, like in older versions.
-Toughness XP is based on amount of damage received, instead of enemy attack skill.  More pain = more gain.
-New sky system now in place
-Medkits in your inventory have GUI bars to show how full/empty they are. 
-New tutorial/help windows
BUGFIXES
-Removed the annoying "under attack" sound
-combat sword hit-boxes and ranges have been refined, so less missing your targets
-characters who cant carry anyone because they've got an injury will let you know, instead of just standing there
-Wounded arms now stop dangling once healed
-Stacking medkits won't re-charge them, they will merge instead.
-Fixed the AI for the "bodyguard" task.  It can also now be shift-clicked to make it a permanent job.
-Renamed city of Catan to "Capan" since I found out "Catan" is already the name of a well-known boardgame.
-Fixed the vanishing hair bug


0.64.1
-Fixed map screen crash
-Fixed wall ramps

0.64.2
-Fixed turret category not showing in the build menu
-Hopefully fixed the rare occurrence of characters attaching to harpoons and getting shot off into the distance.
-Fixed duplicating inventory items bug
-Fixed a crash during building placement

0.65.0
FEATURES
-New Walls and gates (level 1 & 2).  Old walls are phased out.  Levels 3-5 are coming soon, along with defence towers.
BUGFIXES
-Fixed the corrupted character stats (usually dexterity) bug.  Existing corrupted characters will be fixed, but stats will be guessed.
-Characters can't shoot themselves anymore
-Halved the number of targeted bandit assaults, as it's only a temporary system for now.
-Fixed build mode crash
-Few other small crash fixes

0.65.1
-Character stats weren't increasing, fixed now.
-Fixed the wall height bug when placing walls
-Fixed an inventory item duplication bug


0.65.3
-There is now an alternative exe file called "kenshi32bitOS.exe".  If you have 32-bit windows and experience crashes, try running this one instead and see if things improve.  (Also you should get 64-bit windows).
-Newgame available from the menu in-game
-Build speed is slower now.
-Build buttons look nicer, and you can build outdated tech too, not just the new stuff
-Improved the camera behaviour around walls
-Doors get bashed in quicker, and all the buildings have properly balanced door-health values.
-Sped up the door on the Small Shack
BUGFIXES
-Improvements to the gate-opening AI bug, but it's not perfect yet (waiting for pathfinder update). But it is a little better.





0.66.0 "Player friendliness"
This is a general usability improvement update, based on my observations of players at Rezzed.  
I was going to do more before releasing, but I wanted to get the memory leak fix released as soon as it was done.
I RECOMMEND YOU IMPORT TO A NEW GAME IF YOU STILL HAVE FRAME RATE TROUBLES
-You can buy-back items you buy or sell at a trader for the same cost.  No more losing money because you changed your mind or made a mistake.
-You can rotate the camera using any mouse button when in the character editor
-Build mode has a proper window at the top for confirm/cancel
-You can also exit build mode by pressing the speed buttons
-Research button on the town info panel opens the tech window
-Inventory item right-click first tries to equip the item
-Added lots more hairstyles and fixed the broken old ones
BUGFIXES
-Fixed a major memory leak that was causing the regular super-crashes.
-Fixed a problem where 1000 extra characters could spawn in the area, crippling the frame rate.
-Fixes to the character portraits
-Towns and research don't copy into other loaded games
-Fixed a lot of the hairstyles that were broken


0.66.2
Hotfix for the research bug

0.67.0 "Small things, stable things"
If your game was getting clogged up and slowing down, try importing to a new game now.
-Added a cloth crafting bench, and a load of clothing blueprints to buy
-Added in Drifter Leathers armour set to crafting list
-Leather armour now needs leather to make it with, new leathermaking bench added.
-New storage box models
-New storage boxes for chainmail, leather, armour plates, wheat, water, hemp
-Tweaked the "Cannibal hunters" start, it was designed as a quickstart for players at Rezzed, so it's a little less easy now.  Still too easy though.
BUGFIXES
-Fixed the crossbow upgrades not taking effect
-Fixed a memory leak and some bugs in the NPC squad spawning, should improve performance when savegames go on for a long time
-Fixed the cannibals being non-aggressive at home
-Fixed hair texture on head sometimes not showing
-Fixed the dark red inventory icons

0.67.1
-Added "auto-arrange" button to item containers
BUGFIXES
-Fixed a bug with duplicating swords in the inventory
-Fixed the bugs around buying buildings in towns and placing furniture in and around them etc.  (Still buggy to import a game with purchased buildings though)
-Chain armour bench now actually uses chainmail as the resource
-Improved some of the error reporting details
-Fixed an occasional crash on loading from an existing game
-Fixed a portrait bug
-Found a few more smaller memory leaks that have been fixed


0.67.2
-Friendly fire that hits neutral NPCs by accident won't start a war anymore.
-Outdated weapons are removed from the weapon crafting list
-Leather tanning bench now makes leather out of fabric, instead of thin air.  This is just temporary until animals are in the game.
-Fixed a nasty random crash in the last update


0.68.0
FEATURES
The new pathfinder system isn't ready yet, but I have made a release of the new features so far.  The same old bugs with the walls and collision will persist until then I'm afraid, but it's on the way.
-Prospecting added.  The button in the bottom right makes your selected character analyse the surrounding terrain for resources, based on his science skill.
-Farming, wells, mines etc are now dependent on the available resources in the area they are built.  Mines from old savegames will be capped at a certain minimum value if they happen to be in a low or zero yield area.
-Random patrols passing by are now likely to attack your base and other towns
-Production rebalanced: Most machines and mines need way less workers, and also have a more pronounced efficiency improvement with each upgrade.
-Build speed doubled.
-Added 3 new walls and gates, levels 3-5
-Turrets now snap to fixed wall positions
-Added training turrets, so you can train your turret skills.
-Added harpoon turrets!  Including a double barrel and 6-shot version, if you can find the blueprints.
-Added "Enable civilians in towns" to the options.  Turning off civilians will improve performance a little bit.
-Added auto-save time to options
BUGFIXES
-You now own and can dismantle the furniture in buildings that you purchase
-Limited population slider options to 2x.  Too many people were setting it to 4 and wondering why the frame rate was so bad.  (you can still set higher than 2 by editing settings.cfg)
-Fixed the storage chest not working, as well as a visual bug for storage boxes inventory
-Fixed another inventory bug duplicating stacked items
-Changed the name of the town of Catan/Capan to Catun.  Ssshhhh...
-Made indoor buildings more tolerant and easier to place
-Stopped gates and walls appearing red before you place them
-Fixed the bug where clicking to attack an enemy that was too far away would make your characters just stand idle.
-Fixed a bug with the female character editor limits using the male limits

HIGH-PRIORITY FOR FUTURE UPDATES:
-64-bit build, to prevent super-crashes
-New pathfinding/movement system
-Fixing the awkward wall placement interface


0.68.1
Note that prospecting is a new feature and will undergo changes.  I have temporarily added a "no prospecting" mod so that you can turn the feature off if you really don't like it.  
-Fixed the "Haul" job.  If you shift-click on a storage box then your character will automatically run around filling it with the outputs of other buildings.
-The AI should deal with automatic machines better now, as well as other little inventory/hauling related problems
-Made some tweeks to reduce the bug with the skipping ground collision
-Fixed AI bug with bandits when their squad is wiped out and they don't know what to do anymore.
-Fixed the world not loading properly when you started a new game from the in-game menu
-Fixed the sleeping upsidedown animation bug
-Fixed the navmesh around the merc outpost

NEXT UPDATE (soon):
-Wall placement improvements
-more bugfixes


0.69.0
-Big frame rate boost!
-Totally revamped wall placement system
-Slightly better building placement in general.  Easier to place furniture inside buildings.
-Toughness now affects degeneration rate, meaning that rookies are more likely to die than veterans when defeated.
-Difficulty settings added to the New Game and Import Game windows.  
	-Added an "Amount of death" slider to the new game options to increase difficulty.  Setting it higher than 1.0 makes ALL characters in the game more likely to die from their wounds (eg 2.0 means bloodloss + wounds degenerate 2x faster).
	-"Easy prospecting" option: resources are adjusted by biome only.
	-Multipliers for research, building and production speeds
-Some subtle tweeks to the combat AI to help characters deal with being outnumbered slightly better.
-Bandits can now catch you if you are running away and can't run fast enough.
-Strength improves slightly faster from encumbrance
-"Max blood" stat is now influenced by character's strength.
-Heavy club was a bit overpowered, so I turned it down.
-Added Splint Kits to the research list
-Forgot to mention in last update, gun turrets now have an advantage when placed at a higher altitude than their target.  Put them on hills, on walls, and it will make them much more effective
-You can now upgrade or delete a whole chain of walls at once
-More SFX improvements
BUGFIXES
-Fixed the "reset position" for game imports
-Fixed some characters being invisible when dead or paused
-Fixed outnumbered characters causing a big freeze-up mid-battle
-You can't run away mid-stumble anymore
-Skin tone wasn't being randomised properly for NPC generation.
-Fixed a bug where splint kits sometimes cause healing to get stuck
-Fixed the high-velocity ragdolls bug
-Fixed research ETA, also daytime speed was running too fast when time was speeded up
-Can now delete ramps

0.69.1
BUGFIXES
-upgrading walls now updates the pathfinding, and upgrades the ramps too
-Fixed walls having the "must be placed inside building" bug
-Fixed a crash in wall placement code
-Deleting walls now deletes the turrets on them too
-Fixed difficulty reaching lvl5 wall to build it
-All buildings now have a destroy button like walls do
-Fixed another bug with item stacking


0.69.2
-all NPC gear has a small chance of being +1 grade
BUGFIXES
-fixed crash when placing short walls attached to a gate
-chainmail crafting bench now actually uses chainmail sheets
-Fixed a bug where item stacks were being reduced to 1


0.70.0
This is a massive update that changes a lot of stuff.  It was rushed out to reassure people we're still working, expect it to be super unstable and buggy while we spend the next few weeks stabilising it.
Most players might want to wait another week or so before playing this version.
FEATURES
-64-bit version available. 32-bit version will continue, but will be less stable due to the memory limitations.
-Creatures are now mostly coded in.  Creatures will be introduced over time, currently we have:
	-The Beak Thing, a blind carnivorous giraffe/bird creature.
	-The Leviathan, a giant thing.
	-Big wolf things
-New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
-Thugs and bandits can now harass and rob you rather than always attacking on sight.  Thugs in town can insult you, then go outside the gates and jump you when you leave town.  NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
-Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations.  Individuals can be perceived as temporary enemies or allies.
-A new terrain engine was necessary for the 64bit build (old one was 32bit closed-source).  It looks way worse than the old one because we've run out of texture units for the smooth normals, but we will fix that soon.
-Dropped items no longer vanish underground, and they can be easily found with visible labels if you hold the ALT key.  They are also saved when you save your game.
-NPC AI now has a schedule.  They go to bed at night.  Shopkeepers shoo you out of their shop at closing time and lock up for the night.
-Replaced the pathfinding/movement engine with the Havok AI engine.
-New buildings available:
	-Corpse furnace, to dispose of bodies.
	-Smelter, to melt down old weapons and armour into iron
-Characters are less disadvantaged by being outnumbered, your lvl50 warrior can now take out a group of starving bandits without getting mobbed. Basically they will miss more often as he moves around and dodges.
-More details added to the GUI, including visible calculations for character stats and penalties.
-Multi-threaded resource loading for smooth creation of models and textures.  Shorter loading hiccups when moving around the map.
-Ragdolls fixed up, less crazy ragdoll behavior.  Animation blending between ragdoll and non-ragdoll states.
FEATURES ADDED NOT FINISHED PROPERLY OR USED MUCH YET
-Buildings can now have multiple floors, but for now only the large house makes use of it.  The staircase will intersect furniture from old games.  Waiting on the shift to the new world map in a few months, with the new multi-story buildings to take things any further.
-Added stealth mechanics.
BUGFIXES
-AI follow behaviour has been improved, so squads don't tend to queue up behind the leader and do that stop/start thing
-It's now a little easier to click to enter buildings
-Minor GUI improvements to font size at lower resolutions
-Fixed NPC view range
-Fixes to the AI and pathfinder for dealing with walls and gates.
-Fixed some of the cannibal AI quirks
-Fixed bug where equipment with positive athletics bonuses weren't applied.
-Fixed modded dialogue not loading in the construction set
-Fixed the random crash when switching gender in the editor


0.70.1
Fixes a bunch of, but not all, bugs.  More bugfixing updates coming every few days.
The frequent random crash that comes from moving around the map is not fixed yet, but it's our top priority.
BUGFIXES
-Fixed cannibals getting stuck in home buildings
-Fixed armour costing only 32 cats
-Fixed random armour stats bug
-Fixed a lot of the character movement bugs; stopping, leaving walkable areas
-Fixed access ramp out of Catun
-Fixed conversations randomly having no player reply buttons
-Fixed town guards not helping people, or wrongly attacking you during a battle
-Fixed time of day being corrupted
-Removed the "Capture" option, it wasn't supposed to be in the game yet
-Ctrl+shift+F11 regenerates pathfinding navmesh, handy for when loading an old savegame when level data has changed
-Fixed keybinding for camera zoom
-Fixed mysterious low number of female NPCs
-Fixed accessibility problems with saloon buildings
-Fixed flophouse layout
-Mostly fixed the shopkeeper-locks-you-in booby trap
-Fixed inventory auto-arrange crash (unconfirmed)
-Removed the option to pick up animals

0.70.2
-Fixed the worst moving-around-the-map random crash.
-Fixed some minor dialogue glitches
-Fixed cannibal cooking crash
-Fixed the flophouse beds not working
-Fixed the characters being ragdoll in cages
-Fixed crash when harpooning animals
-Fixed a few more smaller random crashes

0.70.3
-Another possible stability improvement for the random crash, lets find out if it helps or not...
-Also fixed a few regular crashes
-Fixed armour quality resetting on load
-Shopkeeper "welcome" can now be interrupted
-Fixed nest items spawning too much when re-loading
-Fixed flophouse beds even more
-Fixed KO NPCs spotting sneaking characters
-Fixed too many NPCs having negative medic skill
-Fixed no-dialogue police chief
-Slavers wont try to capture animals now
-Fixed hair vanishing after wearing a helmet
-Fixed holes in character mesh when removing armour
-Stopped shopkeepers dropping items when restocking inventory
-Fixed crash when upgrading certain buildings
-Fixed the extra characters problem when importing a game with research
-Fixed the invisible cannibal cages bug

0.70.4
-Fixed another bug when recruiting new characters
-Fixed the problems with characters being unselectable
-Improved follow behaviour and made pack gars catch up after a fight
-Fixed a bug when dismantling
-Made a theoretical fix for the 10,000 storage items bug
-Performance improvment when lots of ragdolls are around
-Fixed furniture placement going through walls
-Fixed nests spawning extra squads on load
-Fixed some rare invisible building occurence
-Few little minor fixes with collision and an animal glitch
-Lots more crash fixes

0.70.5
-Fix for combat pathfinding (cannibals stuck in starting village)
-Took a step to temporarily prevent the occasional battle royales in towns, and guards attacking players
-Fixed one more random crash, and another experimental workaround for the main one, but to fix the main one we still need to wait for a software update from Havok.

0.70.6
-Sam said "Oops, did you submit that patch yet?" and I had and he had forgotten to add something super important.

0.71.0
-Squad management! Multiple squads, character dismissal. Character cap increased to 50 and can be modded even higher.
-Made a SmellManager.  Bleeding and corpses now stink up the place and attract dangerous animals.  Wolves hunt by smell. 
BUGFIXES
-Finally fixed the Havok loading area crash(?)
-Fixed speech boxes cutting off text at low resolutions
-Stealth state is now saved, and the checkbox is fixed
-Fixed NPCs not being visible when moving the camera around paused
-Fixed newgame window going off screen at low resolutions
-Fixed a crash related to building material storages
-Fixed the framerate drop when building certain walls
-Fixed a few more little crashes
-Fixed problem with correct floor visibility when building furniture

0.71.1
BUGFIXES
-Mostly fixing various crashes.  The notorious Havok crash is still at large.
-Fixed the crash with loading certain 0.71.0 savegames
-Dialog system now supports monologues and changable player_talk_to interruption dialogs
-Fixed the character editor FACE/BODY tabs being missing
-Fixed the turrets having 1 damage

0.71.2
Mostly, this update just fixes lots of crashes
-Tab key cycles squads
FIXES
-Various crashes
-Grass was missing and I never even noticed.
-Fixed foliage stacking vertically in several places
-Fixed the "Rescue" button
-Fixed the duplicate character bug
-Fixed characters playing the get up animation when in bed
-Fixed AI not opening unlocked doors to pass through

0.71.3
Quick fix for the annoying camera jumping around bug


0.72.0
This is mainly meant to be a bug-fixing update, but I got carried away and added some AI stuff 
-Wandering adventurers can be hired as bodyguards
-Unarmed NPCs can loot bodies for a weapon if needed.
-Assholes might just loot everything while they're at it.
-NPCs and bandits will equip gear they loot if it's better than theirs.
-Armour can be tagged as a uniform.  If a faction sees you wearing their looted uniforms...
-Sell value of loot has been halved.
BUGFIXES
-Animal backpacks can no longer be worn by people
-Fixed problem with characters stopping what they were doing after you place a building
-A lot of dialog system features and fixes, including the problem where you couldn't talk to following characters because they would run away
-Fixed characters forgetting their jobs or disabling machines when changing squad
-Pathfinding improvements for combat pushing NPCs off the navmesh, and NPCs getting stuck on corners of ramps
-Fixed import games with multiple squads
-Fixed the cannibals running back to the village and just getting stuck circling in the centre
-Fixed the chase behavior a bit


0.72.1
BUGFIXES
-Fixed animals not fighting
-Fixed squads getting the "Wildlife" faction and being hostile to all
-A few crashes that were introduced by 0.72



0.74.0  "So big"
This is a super unstable version, it's not ready for release but because there hasn't been a release for a long time I'm putting it out in the "Experimental" branch so people who are interested can play around with it.  If I try to fix everything first then I'll just keep delaying it more and more until the players lynch me.  
RECOMMENDATIONS:
	-Keep the "view distance" low, it has a drastic effect on performance. This is caused by the terrain engine, it's getting fixed in a future update
	-Keeping the population size low will help performance too
	-Run the game fullscreen, disable civilian NPCs, turn off shadows will all improve the frame rate
	-Running the game in DirectX11 mode has a better frame rate
SLAVERY!
-There is a slave camp in the west.  Any newly captured slaves will be sent to the camp.  Escape attempts will be met with harpoons.  Intruders will be captured.
-Slavers strip slaves and shave their heads.  Confiscated items are put into storage.  Slaves are kept in cages and made to work in the mines during the day.
-Slaves have shackles locked onto their feet.  They can't be removed unless lock-picked or broken with tools.
-Stolen items are now tagged and the original owner can recognise them
-More limits to trading/looting things at a distance, can't take items from other peoples storage without looting it directly
-Disguises- If you wear the uniform of another faction, NPCs will think you are one of them. Until you get recognised
-NPC towns can have gates, gate guards that challenge you on approach, and recognise unauthorised intruders and escaping prisoners
OTHER FEATURES
-New race added, the Shek (People keep complaining that we are adding races instead of fixing bugs- The guy who makes the races is an artist, he's not the same person as the ones fixing bugs!)
-New character editor that uses morph targets for the facial features instead of bones.  Looks better, gives more control, and has better in-game performance.
-Character models overhauled, male and female faces look much better, less piggy.
-New GUI re-skin and overhaul.
-Turrets are faster at aiming.  NPC guards can man turrets.
-Lots of upgrades and features added to the construction set
-Support added for level mods (to add towns and stuff to the map)
-Support added for physics object attachment to characters and animals
-AI system tune up- better performance and no task oscillation bugs 
-Added auto-job for the corpse furnace (careful, they'll burn any loot too)
RENDERERING
-DX11 mode (DX9 still supported, but will look crappier and run slower)
-Lights! Night time is darker, buildings can have lights mounted on them
-New global illumination ambient lighting model, and BRDF material shaders
FIXES OF NOTE
-Improved the terrain collision accuracy
-NPCs won't loot someone who's being carried
-Fixed the bug where guards wouldn't protect you from bandits
-Ragdolls are now created on the background thread
-Fixed the invisible ragdoll bug
-Fixed missing upper body combat animations
-Fixed harpoons getting stuck in mid-air
-Stopped large animals trying to attack targets inside buildings
NEXT UPDATES
-Will be focused on bug-fixing and stabilisation
-Will have a new movement system to avoid the characters getting stuck, flickering, and random framerate drops caused by Havok, until then we've worked some quick-fixes into the current release to help things as best we can
-After the performance issues are sorted out the wall placement problems will be looked at

CURRENT BUGS:
-The gui is not 100% finished and full of cosmetic bugs
-The pathfinder is super broken right now (movement flickers, getting stuck, no collision, and performance drags) because we aren't quite finished with a re-write, it will be updated properly in about a week
-Still needs more features for the lights, like more techs, types, power-related light brightness and stat penalties for working in the darkness, personal lanterns
-Still needs more ways of getting enslaved
-Performance is terrible, it will improve drastically with 2 future updates:  The pathfinder (ETA: 1 week) and the terrain system fix (ETA: 1 month)

0.74.1
Note that the GUI and character editor still have work to be done in the future
FIXES
-Launching DX11 in fullscreen still crashes, but not if you run at your screens native resolution.  Still trying to figure out the cause
-Fixed a character editor crash
-Fixed getting stuck in editor when recruiting someone
-Fixed the white character portraits in DX11
-shops have more items in stock
-Fixed the inventory icons for items, not for armour yet
-Hostile patrols are 50% less likely to attack towns
-Cleaned up the launcher options
-Fixed some more AI system bugs, including animals not attacking
-Fixed characters getting stuck in idle mid-combat
-Fixed some random crashes

0.74.2
Some of the DX11 issues we are still puzzling over.  Overall if you use DX11 it will run faster, but if you run DX9 it will be less buggy.
FIXES
-Fixed backpack inventories not being loaded from a savegame
-Theoretically fixed NPC/animal squads spawning in towns and bases
-Fixed a couple more crashes, and found one more in the character editor too
-Fixed far away player squads not getting loaded
-Stopped the context menu going off the bottom of the screen
-Nice NPCs heal KO'ed neutrals they find

0.74.3
-Fixed the overly restrictive limits in the character editor
-Fixed the character editor applying the face morphs twice, resulting in deformed characters
-Towns are now populated dynamically on gamestart, rather than being pre-saved in the editor.  This means changes to the town/faction population list will take immediate effect on a new game.
-This also solves the absence of town guards bug.
-Fixed a bug with inventory when moving stacks with the mouse
-Fixed the corrupted Tin Can helmet mesh
-Fixed the buildmode tech level selector
-Fixed some problems with turret placement
-Fixed trader windows sometimes opening up empty

0.74.4
If you get crashing in the character editor in DX11 mode, switch to DX9 instead, it's more stable at the moment
-Fixed NPCs populating player buildings
-There were still spawns happening within walls, took extra measures to fix this
-Fixed the editor body limits for the Shek
-Fixed an AI bug that stopped shopkeepers opening up, jobs from working, and wandering traders doing their thing, and probably a lot of other problems too

0.74.6
-Characters now haul properly for automatic mines and machines
-The slave camp was missing the slavers that actually make the slaves go to work everyday. Fixed now, but requires an import or new game.
-Optimised the static geometry, improves town load times and the framerate spikes when placing/removing buildings
-Fixed the bug where finishing building a wall section could cause a massive 2-minute freeze.
-Fixed some AI bugs with the permanent jobs, and the slavers
-Fixed crafting benches still working when they run out of resources
-Fixed doors not locking
-Added face morphs for the Shek in the character editor
-Engineer job now repairs things again, including doors and gates
-Adjusted the general contrast of the GUI for readability
-Fixed some more bugs with inventory stacking
-Fixed the Medicrate inventory being too small
-Fixed towns not populating when you start a new game from in-game
-Fixed walls missing their turret nodes
-Fixed the sleeping animal AI so they can wake up and attack you
-can no longer place furniture on walls
-Added mouse icon for lighting-type buildings
-Minor GUI fixes
-Fixed storage building inventory window grid size
-Fixed some inventory right click item issues
-Fixed inventory item stacking bug
-Dropped backpacks now save the items inside properly
-Improved equipping weapons for fighting
-Possible fix for the invisible backup weapon bug

0.74.7
-Fixed newly built buildings not showing their interiors
-Can cancel crafting items properly now, and it shows the current item without having to operate it
-Fixed a crash when upgrading crafting benches
-couple more crashes
-Fixed outpost "open to public" status
-Item furnace takes stacked items into account
-Player characters don't instantly attack all NPCs who enter their base
-If you equip 2 katanas on your back, it shows on your character now
-Fixed AI bug for automatic machinery

0.74.8
-Added separate farming and cooking skills
-Fixed lights.  You might have to switch all your lights back on manually.
-Fixed the remaining inventory item icons
-Fixed some random town buildings not being populated.
-Fixed crafting bench item crafting bug
-Mainbar now displays correct floor number
-Added panel in the build mode to change floors
-Bunch of other smaller bugs and crashes

0.74.9
-Fixed a frequent crash loading certain buildings and savegames that was introduced in the last patch
-Fixed the instant building bug

0.74.10
-Fixed the stray outpost showing on the map
-Fixed characters going back to open the gate when they go outside the base
-Fixed the bounty/slave panel position in the GUI
-Fixed an AI bug with crafting machines

0.74.11
-Fixed some of the flophouses not working
-Stopped (I think) towns errupting into civil war 
-Fixed another crash. Keep sending those crashdumps.
-Fixed turrets only doing 1% of their damage
-Fixed NPCs tagging their allies as neutrals
-Escaped slave recognition is now based on an alertness-based timer, same as seeing through disguises
-Slavery status improved, you now have 4 states- free, slave, escaping slave, ex-slave.  Escaped slaves eventually lose their slavery status, and also don't get attacked on sight all the time.
-Fixed a crash when automatically hauling weapons or armour to a full container
-Fixed the random broken shopkeepers
-Fixed the stray outpost appearing on the map screen

0.74.12
-Fixed the invisible in character editor bug

0.74.13
-Fixed crash when shooting animals with harpoon turret

0.74.14
-More stability fixes
-Fixed athletics penalty not showing in armour tooltip
-Paladin and mercenary guards should now protect you in towns
-Proper fix for character editor camera
-Fixed item labels on ground
-Fixed inventory item right click behavior
-Fixed weapon stacking losing its level
-Can no longer stack weapons

There are some known bugs with importing and loading games freezing up or not loading.  This will be dealt with in the next update


0.74.15
-Fixed some certain savegames crashing on load
-Fixed some certain savegames/imports getting stuck on the loading screen
-Fixed player buildings being un-built on import
-Fixed the missing Alt-key item labels
-Did a little internal rewrite that should stop the occasional various bugs arising from NPC or building handle IDs changing.  Might also cause unforseen bugs as it's a new untested system.

0.74.16
-Totally new movement system:
	-eliminates the frame rate spikes
	-improves performance
	-stops NPCs always getting stuck and flickering back and forth (probably still get some bugs though, it's a new system)
	-stops the random crashes when changing map areas
-Totally new AI sensory system:
	-all NPCs now use field of view and line of sight
	-you can avoid detection, fight a guard without raising the alarm etc
	-Its totally awesome and cleverly made so it doesn't hurt the frame rate with tons of characters all LOS checking eachother
	-Probably will cause a lot of new bugs because it's a fundamental system with far-reaching gameplay consequences
	-I didn't have time to add audio senses, only visual, so sneaking will be a bit too easy until next update.
-Slave escapes:
	-You can free slaves and they'll react and escape and thank you and try to escape with you and sometimes join you once you get away.
NOTES:
-a change to the time system means you may end up with problems like getting stuck tagged as a slave for 99999 hours or a wandering trader that never leaves your town- import game to fix it.

0.74.17
-possible fix for random situations where characters dont move
-Toned down the strength and number of the dog packs
-Fixed recruitment (and other dialog) "sorry i cant afford it" bug
-more fixing for player characters not loading if you load a game and they are far away
-there was a bug where excessive numbers of squads were being saved, causing bloated savegames
-Fixed a potential load crash

0.74.18
-Just stability fixes

0.74.19
-Player characters can see better now, won't ignore things so much
-A fix for potential problems with navmesh backwards compatability in previous saves

0.74.20
There seems to be a lot of bug reports lately of the game crashing when loading certain savegames.  These are NOT caused by corrupted savegames, but are crashes from loading certain stuff.  If you experience this, send us your savegame, we will fix the bug and your savegame will work again after the next update.
-Fix for randomly broken combat movement
-Fix for some of the loadgame crashes

0.74.21
Some savegame "corruptions" it turns out are caused by not importing your savegame after update 0.74.14.  Import if you have problems, report the bug if you still have problems.
-If you have a savegame with a missing squad or characters vanishing "into the void" then loading your game with "reset squad positions" will now recover everyone.  We are currently tracking down the root cause of this bug.
-Crashfix for certain situation deleting interiors
-Fixed a small typo in the perception system that made everybody not see other neutral NPCs
-Added audio to the perception system (work in progress)

0.74.22
-Fixes for wall placement
-Fixed 2 movement AI bugs making slavers and possibly town NPCs idle around some times
-Stability fixes
-Updated the prospecting GUI window

0.74.23
-Fixed the bug where characters could still "see" their squadmates from miles away and would run across the map to help them
-Fixed re-captured slaves going back to escaped slave status
-fixed the "chase" mode order, so characters shouldn't run off so much, but it's not been tested much yet
-Bandits won't get so obsessed with picking up dropped items they cant get to
-a possible fix for characters getting teleported outside of the known world
-fixed the wandering trader AI doing nothing
-Fixed turrets doing 1 damage again. Naughty turrets.
-Fixed the dismantle all button on walls
-Fixed wall placement snapping to position the wrong way around
-Fixed character AI preferring melee to using turrets
-Lots of AI bugfixes relating to fighting with turrets, and attacking gates (WIP)

0.74.24
-Fixed creature nests not spawning anything
-Fixed the suicidal follow AI behavior
-Fixed breaking shackles with brute strength 
-Fix for the player outpost renaming
-Stability fixes

0.74.25
-Possible fix for characters vanishing into the void
-Fixes for the auto-jobs AI getting stuck.  If it still happens in any situations I will need someone to send me a savegame for it.
-Improvement to the "reset positions" import function that will recover missing squads
-Fix for when engineers stand idle as a result of an unreachable building
-A fix for the prospecting window
-A few more small things and stability fixes
-Fix for 32-bit mode not running

0.74.26
-Walls now don't affect pathfinding until they are 20% built
-Another possible fix for characters vanishing into the void
-Some more auto-job AI fixes
-re-enabled civilian NPCs
-Moar stability
-Fixed characters running on the spot when the navmesh updates

0.74.27
-AI fixes for the slave camp
-Another fix for "reset positions" not recovering all squads
-Fix for character movement overshooting the destination
-More small fixes for movement and AI
-Lights don't work until you finish building them

0.74.28
-2nd AI fix for movement overshooting the destination
-bugfix that was causing increased loading times at startup
-small combat animation fix
-dogs are less bitey, have more time between attacks

0.74.29
-Added a mercenary guild that can be hired to guard your base.  Need to import a new game to see their shops appear in towns
-Fixed the "Day" always being 1 in some cases
-a fix for getting stuck in doors
-More stability improvements

0.74.30
We are still trying to track down the problem with squads/characters vanishing off the map or into the void, often when you load a game.  We've added more debug information now, so if you load up your savegame and find
that it's missing anyone, either send us the save or just the file called "save.log" that you should find in your save folder.  This save.log file only appears if something bad was detected, so if you see it, send it in!
-AI fix for engineers, they were picking the furthest instead of the closest target
-AI fix for wandering traders
-possible AI fix for move orders getting cancelled
-Fixed the police chief bounty hunting dialogue
-Some fixes for wall upgrading
-fix for spawning under floor in some buildings
-Fixed equip/drop item bug
-Fixed the crazy "man standing on my head" ragdoll bug when you save a game while carrying someone
-other small fixes

0.74.31
-More debug logging information added to track down the teleportation bug
-Stability fixes
-Slavers shouldn't capture police and soldiers anymore.
-Slave shops added to major towns.  Still a WIP.

0.74.32
-Fix for the inverted "cant build near towns" range testing bug
-Another hopeful fix for the teleporting into the void bug
-Fixes for character portraits
-Some small fixes for navmesh and AI within town walls
-1 more crashfix


0.75.0
-Town populations slowly regenerate when residents die.  Killing off a lot of NPCs that are affiliated with a nearby town will weaken that town slightly, it's possible to wipe out all the cannibal patrols roaming near a cannibal village for example.  Currently "homeless" factions like the bandits are not affected by this.
	-brought back the town info tooltip on the mapscreen to show population information.  I will rely on player feedback for balancing it.
-Crime system in progress.  
	-You can now steal from shops
	-Crimes are recognised by the AI
	-Police can put a bounty on your head and arrest you
	-Civilians can raise the alarm and call police attention to a crime
	-Pickpocketing: NPC is alerted if he notices you stealing from his inventory while he sleeps
	-Selling stolen items has a chance of getting you in trouble, especially if you try to sell things back to the victim
	-Sleeping NPCs are woken up by noise, but it's easier to rob them
	-Police confiscate weapons and stolen goods.  Then they sell them.
-Updated traders inventory: 
    -To trade with a shop you need to talk to the trader character. 
    -Interacting with the containers, counters, chest, etc. will be considering stealing. (Work In Progress)
    -The traders inventory is infinite, so you can sell stuff more easily
    -The trader stores his shop inventory in the actual containers around the shop.  This means you can steal stuff from them.
    -Some item containers now have locks.  Traders keep the more valuable items in the more secure containers
-Added a node system to building placement.  It ensures that any machines and storage you place is always accessible by characters and fixes a lot of bugs like when characters tried to access a storage box through a wall
-Emissive lighting added
-Added AI ability for super long-range pathfinding, even when zones in between start and destination are unloaded
FIXES
-Fixed orders panel black text-on-black tooltips
-Fixed item labels not showing when loading a game with items on ground
-A few small movement system fixes
-Fixed undo when building walls
-Fixed game unpausing or closing the pause menu when autosaving.
-Fixed unpausing game possiblity while on the in-game main menu.
-Fixed/updated research window.

0.75.1
-Fixed loot window not appearing
-Fixed importing old savegames not working
-Fixed crash when building something with an emissive material
-Crash fix when looting people near nests

0.75.2
-Fixed crash when trading to your backpack
-Police can't steal your bounties anymore when you walk into town
-Fixed the crafting list scrolling back to the top whenever you choose an item
-Fixed the invisible inventory icons i think
-tried removing a certain AI optimisation to see if it solves the AI problem where NPCs idle too much or forget what they were doing
-fixed the "arm through the chest" animation bug
-possible fix for when an NPC squad gets unloaded while carrying a player character
-fixed not being able to place turrets on walls (you can add lights now too)
-fixed some armour in shops being un-graded, and having overpowered stats
-A rare-case gate fix
-A few crashes

0.75.3
-added lamp posts to the research
-shouldn't get bounties for attacking animals anymore
-fixed getting tagged as a criminal for attacking bounties
-Other small fixes and crashes


0.76.0
Apologies for the delay with this update, we are currently working a lot on content for the new world map and hoping to release the first part of it in the next major update.
-Huge optimsation that uses more multi-threading for the game code and AI, improving performance significantly when there are a lot of characters around.
-AI War Campaigns, NPC factions can now launch proper missions.  This is similar to the faction assaults feature that was around in an older version, except the difference is it's now a fully dynamic system
-Random bandit camps
-Races now have different bonuses and penalties to certain stats
-Render optimisation for the lights, it appears they were slowing things down a lot
-A new shadow system, with better performance and quality
-Bars now have a variety of random goons who all sit together:
	-mercenary groups
	-thieves, with fences to sell stuff to
	-bounty hunters
-colorisation maps added to faction armours
-AI squads now move in formation
-The AI can capture slaves and make them fight as a conscripted army
-You can now buy and sell slaves
-You can now pay the bounty on a character to get him out of prison
FIXES
-Made our own game launcher (old one was a default part of Ogre engine), which hopefully fixes some of the config problems people had with DX11
-Fixed the shortage of nests
-Fixed being unable to use beds and cages
-Fixed the overpopulation of the slaver camp
-Fixed some more pathfinding/collision bugs
-Fixed a ragdoll display bug

0.76.1
Mainly a hotfix for the save bug, I will work on the other bugs next.
-Solved the savegame error where it didn't save your squad if most of them were knocked out
-Walls were scaled differently.  This was not supposed to be in the release version yet, they've been set back to normal again.  Sorry for breaking your base walls.  Super-sorry if you just rebuilt your base walls to match the new scales.
-Fixed issue with alt+tab and fullscreen.
-Fixed big fonts with resolutions larger than 1920.

0.76.2
-Fixed the athletics skill not increasing
-Fixed the "location" of characters when they ragdoll and slide down a hill
-Fixed wandering trader AI jittering and freaking out after staying in a town more than 6 hours
-Fixed the BUY button on houses not functioning
-Fixed 2 random crashes
-Fixed the crashdump zip getting a truncated filenam
-Fixed newly bought&freed slaves getting tagged as escapees when save/loaded
-Fixed again the walls, I had fixed the scales for them but there were still old, badly scaled collision files that i have now replaced
-Fixed the bugs with corpses, incorrect ragdolls, location etc

0.76.3
-Fixed nests and camps not being spawned
-A few more random crash fixes that were reported
-You can now alt-tab out of fullscreen mode in DX11

0.76.4
-Fixed some bugs with the AI invasions, and with vanishing AI squads, plus a related crash.
-Fixed a bug that caused huge loading times and performance hit to savegames where you had travelled a lot
-Fixed a possible trader crash
-Crashfix when ocassionally picking up items from the ground
-There's a bug that only some people get where it crashes when saving.  I don't know why, so I tried some stuff that might help or might not.  I need more information, or a savegame if it happens only in a particular game.
-Some more stability fixes, and improvements to the formation movement

0.76.5
-Added more content for slave buying/selling.  Buying slaves is now cheaper but it has random results.  You can also sell bandits or someone you're carrying.
-Fixed the thief fence.  He has more money, buys at a low price, and doesn't sell his own clothes.
-Fix for traders spawning under the floor
-various crash and performance fixes
-crash when stealing with right-click

0.76.6
-an AI fix for operating automatic machines
-crash fixes


NEW WORLD (0.90.0)
Due to the sheer size of the new map the first release will be restricted to a certain area only.  This area will gradually expand with more updates, but the main focus now is going to be on stability and polish.
This first build will be full of bugs and instability, please send us crashdumps and bug reports so we can fix it up.

Content:
-Entirely new world map.  More detailed and polished, new factions, new content, things to explore.  Its' like Kenshi 2.  Crazy.  I should have called it Kenshi 2 and charged for it again, but I didn't.  Damn.
-Entirely revamped research tech-tree, new technologies and balance.  Research is faster, but has a cost in items or artifacts.
-Totally new buildings.  Multiple floors, and you can mount turrets on the rooftops.
-New power system.  Generators require fuel, wind power fluctuates with the wind strength, batteries compensate for fluctuations. Fuel can be made from crops.
-Revamped farming system and different crops.
-New animals, and new races with own strengths and weaknesses. 
-There's water now.  Rivers to cross and oceans to drown in.
-Camping- You can build easy camp beds and fires for survival when travelling
-Things and places to find. Bandit bases, old labs, ruins.
Gameplay:
-Hunger is now a thing. You can die of starvation although it takes a long time.  Your characters appearance reflects their state of physical strength or malnutrition.
-Buildings are now made with multiple materials.  Machinery requires iron and sometimes copper.
-Thievery is improved, buildings have things to steal, guards are more alert.
-Leather crafting now requires you to hunt for animal skins
-Nice new zoomable world map window. It's so nice.
-Your stats are now affected by injuries and malnutrition.
-Certain animals might now eat your crops, your dead bodies, and sometimes even your unconscious bodies.
-NPCs use the stuff in their homes, guards train, people sit etc
-Guards in buildings and shops now descreetly sort of follow you about, keeping an eye on you
-Fixed getting busted for stealing from accidental clicks.  You can look inside unlocked containers, and lock picking has to be chosen through the right-click menu.
-Reduced labour/engineering speed penalty at level 1 from 0.25x to 0.5x. This will speed things up slightly at the lower levels when starting out
-Stealth skill is easier to train in non-hostile environments.  
-Increased trade profitability by 50%, this combined with thievery should provide decent alternatives to looting as a profession in the early game stage.
-Characters with a turret job will automatically use whichever turret has enemies in its line of fire.
-New long-distance move command, so you can click on distant terrain and your characters will run there
-Tons of bugfixes.
Engine:
-New fancy shadow system, looks nicer and more importantly runs faster.
-New terrain engine.  Runs faster, looks nicer and shows more detail for distant mountains
-Long-range pathfinding system.  You can click on any visible distant mountain and your characters will find their way there, following roads.
-A lot of fundamental engine optimisations have been done, this may temporarily cause new bugs, but hopefully speed things up
-Bit of an overhaul to the animation system, runs faster and combat animation should be a little smoother and have more functionality
-Overhauled with a new PBR & HDR global lighting system, should make a great improvement to the visual quality
	-(Credit for this goes to Linda MacGill and Igor Frolov of Bug Zen!)


0.90.1
-Imposed limitations and a fix for importing old-world savegames
-Enabled the missing playable races

0.90.2
-Stopped new games starting in deadly towns.
-Fixed getting stuck when trying to add building materials
-Fixed some of the crashes at startup that some people were getting
-Pets no longer need to eat.  This is a temporary measure, later I will figure out a feeding method or something.

0.90.3
-Added missing Dialog.mod file.  Tons of content was missing there, and caused some crashes
-Fixed crash when purchasing buildings
-There are some big long slowdowns and freezes in the game at random times when zones are unloaded.  Optimised these in a gung-ho kinda way to get it out quick.  Will go over it more carefully later.
-robot repair kits now available at construction traders.  Not in the holy empire though.
-Hive faction shop was missing tons of item types
-More fixes for starting in bad towns

0.90.4
-food now properly consumed from backpack
-Finished fixing the long freezes and slowdowns properly.  My previous solution probably was causing bugs, which will now be fixed.  Performance should be smoother.
-Fixed the black stripes on the terrain some people were getting.
-random nest items no longer spawn under the floor in buildings

0.90.5
-Fixed dialogue crash after stealing stuff.
-Fixed getting cooked food item from campfire.
-Fixed research consuming the required amount of items.
-Meat is worth more nutrition and cooks way faster
-Can't reproduce the Paladins in Wildlife faction bug, so I think it was because of the missing mod file before.  Will enforce save imports for this version and see if it still happens.
-Fixed animals unable to attack
-Fixed multiple characters showing all at once in the character editor

0.90.6
-Books are now a little more common, and can be found in the holy empire towns
-Fixed random buildings getting navmesh-blocked so nobody could get inside
-Added a mercenary squad to the Waystation bar to help the freedom seekers start

0.90.7
-hunger now drains slower when you are KO
-fixed the repeat bounty exploit
-fixed beak things & bulls unable to attack
-eating stacked food no longer depletes the whole stack
-fixed imported squads having an empty build list
-bread is crafted much faster
-fixed crash with research bench lvl IV
-fixed player characters not updating properly offscreen
-bunch 'o crash fixes, particularly with the research window

0.90.8
-added missing cooking stove
-night time is now less dark
-fixed camera refusing to descend

0.90.9
-Fixed the furnance's blown fuses and now is working again.
-Fixed empty named squads disappearing from the squad window. 
-Fixed crash when loading or going near Stack town.
-Fixed mining buildings loaded with zero resources.
-Fixed some of the major navmesh issues in border zone
-bunch 'o crash fixes
-another improvement to load-time framerate slowdowns
-hivers no longer get injury penalties at full health
-fixed hunger penalty for some skeleton NPCs

0.90.10
-Fixed some issues with mines
-Fixed fuel storage only storing 1 item
-Fixed crash when dismantling buildings
-Added crop yield values when placing farms (this should avoid placing farms that won't give crops)
-Fixed animals inventory weight.
-Fixed in crafting buildings: saving/loading of inputs and items, stacking outputs (when possible), crafting times
-Fixed the crazy long food crafting times
-weapons and backpacks are left behind if a character is eaten

0.90.11
-Fixed underground interiors selection
-Removed already learnt research from the research list.
-Fixed bug with adding building materials to certain buildings
-Performance optimisations
-crash fixes
-fixed characters flickering on some systems



CURRENT STATUS:
-Currently only runs in DirectX11 mode, DirectX9 mode will be fixed later
-No more 32-bit support, the game's memory requirements are too high
-That said, we are currently optimising memory consumption so things will improve
-Not sure how it runs/looks on non-nVidia graphics cards.  
