InDev 27 Unstable 2 has been released. This patch introduces the first part of one of the most commonly requested features; Gates! You can now build wood gates that allow villagers to cross, but not monsters. More gate types will be added before InDev 27 Stable is released, but for now, enjoy the wood variants!
This patch also completely rewrote monster pathfinding. If in the event a maze is too long, monsters will start considering attacking your walls or gates, even if an open path into your village exists. The thicker the walls (Hint: Double Thick walls!) the more likely they'll go for your maze entrance instead.
This patch is chalk full of huge code changes to the pathfinding system to complement the new multithreading, gates and monster movement restrictions. So be sure to keep an eye out for any bugs!
InDev 27 Unstable 2 Change Log
A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.
Optimizing and Big Fixes
Fixed Ice Spray tower damage.
Fixed some erroneous names in the mob list.
Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
Fixed some comparator/sorting bugs.
Fixed a guard crash that triggers on load when it can't find a way point.
Mouse wheel scrolling works in the map editor now.
In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
Fire Elementals can no longer cross water.
Ghosts and Spectures can now walk through walls and small objects.
Outpost build costs have been reduced slightly.
Spectures have been made slightly less resistant to physical damage.
New Song: Winter is Nigh.
Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
Slimes are no longer hostile in the daytime.
Refiners and manufacturers can no longer assist building projects.
InDev 27 Unstable 1b HOTFIX Change Log
You can no longer send golems to Limbo.
Adjusted some wall artwork for the wood wall.
Optimizing and Big Fixes
Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.
InDev 27 Unstable 1 Change Log
Guards and Barracks
New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.
Optimizing and Big Fixes
Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
Fixed a few miscellaneous GUI typos.
Removed some benchmark code from the object overlay system.
In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
Fixed missing Abandoned Recombobulator Tower GUI icon.
Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.
A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
"Take From Limbo" and "Send To Limbo" costs reduced.
The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
Thirst no longer goes down when it is raining.
Reduced the construction costs of all walls.
Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
Lightning now scares villagers.
Known Issues that will be resolved before the stable build
Tips are not updated.
Sometimes guards posted to a job will take their time before they quit.