The prison system introduces a new layer of strategy after combat. Downed raiders can now be captured instead of killed, brought to designated prison rooms, and managed as prisoners. 


Settlers will automatically handle key interactions: 
  •  Carrying captured enemies to prison beds 
  •  Bringing them food 
  •  Providing medical care when needed

Prisoners are properly assigned to their own team logic, preventing conflicts with normal colonist behavior. Negotiations are handled through a dedicated interface, and automatically cancel if combat resumes.

Successful negotiations can result in a temporary truce, immediately stopping hostilities and shifting the situation in your favor. 

This system lays the foundation for deeper future mechanics such as recruitment, ransom, morale impact, or internal prison events. 

Weapons and furniture now have a quality level determined by the skill of the pawn who crafts them. The higher the skill, the better the outcome.


For weapons, quality directly impacts combat performance and is clearly displayed in the UI, including damage, precision, and cooldown. Melee weapons can also trigger critical hits, adding more depth to fights.


Furniture quality directly influences a room’s beauty — high-quality pieces improve the environment, while poorly crafted ones can actually make it worse. Skilled settlers now play a key role in shaping both combat strength and colony comfort. 


A new Seesaw recreation object has been added to the colony. 


Settlers can now use it as a dedicated recreation point, helping them recover recreation in a more dynamic way. It includes improved interaction behavior and balanced recreation gain. 


A small addition visually — but one that makes the colony feel more alive. 


The Leaderboard has been upgraded with a cleaner interface, monthly top survivors tracking, and player avatars for a more competitive and engaging feel. 


A proper Game Over window has also been added. It displays the number of days survived, a dynamic death message, and quick action buttons to either take one last look at your colony, return to the main menu, or quit. 


These additions give both victory and defeat a more polished and meaningful presentation. 

This update includes a large number of bug fixes and performance improvements across the game. 


Major stability issues have been resolved, including save loading problems, task handling edge cases, raid logic, pathfinding inconsistencies, and multiple null reference errors. Several systems were also optimized to reduce unnecessary scans and improve overall responsiveness. 


The result is a smoother, more stable experience with fewer unexpected behaviors. 

 The next major step is adding a Trait System for every pawn.
Each character will have unique personality traits that influence behavior, mood, and work efficiency — making every settler feel more distinct and unpredictable. 


I’m also planning to implement a full Electricity System, introducing power generation, wiring, and powered structures. This will open the door to more advanced buildings, automation, and new strategic challenges for colony management. 

11 February 2026
🎁 Added
  • Added compatibility checks for loading saves
  • Increased seesaw recreation rate
  • Cancel negotiation when enemy is attacked
  • Implemented critical hit mechanics for melee weapons
  • Added medical care task handling for prisoners
  • Settler will bring food to prisoner
  • Implemented Game Over window
  • Enhanced negotiation UI with randomized button texts and improved styling
  • Added delay between enemy target finding
  • Enhanced seesaw interaction animations
  • Added seesaw recreation point
  • Update prison toggle button with dynamic tooltip and icon
  • Enhanced negotiation with camera anchor and UI improvement
  • Added UI to interact with negotiations
  • Enhanced leaderboard UI with player avatars
  • Implemented simple prisoner logic
  • Implemented random weapon quality assignment based on faction
  • Added weapon stats in the prop UI
  • Display weapon stats (damage, precision, cooldown) in the inventory UI
  • Added weapon quality
  • Added furniture quality based on skills
  • Added auto-rotate instruction for wall and door models
  • Added description to vegetable
🧼 Improved
  • Adjusted melee weapon stats
  • Updated leaderboard to reflect monthly top survivors
  • Balanced research time for Basic Defense
  • Balanced bleeding chance
  • Added dedicated tracker for polling new cell arrivals
  • Refactored raid triggering logic
  • Refactored PawnLogic retrieval across multiple components
  • Optimized PropLogic retrieval and carrying task scanning
  • Cached PawnLogic retrieval
🪛 Fixed
  • Fixed crops UI size
  • Never dodge projectile
  • Fix clothes randomly spawning on the ground after loading a save
  • Fixed game loading
  • Removed null check for equipped weapon in hunting task logic (deadlock fix)
  • Reset food carrying task for prisoners if taking too long
  • Fixed pause handling in animal sound logic
  • Fixed raider path finding
  • Prevented negotiation overlap
  • Fixed null reference and improved task execution logic
  • Fixed null reference
  • Fix null reference exception when filtering tasks by cell number
  • Never trigger lightning on roofed cell
  • Fixed an issue where the ESC menu pause caused excessive damage
  • Fixed weapon swap spamming
  • Never add quality to floors
  • Fixed beauty restoration
  • Never add quality to doors and walls
  • Moved notification sounds to Notification class
  • Fixed loading screen
  • Fixed settler not killing downed animals when hunting
  • Fixed UI not showing the correct needed resources for constructions
  • Fixed task error
  • Fixed camera rotation
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