Manor Beta 1 Patch 15
Various fixes and a couple of minor features. I'm trying out .tar.gz for Windows as well to try and avoid the machine learning false positives.
Changelog:
+ Seeing an alraune transformation start is now quite concerning for visitors
+ Fixed item names not being shown correctly when idle items are created
+ Characters following move to goals that can hide should now be aware of unaware visitors entering rooms they are moving to
+ Fixed cops doing nothing in some cases due to considering characters they can't talk to or help as possible characters to ask questions of
+ Hopefully fixed bees carrying items (rather than dragging) from yards to the hive and vice versa
+ Maids should no longer do the 'idle item creation' actions when idle creation is disabled
+ Alraunes should no longer try to infect characters transforming into beegirls
+ Allowed hiding evidence documents; doing so places them hidden somewhere in the manor
+ Fixed being able to teleport items to and from the hive
+ Fixed a crash when traitors are missing the self determination concern (added a debug line to try and figure out how)
+ Traitor champions can no longer be petrified
+ Traitors are more expensive to petrify, and lose satisfaction heavily when they are
+ Visitors following other visitors will now wake characters (except tired sleeping aware characters)
+ Hostile beegirls should no longer sometimes hide before performing non-stealthy actions (like removing barricades)
+ Witch maids assigned as nurses or librarians should now do idle projects
+ Fixed succubi assigned to arouse targets propositioning them when it isn't safe to do so
+ Fixed succubi getting confused about what they should do in some cases when not hidden and needing to handle a door
+ Fixed guided plant zombies planting themselves in the first yard they enter, ignoring their guide
+ Added a move all statues option
+ Hopefully fixed visitors and cops trying to move planted plant zombies
+ Characters ordered to get intimate by the player no longer worry about barricading doors
+ Added a shared maid order that, when on, has maids pick up visitor clothes when the owner isn't present
+ Changed door relocking tracking to be according to player 'intent', shown via an outline on the doors
-> This follows the same maximum rules as doors being actually locked, but you can e.g. intend for a manor locked door to be unlocked and a different door to be manor locked instead
-> Shift + left click can be used to toggle the intent on a door, and it also changes when you order locking/unlocking of a door
-> Your characters will lock and unlock doors as appropriate (this should behave better now, hopefully avoiding double ups and characters interfering with each other)
+ Added a cleaning compulsion power, which inflicts visitors with a cleaning compulsion
-> Visitors with nothing better to do may obey the compulsion and become dazed, clean or put on maid outfits depending on the strength
-> Cleaning under the compulsion increases its strength
-> Cleaning when compelled to by a maid duster causes/increases the cleaning compulsion as well
-> Maids can take advantage of dazed characters and give/increase a cleaning compulsion on them. This is fairly suspicious if seen
-> Cleaning compulsion strength reduces the cost of beginning training, and when training begins obedience will start higher
-> Cleaning compulsion also makes cases where visitors can be convinced or decide to wear maid outfits more likely