As always, the Experimental Branch is NOT STABLE.
If you'd rather have stability, please retreat to the safe confines of the Default Branch. It has lovely plush leather wingback chairs and ottomans, and customarily serves several fortified wines and cheeses before and after the meal.
The experimental, on the other hand, is unrefined frontier living, and you may find yourself sleeping on the floor.
Changelog 51E:
- added better UI input handling code for windows that have recently been redrawn. This was causing serious responsiveness issues with offices in 51D
- food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day
- balance: made people slightly less excited about chasing down fleeing enemies
- FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy
- FIXED: if a workshop job is aborted, trash the job and don't attempt to restart/yield it.
- FIXED: don't let a workshop job start with a deleted module
- FIXED: some vegetables weren't usable in vegetable related recipes
- FIXED 51D: Error with Carbine recipe
- FIXED 51D: some types of low-level food were not counting as food
- FIXED 51D: offices not working nearly as much as they should
- FIXED 51D: hunger quality-of-life updates generally working for all possible food input
- FIXED 51D: iron smelting crucible tooltip said the job required too few inputs
- FIXED 51D: a number of small tutorial text issues
- FIXED 51D: scripterror with Stalwart loadout
(cheeses sold separately, fortified wines not included)