Beta 51F of Clockwork Empires is now available on the experimental branch on Steam. It turns out you probably didn't want it; it kind of crashed a bit.
Beta 51G did nothing to resolve the crashing. The people wept.
Beta 51H should, now, be the beta you want, and is hopefully full of that tangy, zippy, down-home taste that the growing street urchin craves, and also sawdust.
CHANGES:
- added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
- added some new Steam Knight animations
- added "On-Shift/Off-Shift" status to the names of idle jobs
- added Grinder module and Grinder recipes
- added # of chairs display to Barbershop
- added some new event arcs
- added "save and exit to main menu", "exit to main menu without saving" buttons
- added ability for events to lock building for special work (& UI to support this)
- rewrote commodity tracking code
- changed commodity filter categories
- did more iteration on UI responsiveness
- added optional code for FYI-style alerts to display images
- increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map)
- traders will send an alert when they leave the Trade Depot
- if a chapel is given a "special project" it will boot out anyone waiting for confession
- balance: reduced incidence of bandit/fishperson attacks
- FIXED: charred meat ownership is set correctly
- FIXED: Distil Rum
- FIXED: various minor scripterrors
- FIXED: various typos in events, descriptions
- FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
- FIXED: fishpeople won't hit people with meat anymore
- FIXED: bandits will no longer fire at people while holding bread
- FIXED: bandits_amnesty event error
- FIXED: removing a module will now (immediately) push effects of its removal to parent building
- FIXED: Maize not being usable in vegetable recipes
- FIXED: some jobs that were missing job time data
- FIXED: scripterror dead overseer replacement event
- FIXED: commodity drop will always hide the object at the end of the merge container cycle
- FIXED: alert stubs not registering themselves with event arcs
- FIXED: minor bug when clicking the top pixel of a UI window
- FIXED: crashing introduced in 51F when flattening terrain.
Well, that was a thing,
-- Gaslamp Games