Alpha 49B of Clockwork Empires has now been pushed to the Experimental Branch on Steam. The key thing is that we have added a ton of new world biomes and biome content. You can now freely select your starting position on the embark map! Choose wisely.
Changelog:
populated new biomes with terrain textures, game objects, biome transition definitions
added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo
added wild grapevines that can foraged for grapes which can be made into wine
the "Hale & Hearty Recovery" event has been updated and is re-enabled
colonists will wait until they are hungrier before resorting to eating trade food
colonists will get better memories from eating trade food
added particles to stone charcoal kilns when in use
streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
added code support for events that spawn items to list the items spawned in the text of the event.
added images for several "?" help screens that were missing them
added different day/night lighting sets per-biome
FIXED: people would be creeped out by their own creepy whispering
FIXED: people whispering creepily wouldn't animate
FIXED: issue with the "get up from doing pushups" animation
FIXED: cannot embark in 100% water
FIXED: embarks that would dump you in 100% water will now place you on land
FIXED: terrain side texture scaling now set to 100% universally
FIXED: gossip was not creating meaningful emotional reactions
FIXED: biome moisture/temp defs so all intended biomes appear on generated map
BIOMES!
-- GG