Alpha 48D of Clockwork Empires has now been pushed to the Experimental Build on Steam!
Why did we push it there? We do not know. It is simply the nature of things. One pushes, and one is pushed, and so it goes. Here are some changes:
- modified work shift box to sync visual refresh with processing of button click
- buttons now respect padding as if they were container buttons
- changed main window text ticker to have three sizes, default is middle size
- added confirmation dialog on changing work crew times (will add a "don't show this again" option later)
- modified config file code to write out changes to the file when a variable is changed rather than on exit to avoid the - issue where an unsafe exit would lose changes
- reorganized colonist list to be more compact, have a bit more functionality, and be more of a "white pages" for - colonists.
- alerts rewrite as part of ongoing UI organization to make way for Fun.
- alerts now batched by type to cut down on spam. When targets for zoom are batched into an alert, repeated clicks - will cycle through zoom targets
- left click and right clicks swapped on the alerts. this is intentional, and is going to be a little weird for the first bit, sorry!
- alerts corresponding to player choices are now separate from those not. Pop-up events cut back to fall in line with future plans for content.
- alerts now have varying degrees of importance, with pop-out detail windows replacing the huge tooltips which vary in detail and size corresponding to the importance of the alert. more important alerts also have different button art.
- added floating alert for revolting workcrews
- shorted some UI sounds slightly
- added "shoot bandits" command to bandits
- FIXED: construction materials dropped by re-assigned worker would sometimes be frozen in space
- FIXED (48C): farming work crew wouldn't increment overseer skill
- FIXED (48C): perennial crops
- FIXED: "chermistry"
- FIXED: perennial harvest stage calculation off by one
- FIXED: some event art had a missing edge
- FIXED: really, really explicit setting of when fire is ON or OFF
- FIXED: possible scripterror in foreign_invasion
- FIXED: Fishpeople will not attack ungrown crops
- FIXED: do_science.fsm now won't scripterror after save/load in certain circumstances
- FIXED: selection box not letting you select some objects
- FIXED: some more crashes
- FIXED: a couple of uninitialized variables doing Fun Things
Pip pip,
-- Gaslamp Games