Alpha 47C of Clockwork Empires has now been released to the Experimental Branch on Steam. Notable features: work crews will now reduce the amount of time that they work if they are unhappy! Make your work crews happy. We are also continuing the final touches on the new building creator, and generally soldiering forward on a number of fronts.
Major Changes
added new happiness-based workshift system; if your colonists aren't happy, they will work shorter hours. It's very important to keep your colonists happy.
Full Changelog
added new happiness-based workshift system
re-enabled steel in the game (it currently isn't used for anything, though. Emphasis currently.)
re-enabled Chalk (used to make steel)
added some new foreign office events to foreign nations
Mineshafts now use particle effects when in use
added warning when Lab/Foreign Office points are maxed
events: made relations changes due to events stated more explicitly
trader groups now have more appropriate names
module breakage now spawns rubbish
terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
FIXED: some bandit related text
FIXED: clothes-lines were not built correctly
FIXED: muskets using incorrect resources
FIXED: workbenches could be built for free
FIXED: right-clicking in the zone creator let you break things
FIXED: zone creator max size reporting was off by 1
FIXED: saving in blueprint mode and reloading would cause invisible modules
FIXED: small mysterious colored square occasionally showing up on the terrain
FIXED: another case of the small mysterious colored square
FIXED: barbershop and other exterior decor items create raised platforms
FIXED: window height incorrect
FIXED: pressing ENTER without having specified a correct blueprint would crash the game
FIXED 47B: Terrain flattening is back
FIXED: carpentry benches wouldn't break properly
FIXED: traders should no longer leave 'ghost' trade goods if things get weird
FIXED 47B: Empire relations weren't being changed by Foreign Office
FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
FIXED: "Do Foreign Paperwork" and "Do Science!" jobs are now evaluated using office standing orders, not social jobs
TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)
TEST 47C: crops no longer spoil (due to workshift system)
Nerve Stapling for Everyone,
-- Gaslamp Games