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ALPHA 48B of CLOCKWORK EMPIRES NOW ON EXPERIMENTAL BRANCH

Alpha 48B of Clockwork Empires is now available on the Steam Experimental Branch. Major Changes:

- Massive UI overhaul
- New farming system
- Major ore/metalworking rebalance
- Added Lacquer & Lacquered Planks as high quality wood material
- NOTE: flax plants, cloth industry, and the entire tropics have been temporarily removed. Do not be alarmed! Everything will be tip-top.

Full changelog:

overhauled farming system
added Laquered Planks (made in the chemistry workshop and now required for some high end buildings/modules. You can get laquer from beetles, trade, and (temporarily) laquer trees, which will eventually be moved to another biome.)
added more "?" box help windows for various buildings
added Foreign Relations Correction event
added ability to attempt to intimidate bandits w/ trained military
revised the farming system, first iteration
cleaned up some building UI styles
added unique religious doctrine icons
added skill level and tech modifier display to all workshops' UI
added military science category plus 3 military techs
colonists will now flee from fire
increased delay before colonist waiting for service alerts trigger again
all remaining instances of losing/gaining "Prestige" have been converted to faction standing
Pub no longer requires brewing devices to build (As you can acquired alcohol via trade now)
added a bunch of new foreign office options (3 per non-empire nation)
colonists will wait slightly longer before eating food not suited to their social class (the gross food consumed over time is the same)
added fixed-size zones (several crop tech unlocks temporarily deactivated)
tooltips now flip position near screen edges
moved version number slightly to not cover new UI arrangement
overhauled basically the entire main UI, the work crew UI, and the factions UI
reworked character shift work tests to be less error prone and cut its code footprint significantly
learned some things about finite number sets
hooked up farms to the new UI system like some kind of cyborg. a plant cyborg.
added more tutorial definitions
re-added jobs button (which was removed earlier in this build) because it still has unique and valuable functionality. needs to be reconsidered at some point.
changed +/- in work crew UI to up/down chevrons
repositioned and fixed tooltips for main menu alerts

balance: rebalanced cost types of a number of buildings.
balance: partial mining/ore rework (Surface nodes yield less ore and are less common. Removed Stone Charcoal Kiln and added iron requirement to Brick Charcoal Kiln. Mining will now always yield at least some coal. More ores are necessary to make metal bars. More bars necessary to make plates/pipes. Regular stone will occasionally produce ore. More ore added to traders. Added "ore trader mission" to stahlmark foreign office events. Rebalanced costs of all metal-costing modules.)
balance: Quality Food and Premium Food now produce food at a 1:1 ingredients/output ratio.
balance: did first revision pass on happiness from ALL memories
balance: ALL Obeliskians will start dormant

FIXED: colonists would become stuck in graves forever while trying to bury the dead
FIXED: Pubs can now handle multiple booze vats
FIXED: various typos
FIXED: scripterror in Laboratory (if points were maxed)
FIXED: burning objects could leave invisible hot spots that ignited stuff forever
FIXED: Obeliskians would sometimes attack dead humans and dead fishpeople
FIXED: Foreign Invasions will be called off if you manage to switch diplomatic state to non-hostile
FIXED: fishpeople won't interrupt fleeing people for intimidation
FIXED: more flickering tooltip issues
FIXED: we were showing the wrong background size for expanded farms
FIXED: flickering tooltips
FIXED: building crash
FIXED: all boxable modules should have tooltips explaining where they can be built now
FIXED: boxed pipes were used to build barometers and vice versa.
FIXED: could make windows out of glass bottles
FIXED: wall shrines' access point was really far away

TEST: temp. removed flax and cloth from the game (until they tie into more interesting upcoming things)

NOTE: start of overworld/biomes work is occurring, which is why the tropics are temporarily unavailable.

Pip pip,

-- Gaslamp Games