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ALPHA 47A NOW IN EXPERIMENTAL BRANCH

Alpha 47A of Clockwork Empires has now been posted to the Experimental Branch on Steam.

Major Changes:

We've added a first verison of the new Laboratory system! Build a lab, and scientists will use chalkboards to research new science – well, it's exclusively agricultural science at this point. But we'll be adding more, as you can see by the additional unimplemented fields of study in the laboratory's UI.

Full Changelog:

- added new Laboratory system
- Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
- added some generic agricultural labour upgrade technologies
- added grass, shrubbery, and flower planting for gardening enthusiasts
- added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
- added progress bar to Do Diplomatic Paperwork
- updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
- updated costs for constructing ceramics and chemistry workbenches
- tables are now "Table and Chair Sets". You can't sit in them right now. This will be Improved.
- Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
- NCOs of higher skill will now train militia footsoldiers significantly faster
- balance: adjusted utility of burial so it (hopefully) doesn't conflict w/ farming duties
- balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
- balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
- FIXED: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
- FIXED: glass panes no longer built instantly
- FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
- FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
- FIXED: Fishpeople envoys will never show up before first contact
- FIXED: starting loadout airdrop crates will no longer land on each others' goods and possibly causing explosions, fire, and death
- FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
- FIXED: when soldiers are ordered to beat someone, they won't be frontier justiced due to hurting another colonist
- FIXED: when colonists talk while holding very large items, they'll no longer swing them around crazily while gesticulating
- FIXED: redcoats assigned away from a barracks can now be re-trained
- FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
- FIXED: possible infinite loop in foreign_office.go

We're Blinding You with Science!,

-- Gaslamp Games