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ALPHA 43B NOW IN EXPERIMENTAL BRANCH

A new experimental build of Clockwork Empires has been posted to the Experimental Branch! It has things in it. These things are:

- performed more cleanup of character information panel layout & implemented some new UI art
- added "Basic Brew" recipe to breweries (will auto-brew valid ingredients)
- added some more names
- added more response options to Fishperson Vandalism event
- fishpeople made much more likely to run when hassled by military, though there's a chance they will become enraged & attack
- added Fishpeople egg collection mission & event
- if Fishpeople see humans near their eggs, they will attempt to scare them away
- colonist choosing to commit murder decision making made more sophisticated
- added Egg Collection mission for Fishpeople
- added an alert the first time someone sleeps on the ground to inform you that you should build beds
- implemented "short term memory" functionality: most recent memory will always contribute to emotional state even if less important than others
- workshop recipes can now be grayed out or hidden based on whether required modules are present in the workshop. Tooltip changes to reflect what is needed. (roll-out to other workshops in-progress)
- made fishperson crisis events slightly more willing to pile up (to avoid lost crisis events)
- night has been made lighter (so you can actually see anything)
- bandit corpse policy event can have "no answer" selected & will fire no more than once per day
- colonist corpses should no longer try to initiate burial job there are still hostiles nearby (note: if hostiles leave and come back, you've still got a problem)
- overriding auto-burial of a corpse with manual controls will make corpse will only respond to manual orders for burial/dumping from that point forward
- balance: performed significant rebalance to the values of most of the memories in the game
- balance: made small tweaks to how long it takes to cook things
- balance: changed one overseer to a labourer in all loadouts
- balance: farming made very slightly easier
- FIXED: some memory related bugs
- FIXED: people will stop trying to find closer crops to haul to stockpiles once they check their first stockpile
- FIXED: selections in the quick menu sometimes not appearing after click-drag
- FIXED: characters with renamed names using old names in some events (and other bits of game logic)
- FIXED: enormously wide tooltips for workshop names
- FIXED: draw building shadow when mousing over it during the construction mode
- FIXED: dark and red portraits for characters (gamma correction)
- FIXED: people trying to shoo vermin beetles (again)
- FIXED: errors in a number of memories that caused them to display the wrong character name
- FIXED: performed overhaul of handling of all jobs that affect the corpses of all types of characters (burial, dumping, butchery, dissection, etc)
- FIXED: some desires were unfulfillable & used incorrect icons
- FIXED: corrected scripterrors in certain cases for Naturalist dissection of horror events
- FIXED: items dropped by non-colonist agents as part of mission should properly set ownership to player if dropped near your colony
- FIXED: dead and/or fleeing colonists can no longer raise objections to your policies concerning Fishpeople
- FIXED: soldiers should no longer hassle fishpeople who are already fleeing
- FIXED (43A): bread not being able to be baked
- FIXED (43A): crash when accepting bandit into colony

Please enjoy more sophisticated murder,

-- Gaslamp Games