You have discovered that Alpha 45A is in the Experimental Branch on Steam. This patch is labelled "Very Experimental, Possibly Dangerous, But Definitely A Patch. Yes." Will you investigate? (Y/N)
Changelog:
added Boxed Module production/construction: (most) modules are now constructed in workshops rather than in-place. Most non-decor modules now work with this system.
added Building Quality tutorial
added ability to register an object as being, or not being, a trade good. (preparation for trade depot system)
adding skillup thought bubble + memory
colonists who are maddened or cultists will enjoy creepy dancing rather than be upset
airdrop crates now love doomed characters
implemented various memory efficiency operations for loading very long, very large save games with an unreasonable number of goods lying around
rally beacons will self-delete after a day (so that soldiers don't accidentally starve to death)
changed "gathering" skill name to "naturalism" in prep for future skill overhaul
balance: set new skill levelup values appropriate for each profession
balance: Chapel-assigned workcrew labourers can now take confession
added first implementation of foreign office, connected prestige system to empire faction interaction within foreign office. (work still to do includes: exposing current standing data with each faction, exposing data for how each mission affects faction standing, reworking bandit events and foreign faction events to be based on faction standing, and populating periodic passive and choice-based events for each faction related to current faction standing instead of using graph traversal (whew, yeah, there's a lot still to go here))
UI: expanded workshop UI code to allow for more recipes since we have boxed modules now
FIXED: Refining Tutorial scripterror
FIXED: materials costs for several decor modules
FIXED some weird bugs with progress bars
FIXED: "unique" tag now works on gameSimRequireGameObject::RequirementMet (previously it didn't) (this is important for jobs that require multiple instances of the same commodity)
FIXED: vicar deprogram cultist job would occasionally freeze the cultist in place forever
FIXED: some typos in events
FIXED: manually cancelling burial will stop automatic burial (again)
FIXED: dissecting fishpeople could freeze game
FIXED: various minor issues w/ dissecting horrors
FIXED: goods stolen by bandits will be subtracted from colony commodity counts
FIXED: people will no longer attend sermons while carrying hoes (nor will they seek services of the barber or pub while carrying tools)
FIXED: colonists sleeping in chapels will no longer receive positive memories for having attended a sermon (they will instead be rudely awoken)
FIXED: skill progression bar variations were not being displayed correctly
FIXED: repair alerts will reference material name required rather than internal tag string
FIXED: corrected incorrect text in naturalist_study_fishperson_corpse event
-- Gaslamp Games