Alpha 45B of Clockwork Empires has now been posted to the experimental branch. This mainly builds on 45A:
Foreign Office faction standing for the Empire and for the local Bandits now hooked up to current faction standing (though not attached to a graphic yet)
- bandits now hooked up to foreign office! you'll have to choose who to run missions for
- missions now hooked to custom event scripts!
- (more UI work to be done differentiating diplomacy points from faction standing, as well as disabling faction options if they aren't in the area)
- more Fun yet to be implemented if you are very loved or very hated by a given faction
- need to move Fishpeople to a better place, UI speaking and figuratively speaking.
added Bandit events: bombing run, propaganda drop, insult drop, false info, bandit guard town (and overhauled others to play nice in new system)
Mines will display their outputs & mine depth in their UI window (and not crash the game)
added progress bar to mining in mineshaft job
removed a lot of unnecessary ticker text
removed debug events
added all decor to the boxed module system
FIXED: Naturalist examination of rocks could result in spawning of infinite eldritch artifacts
FIXED: error when selecting dialog button in Naturalist studies fishperson/obeliskian
FIXED 45A: error when using "Daring" loadout
FIXED 45A: Sausage / inedible basic_food error
FIXED 45A: some existing boxed module bugs
FIXED 45A: Added/fixed a number of icons (generally to do w/ boxed module system)
FIXED 45A: assigning a Chemist would crash the game
Cheers,
-- Gaslamp Games