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ALPHA 44A NOW IN EXPERIMENTAL BRANCH

Clockwork Empires, Alpha 44A has now been posted to the Experimental Branch on Steam. Major changes include:

- Building Quality is now a thing that matters! This is determined by number of functional modules vs. decor modules in buildings and will affect the mood of colonists working or sleeping in buildings. We also added a bunch of new decor and fixed up all the descriptions.
- Point lights are now a thing, so lamps will give off light!
- We've increased madness levels, added new cult formation triggers, and added some more horrible occult events.

Changelog:

- added point lights
- added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
- and added building quality display on UI for carpentry workshops, lower class houses (and maybe others; in-progress)
- lighting rewrite: the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
- added one-time bailout event if you have more workers than you can allocate to all of your overseers
- added 14 new decor modules
- appropriate decor has been added to all buildings' default module lists
- stockpile UI edited for better usability.
- added Beetle Curse
- added Tree Curse
- added Occult Ritual Murder event
- increased transparency of semi-transparent building walls.
- many modules have been renamed
- many modules have new descriptions
- some events have been given more detailed descriptions for number of ai agents involved
- balance: build costs on all decor have been adjusted
- balance: many more experiences can now trigger "cult seed" depending on character traits
- balance: more strange/terrible events may now provoke cult formation
- balance: fishpeople made less likely to turn murderous when intimidated by soldiers
- balance: corpses will only spawn vermin after being left out for a day
- balance: reduced max bandits that major bandit attack can send
- balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
- FIXED: footprint size on carpets
- FIXED: environmental light values now set correctly after save/load
- FIXED: aborting a "Gather Building Materials" job due to an explosive injury would put the job in the wrong assignment, causing it to be completed infinitely
- FIXED: various typos & grammar (farm text, immigration event)
- FIXED: scripterror in certain decision case of "Colonists Denounce Cowardice Vs Bandits"
- FIXED: murder due to hunger
- FIXED: commodity drops upon character death
- FIXED: cult leadership now transitions correctly when leader dies
- FIXED: some memories were not being triggered correctly
- FIXED: some leaking memory

Yours in Occult Ritual,

-- Gaslamp Games