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ALPHA 42D NOW AVAILABLE ON STEAM EXPERIMENTAL BRANCH

A new Alpha of Clockwork Empires appears on the experimental branch on Steam. (This includes a new Mac build! We have beaten Steve Jobs' howling ghost back to the infernal cave where he lingers, dormant, until the next iPhone is released.)

Changes:

game now remembers the game window location on restart
made a bunch of character info panel changes to expose more of the character state
character window: emotions and madness now shown on a scale
character window: mousing over a memory will show information about how that memory affects the character's state
character window: memories now shown with more detail, image fades as they are forgotten
(character window: lots to go still with this, but it's functional enough to push it to experimental)
colonists who are happy or drunk will occasionally dance
deer will now appear in the New Antipodia biome
colonists will generally be made happier by the presence of local military in the colony.
added new "Quick-start" loadout
added new "Basic Food" recipe to kitchens that merges stew, meat, and many other recipes into a single button
removed recipes now made extraneous by Basic Food
crops will now reach their "mature" model one stage earlier, so you can actually see it for a bit
crops will let out a sparkle when harvestable
scholar Praise Event will now show how much prestige you earned
colonists Denounce Bandit Cowardice event now has an additional possible response
upper class immigrants have been removed from regular immigration.
upper class immigrants will now emigrate at a rate of 1 per available upper class house.
prisoner overseers will now be identified as such
fixed grammar and typos in several events
fixed prestige cost for food favour
added new desire: "Kill some wild game"
added progress bars to workshop jobs
reduced madness from being attacked by fishpeople
added Fishperson dissection job for Naturalists
added Fishy Look Report
"Clear Stump" and "Clear Sapling" jobs are now part of "Clear Terrain"
gravestones are now randomized
prisoners given hats
added Fishpeople Organs
madness overhaul & rebalance performed (rather in-progress)
soldiers will now stow rather than drop their weapons to train
added holy book to some Vicar animations
hunting will no longer display character combat info panel
split buildings into "workshops", "offices" and "housing"; added support for subcategories to the module placer.
split military operations into commands and constructions
a great deal of office code was written to procedurally define offices, and their UI elements
added "office jobs" that will be done by the office crew assigned to an office
added office job UI display widget for chapels
supplicants will now show up looking for preaching if a chair is available for them to sit in at the church
supplicants will also look for confessions if a vicar is around to hear them (confession mechanism currently uses the Cult Deprogramming code.)
balance: removed 21-person start. Because it was just way too good.
balance: throttled back beginning time & strength various attack events (bandits, fishpeople, foreigners)
balance: Tweaked costs of several modules
balance: graveyards now pack in graves a little more efficiently
balance: increased starting exploration radius
FIXED: colonists should no longer get memories for killing vermin
FIXED: foreign troops will proper interrupt going to mission goals to fight enemies (or friends, if they're hostile)
FIXED: saskatoonberries & lingonberries counted as same item in commodities screen
FIXED: colonists will no longer attempt to interact in various ways with fishpeople meat as if it were a fishperson
FIXED: miners mining in mineshafts will no long leave a floating pickaxe by the door
FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
FIXED: all factions will now properly update their UI description string to reflect whether you're shooting them or not
FIXED: Bandits will now fight back when attacked by rampaging Aurochs
FIXED: The Fleshcube is now a valid ingredient
FIXED: Foreigners won't die again from splash damage after already dead
FIXED: characters hunting an animal will attack it until it is killed rather than taking just one shot
FIXED: ranged attack would always send out a gunshot alert to sleeping characters upon completion even if a gun wasn't fired
FIXED: building name change spam when mad & overseer switched (but needs to be tested; can't 'til madness works again)
FIXED: Ominous Dreams event was never firing
FIXED: Broken memory icon for recruited bandits
FIXED: fishperson assault crisis scripterror
FIXED: added bounds checking for corePooledList (and warning messages instructing anybody encountering out of bounds list reads to e-mail us)
FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
FIXED: characters occasionally being unable to do new work after they no longer belong to a workshop
FIXED: crash setting filters or information on a deleted work party
FIXED: various issues w/ retreat jobs getting stuck
FIXED: bricks will now be stacked
FIXED: Tooltips showing the wrong name for stacks after items had been removed from them

As always, we value your feedback - either here, or on the Gaslamp Games official forums.

-- Gaslamp Games