Alpha 42A of Clockwork Empires is now in the Experimental Branch on Steam. This is still Windows only; we're still getting our Mac build machine back online (drama! smoke! bunions!) Significant changes include a complete overhaul of how all stockpile logic works in game.
Changelog:
Stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for
a) mismatched filter objects, removing them;
b) objects in the same stockpile which can be combined into a stack, freeing a square;
c) filling any empty square in the stockpile with an object that can fill the square, which does not currently correspond to a stack in the stockpile square
added ticker text when militia trains to soldier
added "Dissect Obeliskian" job for naturalists
added Obeliskian gibs
workshop warnings are now zoom independent
gabions are now built using assignments
work crew display now correctly displays only the # of idle overseers. Idle artisans are moved to their own counter.
all farming actions now increase a work crew's farming skill.
added additional desires to Colonists
vermin will now make a nice "squish" sound when stomped
the time it takes to construct a building is now based on its area
balance: reduced the time it takes to build modules
balance: changed material requirements to lots of modules and buildings
added a randomized welcome event for those with the tutorial disabled
corpses left to rot will attract vermin
overseer immigrants will occasionally have random skills that aren't terrible
clear terrain, clear stumps now considered a "construction" job
"Call Favour" will fire if you have 2 or more prestige
a number of military jobs have been flagged as military jobs so soldiers won't appear idle when training/patroling
balance: militia requires more training
characters now have a maximum total name length (fixes potential UI overflow)
began changes to workcrew naming (this step fixes potential UI overflow)
weapons dropped by non-colonist characters outside of town have to be 'claimed' by player before they will be used (aka 'fix to the Dwarf Sock Problem')
significant cleanup of object tag code (this might cause some weirdness but we're keeping an eye on it)
FIXED: out of bounds iterator in rendExpressionWidget crash
FIXED: objects would occasionally correctly highlight themselves, but would not actually let you click on them or select them (or produce a tooltip)
FIXED: aborting a Finish Production job, or an assignment with "Finish Production" in it, will no longer cause the module in the production state to be permanently unusable.
FIXED: scripterror case in bandit_plunder_major event
FIXED: scripterror case in cultist_preach job
FIXED: if you build gabions with your military, they won't try to collect more than one gun on their back, creating some kind of Ur-gun
FIXED: weird tool handling with surface node mining is now not weird
FIXED: aristocrats will no longer attempt to order around sleeping workers
FIXED: Militia NCOs that earn Redcoat NCO status while assigned to barracks will correctly transform into an NCO
FIXED: unassigning a crew from a barracks will no longer leave the labourers acting like militia
FIXED: cults will no longer decide to build two cult shrines in rare cases
FIXED: despawned temp characters correctly remove their weapons & drop held commodities
FIXED: people no longer get unique memories for killing beetles (just beetles)
FIXED: foreign troops leaving map no longer subtract their guns from your weapon count
FIXED: epicurean colonists will no longer try to butcher fishpeople to admire their meat
FIXED: airship overflights will now travel in the direction they claim to
FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
FIXED: animal carcasses, when butchered by a player owned character, are now reported as being owned by the player. (Forbidden otherwise.)