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REVISION 40C NOW IN EXPERIMENTAL BRANCH

Revision 40C of Clockwork Empires has now been posted to the experimental branch on Steam.

Changes:

- animal herds appropriate to biome will randomly show up from edge of map
- fishpeople will react to their friends receiving beatings/execution from colonists
- added major bandit attack event
- added tooltips to bandit event dialogs
- neutral military scouts will now do survey action
- groups doing attack/plunder missions will perform "search area" if they can't find a target for attack/plunder
- cultists in a cult that worships a specific type of horror may now worship that horror if they see one
- cultists in a fish cult will not hassle fishpeople because it goes against their religious beliefs
- fishpeople may become more aggressive if they find a fishperson corpse
- mineralogical survey results will create an alert
- the Ministry Investigation event has had some text clarifications and an alternate outcome added depending on character traits.
- romantically inclined people will occasionally cry over graves.
- characters now have desires and a record of their personal property.
- characters can now claim modules for their use (this is the start of the personal property system, though right now it's still Communism; i.e. people will sleep in any bed, even a claimed one.)
- the Empire will now deliver population milestone rewards to an airship mast, if you have one.
- added new event: A lower-class character may discover they are a member of the nobility.
- mood penalties for characters going hungry have been increased.
- mood penalties for background inter-character behavior have been decreased.
- characters now forget negative memories of hunger if they eat, depending on how hungry they still are.
- characters now appropriately forget memories due to drinking alcohol. Low concentrations remove less important memories, higher concentrations remove increasingly more important memories. (This will likely need balancing.)
- added more names have been added to what will surely one day be the official unofficial Dickensian character generator
- did more UI tweaks to reign in some wandering elements that thought just because we rewrote the UI system they could take a break
- balance: food will no longer count towards The Empire's opinion of your economic progress. (This will affect the rate at which you recieve overseers and the system has been rebalanced accordingly)
- balance: the overseer allocation system will continue giving you additional characters after you have hit the overseer cap if some of your overseers have died. (Note: Temporary overseers are tracked separately, so you can't game this for freebies.)
- balance: made mineshafts slightly cheaper (requires iron ingots rather than iron plates)
- FIXED: some broken job requirements that locked maddened colonists into certain behaviour loops
- FIXED (40B): Logs (& other harvested resources) should now be correctly stockpiled.
- FIXED: when bandits/foreign soldiers/fishpeople drop weapons, they will be added to your commodities list
- FIXED: various issues with agents carrying out missions freezing in place temporarily
- FIXED: Colonists intending to hug fishpeople will no longer hug normal people. Just fishpeople.

As always, please let us know what you think and if you encounter any problems on our forums, either here or on our company forums at gaslampgames.com (2 for 1 appetizers after 5 PM)

Cheers,

Gaslamp Games