Revision 41C of Clockwork Empires has now been posted to the experimental branch on Steam. A reminder: since 41A and 41B were, in fact, hotfixes, they will remain in the stable branch; 41C will be posted to the experimental as it is (very) experimental. The Consolidated Changelog:
items may now be forbidden and claimed using the click-drag interface; forbidden items turn red
balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
balance: crops now output 1 item, dropped immediately to ground
farm field max dimensions doubled
stockpile max dimensions limited to 7x7 (in anticipation of stockpile mechanics improvements)
added military skill to replace "Military Training" trait (more work coming on this)
tooltips now offset to account for cursor size when set to follow the cursor
overhauled work crew window to remove unnecessary information, increase readability, oppress the lower class (in-progress)
edited faction and commodity window sizes
colonists will abort hugging more accurately
added a small pile of new desires for colonists
the "no' option will now be the first option for the "criminal goods" event
removed NCO/Overseer option from middle class immigration
ai_agent missions that target civilization will now aim closer to civilization
added "Idle Suspiciously" job for foreigners
added "mysterious figures" icon to mysterious situations
added Prisoner backgrounds
added Barracks (assign workcrew to conscript them)
added concept of training to barracks: assigned NCO will order militia soldiers to "get swole" so they become proper redcoats
assignment beacons now correctly display the work crew name and subtasks
tooltip over assignment beacon now tells you the name of the job, the work crew doing the job, and the # of tasks remaining in the job
FIXED: non-player ai agents will now correctly delete their carried weapons or items when despawned
FIXED: various issues with Bandit attacks not finding their target
FIXED: corpses thinking they weren't in the world and thus messing up burial jobs
FIXED: non-colonist ai_agents did not interrupt jobs correctly
FIXED: issues with bandits fleeing back to their camp
FIXED: bandit gang defeat scripterror
FIXED: bandit hostility state toggles for ALL bandits on the map whenever a decision is made about them
FIXED: if a tag can be filled by multiple objects with the same utility, we now pick one at random rather than just the last one. (This mainly shows up in the distribution of where people sleep, as well as other issues which hopefully won't stick in loops.)
FIXED: slowdown in work party menu with > 100 colonists
FIXED: item ownership for lots of items
FIXED: items will only stack with other items if they have a common owner (for now)
For Science,
-- Gaslamp Games