As always, be aware that this is only live in Experimental Branch.
It might not be as stable as default, but it includes more of our in-development features. For more discussion, check out our forums at community.gaslampgames.com
Things To Look For
- Added foreign military units
- Mines now output ore based on nearby ore deposits
- Fishpeople leaders now wear hats
Clockwork Empires rev 39A changelog
added 3 foreign factions: Stahlmark, Republique, Novorus
added foreign military characters, soldiers + NCOs
added foreign military squads w/ mission logic
added foreign military intervention event to spawn foreign military squads
added icons for foreign flags & troops
general cleanup of jobs code (part 1)
replaced direct access to job memory via pointers with new, safer handle class
FIXED: memory leak when a job has a dependency which we later fail to do anything with
FIXED: various misspellings of words
FIXED: incorrect icon in recipe for Blunderbuss & broken icon for Musket
FIXED: scripterror in bandit joining colony event
FIXED: scripterror in "hearExcalamtion"
fishperson vandalism crisis will no longer fire if you're hostile w/ fishpeople
some events will auto-zoom camera to their location (polishing in-progress)
bandit corpse decision event only fired if their bodies are in your colony
bandits will now fight back against hostile animals
balance: reduced # of tents that bandits spawn with
fishpeople leaders now wear hats
Mineshafts will now output ore based on what oreNode clusters were nearby (mining the surface nodes doesn't affect the underground ore)
surface ore nodes will leave a mineralogical survey beacon which can be surveyed by a Naturalist to tell you what product it will output (this is pretty direct right now)
FIXED: error in bandit_wants_to_join_colony
FIXED: error when fishpeople groups are wiped out
fishperson hassle crisis will no longer fire if fishperson policy is set to hostile