CLOCKWORK EMPIRES HOTFIX 51B NOW POSTED TO MAIN BRANCH
A second hotfix for Beta 51 of Clockwork Empires, Beta 51B, has now been posted to the main and experimental branches on Steam. It fixes a number of issues found in Beta 51. It contains the following changes:
blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again
moved "Clear Terrain" jobs into the building construction job if they are automatically spawned by building construction
assignment of workcrew to service job should adjust their work schedule appropriately
optimized code from widget manager which greatly speeds up work crew menu
balance: reduced sleep time
balance: adjusted relationship of happiness to work shifts
balance: adjusted output of stone from surface nodes
and make your Wednesdays better, or at least more interesting.
Toodles,
-- Gaslamp Games
Hotfix 51A now live on the default branch
Hey folks! The hotfix that we tested has passed inspection and has been pushed to the main branch. It resolves almost all of the instabilities that we've been running into for Beta 51, but we're going to take a bit of a break for the rest of the evening and catch our breath.
As before, if you are having a crash on startup and have an AMD graphics card, please check to make sure your video card drivers are up to date!
FIXED: Make Copper Plates job
FIXED: Make Wooden Altar job
FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups
FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game.
FIXED: clicking on the trade depot crashes the game
FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations
FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded
FIXED: Make chemistry workbench job
added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup!
Thanks for all of your help, support and patience, we really appreciate it. If you still have issues other than those listed above, please tell us either here on Steam, on our forums at http://www.gaslampgames.com/ or by e-mail at contact 'at' gaslampgames dot com.
HOTFIX FOR BETA 51 NOW IN EXPERIMENTAL BRANCH FOR TESTING; AMD CARD DRIVER ISSUES
Welcome, new users! With a new influx of new users has come a stream of new, exciting, strange and bizarre problems. Thank you for participating in our first beta release and giving us useful feedback; we are working to address it as fast as we can.
If you are having a crash on startup, or after clicking the embark button on the embark screen, please check to make sure your video card drivers are up to date. This is a particular issue for AMD graphics cards, where older drivers will just flat out crash. Please download and install the latest Catalyst drivers immediately, and let us know if this does not fix the issue.
A test hotfix for Beta 51, entitled Beta 51A, is now available in the experimental branch on Steam. Once we have made sure it doesn't introduce new problems, and correctly fixes the problems it is supposed to address, we will be pushing it to the main branch on Steam. A list of things that this hotfix fixes is below:
FIXED: Make Copper Plates job
FIXED: Make Wooden Altar job
FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups
FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game.
FIXED: clicking on the trade depot crashes the game
FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations
FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded
FIXED: Make chemistry workbench job
added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup!
Thanks again for your feedback and patience while we move into the next stage of development! As always, if you have problems, please let us know and we will do our best to fix things in as timely a manner as possible. We can be reached either here on Steam, on our forums at http://www.gaslampgames.com/, or by e-mail at contact 'at' gaslampgames dot com.
Please send more coffee,
-- Gaslamp Games
CLOCKWORK EMPIRES BETA: "Frontier Living in Interesting Times"
The Beta (aka Build 51) of Clockwork Empires, "Frontier Living in Interesting Times" is now available on Steam!
This is our first official Beta build! We have now essentially finished all of the back-end code required to complete the game, so we can switch to integrating mechanics, UI/UX improvement, optimization, and stability. And we can finally say that the completed game is a matter of mere months away!
MAJOR PLAYER-FACING CHANGES THIS MONTH
New Workshop order system: jobs are queued per work module (it’s super easy!)
New Event Arc system to chain interesting events together to produce Interesting Times
Colonists can now carry stacks of ingredients to workshop jobs that require lots of materials – much more efficient!
Tons of subtle UI usability improvements to make your life easier
Colonist Quality of Life system: good colonies produce happy, productive overseers
And here we see the changelog in it's natural habitat. Clearly it has not seen us, for its poisonous barbs are currently sheathed, but no swift movements please!
WORKSHOPS & OFFICES
all workshop code rewritten to queue jobs per module rather than per workshop
added carpet to recommended modules for carpentry workshop
added building upgrade ability: create the required modules per building, and upgrade your building
added ability to repair buildings
FIXED: colonists will no longer attempt to use services of offices w/o assigned overseer or w/ off-shift overseer
FIXED: pub wouldn’t serve booze
FIXED: can’t spam missions in Foreign Office by mashing button
EVENTS
added event director system
added The Fishy Idol event arc
added Foreign Invasion event arc
added Meteor Shower event arc
added Event Lighting system
made new alert code framework for events and non-event alerts
redid the entire tutorial from scratch using the Event Arc system, it should be MUCH more intuitive now
did event_director scripting for office points accrual event arc mechanics (required so that ie. a Laboratory can do work to advance study of an eldritch artifact to trigger different event states based on how much study is done)
made bandits far less likely to spawn directly in the middle of the player’s town
added bricabrac as a potential reward in a few events
replaced outdated/nonexistent Stone Charcoal Kiln in the smithing loadout with a mineshaft module
FIXED: scripterror in immigration event
FIXED: Planets Align event scripterror and re-enabled event
FIXED: broken art in “find artifact” event
FIXED: bandits_amnesty scripterror
FIXED: report spectre scripterror
FIXED: scripterror with food delivery from empire
FIXED: scripterror in “Colonists denounce cowardice”
MODULES & DECOR
module materials are also now handled as a multistack
added note to stone ceramics kiln that brick ceramics kiln is required to produce glass
added advanced machine modules to relevant buildings (costs/recipes are heavily WIP)
added “Quality: X” tooltip to all relevant modules now that module quality is a variable number
implemented the first pass on the bricbrac system: Bricabrac can be crafted in most workshops using different resources, and is used to make decor modules. Decor now contributes an amount of quality to buildings based on its bricabrac cost.
changed name of “Decent Cabinet” to “Practical Cabinet”
balance: removed building quality from all outdoor wall modules because it was exploitable and didn’t make a whole lot of sense
FIXED: game crash manually switching to module placement mode after creating a building
[B]ECONOMY[/B]
added ability to pause and unpause assignments via the assignment beacons
added ability for characters doing certain workshop jobs to pick up stacks of materials as opposed to dragging logs to their workshop one at a time (currently only Power Saw, Iron Charcoal Kiln)
a bunch of workshop jobs can now haul stacks of things if they are being requested by a batching module
building materials now are picked up as a multistack
updated all building recipes to work with the new recipe system
made grapes and prickly pears basic-cookable
balance: made a few concessions for ease of food in the early game til we figure out how long it takes people to get through it in current version- improved yield from foraged food sources, and increased the food you get in the starter loadout
balance: all mines will produce some stone
FIXED: multistack code would occasionally not find available building materials
FIXED: gameSimAssignment::CancelAssignmentInternal crash when assignment is already cancelled or invalid
FIXED: grapes couldn’t be made into stew
FIXED: mine in mineshaft item drop logic made great again
FIXED: stone smelter assembly job took in infinite stone
FIXED: ALL buildings should now accept bamboo as a timber source in addition to logs
[B]UI / UX[/B]
standardized job menu icons with work crew icons
added icon for dark grimoire
did first pass of UI for module based recipe selection
character info panel now has images for skills and skill levels
character health now represented in the character info panel as hearts because who doesn’t love hearts
tooltips now have an actual style applied to them
scroll speed controls exposed to the config file for internal testing reasons, but players can now mess with this too if they want (100 is default, 50 for half, 200 for 2x, etc.)
removed redundant or unused code from lower class character info panels
close alerts button, history button, both moved to appropriate places, ticker moved to history window
hooked tooltips to stubs for a bit more info on those
did changes to UI layout of emotion window
added building fancy names to a few places in the UI
clicking the minimap will now move the camera to that map position
added render-side framework for Quality of Life system
FIXED: skillup wouldn’t update skill level display in character info panel
FIXED: combo box overflow in new workshop
FIXED: afternoon icon was very slightly misaligned
FIXED: expand buttons for individual work crews weren’t responsive when the entire work crew UI window was short enough that it wouldn’t scroll
FIXED: FYI and choice alert windows inside event arcs wouldn’t expand properly
FIXED: bug with choice windows spawning on the other side of the alert and thus out of the game window
FIXED: various other typos
[B]CHARACTERS[/B]
added UI-side framework for Quality of Life system
added sleep, crowdedness, safety, hunger, and working conditions to Quality of Life system
madness state combined with sadness and renamed “despair” (this makes madness more clearly linked to an emotional state, and makes sadness not boring); character state calculations simplified
refactored emotion names to separate emotion names “anger, fear”, from actual moods “angry, afraid” which was making writing things really awkward.
balance: middle class characters now start with one level of a random skill because it’s just more fun.
FIXED: corrected some typos in the new memory aggregator function
FIXED: characters spawning in the colony did not have the ? alerts above their heads
FIXED: “reverant” -> “reverent”
FIXED: raw cabbage will no longer be treated as a cooked meal when eaten
FIXED: several bugs with preaching
FIXED: people getting stuck trying to talk to fishpeople
FIXED: people will no longer pray at unbuilt wall shrines
FIXED: rare error when agent attempts to drop stuff
FIXED: added protections against scripterror in drop_item_for_trade_mission
FIXED: in certain rare cases people would attempt to intimidate a fishperson who died while they were running over to the fishperson. Now they don’t.
FIXED: building destruction would nerve-staple overseer (as far as being re-assigned to a new workshop was concerned)
FIXED: starving colonists will no longer forage lacquer to eat
[B]COMBAT[/B]
military units will not immediately disband after the death of their NCO, but rather some other member of the crew will assume control.
rather than beating hostiles to death with trade goods, traders will now flee from combat while their guards fight
beatings handled slightly more elegantly, ie. tag is removed upon death
FIXED: scripterror when bandits (or any agent) attacks buildings w/o a weapon
FIXED: another rare error when selenians die
FIXED: reloading guns is now essential to being able to fire them
FIXED: guns now use reload times per gun type and reloading animations will loop if total reload time exceeds anim length
FIXED: unbuilt building that is somehow destroyed will now unlock its building materials
FIXED: enemies will no longer attack unfinished buildings
FIXED: defeated enemies will no longer attack buildings
[B]ENGINE/SCRIPTING[/B]
FIXED: glow shader
FIXED: a few crash bugs
FIXED: some tiny memory leaks
[B]MISCELLANEOUS[/B]
added sand to the desert
added charred meat
cleaned up some “harvest” scripts on non-player human agents
FIXED: embarking on an area near water will no longer have dramatically more water than indicated by the original map
FIXED: faction relations now cannot exceed 100 on the scale of -100 to +100.
FIXED: invisible cactus
FIXED: spawning of NPC groups is now much more robust
FIXED: starting clay and stone positions follow player start location correctly now
FIXED: cleaned up despawn calls on non-player agents
FIXED: All perennial crops required 2-3x the intended amount labor to grow
FIXED: lingonberry crop scripterror
FIXED: cabbage field had incorrect description
The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. And pictures of our pets.
Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!
Have a great weekend, and go forth and colonize!
-- Gaslamp Games
ALPHA 50E NOW IN EXPERIMENTAL BRANCH ON STEAM
Alpha 50E of Clockwork Empires is now available on the experimental branch on Steam. Major changes include colonists picking up multiple items at once when constructing building, the abiltiy to pause assignments, and more. Oh, and we redid the entire tutorial - please let us know what you think.
Changes:
- building materials now are picked up as a multistack
- module materials are also now handled as a multistack
- standardized job menu icons with work crew icons
- added ability to pause and unpause assignments via the assignment beacons
- added carpet to recommended modules for carpentry workshop
- redid the entire tutorial from scratch using the Event Arc system, it should be MUCH more intuitive now
- balance: made a few concessions for ease of food in the early game til we figure out how long it takes people to get through it in current version- improved yield from foraged food sources, and increased the food you get in the starter loadout
- (50D) added note to stone ceramics kiln that brick ceramics kiln is required to produce glass
- FIXED (50D): scripterror in favour_criminal
- FIXED (50D):"Smelt Copper Ingots" job error
- FIXED (50D): bricabrac icon
- FIXED (50D): scripterror in do_diplomacy_paperwork
- FIXED (50D): crash when accepting bandit to join colony
- FIXED (50D): cancelling building construction immediately crashes the game
- FIXED: "reverant" -> "reverent"
- FIXED: colonists will no longer attempt to use services of offices w/o assigned overseer or w/ off-shift overseer
- FIXED: characters spawning in the colony no longer have their ? alerts above their heads
- FIXED: combo box overflow in new workshop
- FIXED: multistack code would occasionally not find available building materials
- FIXED: gameSimAssignment::CancelAssignmentInternal crash when assignment is already cancelled or invalid
By Grabthar's Hammer, it's...
-- Gaslamp Games
CLOCKWORK EMPIRES ALPHA 50D NOW ON EXPERIEMNTAL BRANCH ON STEAM
Alpha 50D of Clockwork Empires has now been posted to the experimental test branch on Steam. Actually, we posted it last night and forgot to put up the Steam post. We are blaming this oversight on... uh, Eurovision.
Major Changes for 50D:
- workshop jobs are now queued per-module and are much more clear about what is going on
- added first pass of advanced machines; these are useful
- added event arcs; things can go Terrifically Wrong in fun new ways
- added first take on Quality of Life emotion effects for characters
- lots of UI improvements
Consolidated 50D Changelog:
- all workshop code rewritten to queue jobs per module rather than per workshop
- did first pass of UI for module based recipe selection
- added building upgrade ability: create the required modules per building, and upgrade your building
- added ability for characters doing certain workshop jobs to pick up stacks of materials as opposed to dragging logs to their workshop one at a time (currently only Power Saw, Iron Charcoal Kiln)
- character info panel now has images for skills and skill levels
- added framework for Quality of Life system
- added sleep, crowdedness to Quality of Life system
- added event director system
- added The Fishy Idol event arc
- added Foreign Invasion event arc
- added Meteor Shower event arc
- added advanced machine modules to relevant buildings (costs/recipes are heavily WIP)
- updated all building recipes to work with the new recipe system
- replaced outdated/nonexistent Stone Charcoal Kiln in the smithing loadout with a mineshaft module
- a bunch of workshop jobs can now haul stacks of things if they are being requested by a batching module
- character health now represented in the character info panel as hearts because who doesn't love hearts
- scroll speed controls exposed to the config file for internal testing reasons, but players can now mess with this too if they want (100 is default, 50 for half, 200 for 2x, etc.)
- removed redundant or unused code from lower class character info panels
- tooltips now have an actual style applied to them
- balance: all mines will produce some stone
- balance: rebalanced sleep job requirements & effects
- balance: minor emotion balance edits
- balance: middle class characters now start with one level of a random skill because it's just more fun.
- FIXED: scripterror in immigration event
- FIXED: raw cabbage will no longer be treated as a cooked meal when eaten
- FIXED: several bugs with preaching
- FIXED: lingonberry crop scripterror
- FIXED: Planets Align event scripterror
- FIXED: glow shader
- FIXED: a few crash bugs
- FIXED: game crash manually switching to module placement mode after creating a building
- FIXED: afternoon icon was very slightly misaligned
- FIXED: broken art in "find artifact" event
- FIXED: people getting stuck trying to talk to fishpeople
- FIXED: people will no longer pray at unbuilt wall shrines
- FIXED: bandits_amnesty scripterror
- FIXED: tooltip text on crop destruction alert
- FIXED: grapes couldn't be made into stew
- FIXED: scripterror when bandits (or any agent) attacks buildings w/o a weapon
- FIXED: pub wouldn't serve booze
- FIXED: rare error when agent attempts to drop stuff
- FIXED: another rare error when selenians die
- FIXED: report spectre scripterror
- FIXED: mine in mineshaft item drop logic
- FIXED: can't spam missions in Foreign Office by mashing button
- FIXED: added protections against scripterror in drop_item_for_trade_mission
- FIXED: expand buttons for individual work crews weren't responsive when the entire work crew UI window was short enough that it wouldn't scroll
- FIXED: FYI and choice alert windows inside event arcs wouldn't expand properly
-- Gaslamp Games
ALPHA 50C now on Experimental Branch on Steam
Alpha 50C of Clockwork Empires has now been released on the experimental branch on Steam. Changes:
new alert code framework for events and non-event alerts
close alerts button, history button, both moved to appropriate places, ticker moved to history window
hooked tooltips to stubs for a bit more info on those
bug with choice windows spawning on the other side of the alert and thus out of the game window
madness removed, character state calculations simplified, despair implemented to combine sadness and madness
corrected some typos in the new memory aggregator function
refactoring of emotion names to separate emotion names "anger, fear", from actual moods "angry, afraid" which was making writing things really awkward.
changes to UI layout of emotion window
implemented the first pass on the bricbrac system: Bricabrac can be crafted in most workshops using different resources, and is used to make decor modules. Decor now contributes an amount of quality to buildings based on its bricabrac cost.
removed building quality from all outdoor wall modules because it was exploitable and didn't make a whole lot of sense
added "Quality: X" tooltip to all relevant modules now that module quality is a variable number
added bricabrac as a potential reward in a few events
changed name of "Decent Cabinet" to "Practical Cabinet"
added building fancy names to a few places in the UI
made grapes and prickly pears basic-cookable
re-enabled Planets Align event
military units will not immediately disband after the death of their NCO, but rather some other member of the crew will assume control.
first implementation of fences
clicking the minimap will now move the camera
added sand to the desert
added charred meat
added ability to repair buildings
rather than beating hostiles to death with trade goods, traders will now flee from combat while their guards fight
made bandits far less likely to spawn directly in the middle of the player's town
FIXED: embarking on an area near water will have dramatically more water than indicated by the original map
FIXED: some tiny memory leaks
FIXED: scripterror with food delivery from empire
FIXED: reloading guns is now essential to being able to fire them
FIXED: guns now use reload times per gun type and reloading animations will loop if total reload time exceeds anim length
FIXED: unbuilt building that is somehow destroyed will now unlock its building materials
FIXED: faction relations now cannot exceed 100 on the scale of -100 to +100.
FIXED: in certain rare cases people would attempt to intimidate a fishperson who died while they were running over to the fishperson
FIXED?: stone smelter assembly job took in infinite stone
FIXED: invisible cactus
FIXED: spawning of NPC groups is now much more robust
Cheers,
-- Gaslamp Games
CLOCKWORK EMPIRES ALPHA 50B: THE TERRIFYING POWER OF A HOTFIX
We've pushed another hotfix for Alpha 50 of Clockwork Empires, which fixes various things that the first hotfix didn't fix:
FIXED: All perennial crops required 2-3x the intended amount labor to grow
FIXED: ALL buildings should now accept bamboo as a timber source in addition to logs
FIXED: building destruction would nerve-staple overseer (as far as being re-assigned to a new workshop was concerned)
FIXED: scripterror in "Colonists denounce cowardice"
FIXED: various small typos
FIXED: cabbage field had incorrect description
FIXED: starting clay and stone positions follow player start location correctly now
FIXED: enemies will no longer attack unfinished buildings
FIXED: starving colonists will no longer forage lacquer to eat
FIXED: cleaned up despawn calls on non-player agents
FIXED: defeated enemies will no longer attack buildings
FIXED: saving after fleeing traders will cause the save to corrupt
Kneel before Zod,
-- GG
CLOCKWORK EMPIRES ALPHA 50: "The Stars Are Quite Nearly, Almost Right"
Alpha 50 of Clockwork Empires, "The Stars Are Quite Nearly, Almost Right" is now available on Steam for public consumption.
MAJOR PLAYER-FACING CHANGES
We added a variety of new biomes! Select your embarkation point on the map at the start of the game, then discover what challenges and Fun awaits you in your new settlement.
REDACTED
Enemies will now destroy your precious buildings. Protect them well!
Various UI improvements have been improved, and will improve more.
The full changelog is so enormous that Steam cannot contain its majesty. Instead, we have placed it here for your consumption. Gaze upon its unearthly splendor and know the sacred words, which shall burn in your brain forevermore and cannot be unread.
Like that famous play, The King In Yellow, we present the First Act of Boring Changes here so that your brain is primed for the true horror within:
BIOMES
added different day/night lighting sets per-biome
populated new biomes with terrain textures, game objects, biome transition definitions
FIXED: sleeping people would appear to stand up if crew/assignment is changed while they’re sleeping
EVENTS/TRADES/FACTIONS
streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
added code support for events that spawn items to list the items spawned in the text of the event.
the “Hale & Hearty Recovery” event has been updated and is re-enabled
significantly delayed the onset of the “Colonists want chapel” event.
added Strange Meteor event
added event and special benefit for reaching maximum reputation with the Republique Mechanique
added event and special benefit for reaching maximum reputation with the Novorus Imperiya
added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark
improved default placement of agent groups to account for new variation in map topography; moved logic to a central function for most cases
balance: bandit camp site selection made to ignore very center of map
simplified some over-complicated group mission events eg. fishpeople egg stuff, patrols
FIXED: animal_repopulate event fixed to work with new climate zones (and placement function)
FIXED: fishpeople given explicit attack order could not be butchered
FIXED: bandits couldnt be ordered buried after ordered shot
[B]ENGINE[/B]
optimized save game saving and loading
FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions
FIXED: crash loading a save game under really weird, gross circumstances
FIXED: “unable to find dependencyParentJob name MT: Shoot At Entity (first loop, reload)”
FIXED: crazy weirdo crash in rendTradeGoodUIManager::Update (usually manifesting as either a random crash or a crash when changing workcrew)
There are yet more changes, which cannot be contained in this mortal form. Please review our full changelog on our website to know the full meaning of the Doom-Sigils, and their true and terrible power.
The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. Also, cute animal pictures.
Can you believe this is Alpha 50? In all fairness, the first public release of Clockwork Empires was Alpha 26 or something, but it's been a long time. SOON YOU WILL ALL KNOW THE UNSPEAKABLE HORROR... I mean, uh, have a good... weekend?
-- Gaslamp Games
ALPHA 49C OF CLOCKWORK EMPIRES NOW IN EXPERIMENTAL BRANCH
ALPHA 49C OF "CLOCKWORK EMPIRES" IS NOW ON THE EXPERIMENTAL BRANCH ON STEAM. THIS IS A PERFECTLY NORMAL HUMAN CHANGELOG. PLEASE COORDINATE WITH US AND OFFER THE EARTH FEEDBACK ON OUR STEAM FORUMS OR ON OUR OWN FORUMS AT WWW.GASLAMPGAMES.COM
HERE IS THE HUMAN "CHANGELOG":
- first implementation of minimap
- max pathing retries setting greatly lowered
- embark points are now picked from known lists of "good" embark locations, as opposed to just letting you choose with a tiny arrow randomly
- added building destruction; enemies can now attack structures
- added ability for Vicar to perform last rites on bodies, buried or not. This comforts the living and ensures the dead rest peacefully.
- added Strange Meteor event
- added REDACTED
- added Pulque, Mezcal recipes
- added Grapevine crop
- added crops: Agave, Prickly Pear
- added Mezcal, Agave Syrup, Prickly Pear Bushel
- placed crops into proper climate zones
- optimized save game saving and loading
- massive farm rebalance; nearly all crops have had growth changes
- added a bunch of new crop field types
- all crops are now restricted to respective biome sets.
- crops you can't currently plant (due to biome or research) will not be visible on the crop menu
- added event and special benefit for reaching maximum reputation with the Republique Mechanique
- added event and special benefit for reaching maximum reputation with the Novorus Imperiya
- added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark
- significantly delayed the onset of the "Colonists want chapel" event
switched a bunch of ticker-output to alerts instead (We'll see if this feels spammy)
- balance: a number of crops will now require researching before they can be planted
- balance: some agriculture tech now requires previous tech before becoming available
- balance: increased cap on science points to 50
- balance: bandit camp site selection made to ignore very center of map
- balance: fewer animals spawn in tropics
- FIXED: "Staunch Traditionalist" workcrew names added
- FIXED: animal_repopulate event fixed to work with new climate zones (and placement function)
- FIXED: Trader guards should no longer steal weapons from player
- FIXED 49B: some incorrect swamp terrain textures
- FIXED: Saguaro stumps ill-defined
- FIXED: fishpeople given explicit attack order could not be butchered
- FIXED: bandits couldnt be ordered buried after ordered shot
- FIXED: random crash starting new game in biome loader
- FIXED: large saguaro cactuses are no longer invisible
- FIXED: immigrants should properly spawn in maps where the start location has been moved