Revision 40

Major Features

 * Obeliskians! (What are they? Find out for yourself! It might take some digging.)
 * Foreign military units!
 * Massive save/load stability improvements
 * Deathwurm shoving

The Engine

 * various stability improvements!
 * windows: Screenshots are now saved into My Documents\Gaslamp Games\Clockwork Empires.

Human Characters

 * butchered humans will now leave a skeleton behind
 * cults now form with a specific object of worship (“theme”) based on eldritch interactions & personality of cult leader
 * added a bunch of new actions for colonists experiencing Madness
 * morbid colonists are fascinated rather than horrified by fishpeople butchering humans
 * yield added to butcher corpse jobs (so they don’t get cancelled forever in certain cases)
 * FIXED: scripterror in “hearExclamation”
 * FIXED: scripterror when cult leader died under certain circumstances
 * FIXED: upper class should no longer bury corpses (it’s beneath them)
 * FIXED: confessions are no longer a hollow charade
 * FIXED: vicars no longer preach from unfinished altars
 * FIXED: “sleep due to sadness” now requires a character actually be sad (AND is now weighted correctly)
 * FIXED: all lower-class colonists are correctly auto-placed in workcrews after immigration
 * FIXED cults with no name will no longer be formed (39C)
 * FIXED: “Butcher Human Corpse” job should no longer be confused between Fishpeople & Human version (this led to problems)
 * FIXED: colonists don’t recognize airdropped item stacks as valid items

Scripting System

 * FIXED: crash in gameRequireToolUses if user not holding a tool
 * FIXED: crash trying to set up a nuked locked job instance

Combat & Military

 * balance: slightly adjusted morale threshold for retreat jobs for military trained soldiers vs. untrained

Non-Human Characters (Animals, Monsters, Vehicles)

 * added Obeliskian horrors (in-progress)
 * added 3 foreign factions: Stahlmark, Republique, Novorus
 * added foreign military characters, soldiers + NCOs
 * added foreign military squads w/ mission logic
 * bandits will now fight back against hostile animals
 * fishpeople leaders now wear hats
 * fishpeople will now eat dead bandits
 * butchered bandits will turn into skeletons
 * balance: reduced # of tents that bandits spawn with
 * balance: adjusted Foreign Military mission pathing to be less boring
 * FIXED: Stahlmarkians given correct uniforms
 * FIXED: foreign military units now reload like properly trained soldiers
 * FIXED: error when fishpeople groups are wiped out
 * FIXED: foreign military will properly retaliate against hostile animals & obeliskians
 * FIXED: allied military soldiers immediately bayonet each other upon arriving in colony
 * FIXED: friendly fishpeople will no longer attack your gabions for no good reason
 * FIXED: foreign military & bandit weapons will no longer show up in commodities window
 * FIXED: conscripted Vicars will no longer do vicar stuff
 * FIXED: fishpeople now spawn correctly with gifts/weapons depending on group’s mission (39D)

Buildings & Building Creation

 * added volumetric blueprints
 * workshops: All workshop logic completely rewritten from scratch. Workshops are now evaluated as part of the C++ job loop; we create a workshop assignment when/if we can do the job, and we will now always actually obey the ordering in which jobs are given to the workshop by the user.
 * mineshafts will now output ore based on what oreNode clusters were nearby (mining the surface nodes doesn’t affect the underground ore)
 * balance: weighted mine output slightly more toward ores, if available
 * FIXED: smoke now consistently turns off when an oven is complete or a module has finished production
 * FIXED: a second, totally different issue with oven smoking not finishing; this time after a load and save
 * FIXED: demolishing a farm zone did not correctly clear the farm assignment
 * FIXED: stockpile deletion crash
 * FIXED: Brewery foundation texture set to bricks
 * FIXED: Beetle steaks now produce correct number of cooked output
 * FIXED: various issues when deleting a stockpile, including crashing
 * FIXED: workshop owners will set bad/good workshop names again depending on their madness

Economy & Logistics

 * general overhaul of jobs code for stability & optimization
 * also overhauled assignment system over to use flat arrays (this makes everything more stable, better, faster, stronger)
 * 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)
 * made ingot textures shinier
 * farms now output harvest in stack rather than two individual units
 * (most) starting items will now arrive pre-stacked
 * balance: moved “Make Gunpowder” from Metalworks to Chemist
 * balance: when a module breaks, it should become inoperative immediately rather than having an intermediate broken but still working state.
 * balance: tripled beer production (huzzah!)
 * balance: smithing forge now requires iron ingot rather than iron plate
 * balance: higher skill no longer changes amount produced in any workshop – just time to perform work
 * FIXED: memory leak when a job has a dependency which we later fail to do anything with
 * FIXED: game-side commodity count not being saved and loaded correctly (probably causing standing orders to go berserk)
 * FIXED: lingonberry preserves are now edible again
 * FIXED: workshop job counter not incrementing correctly for “Finish Production” jobs (in 39B)
 * FIXED: workshop job ordering buttons (in 39B)

Biomes & Terrain

 * balance: Deathwurms on start position are now shoved to the side
 * balance: Deathwurms are now shoved much further
 * balance: Dearthwurm balance pass #3 – removed Deathwurms from tropical biome spawn (a handful are spawned via script now, well away from the start location)
 * FIXED: foragables (ie. Coconut Palms) can be cleared from any state of harvest

Events, Metagame, The Overworld

 * added foreign military intervention event to spawn foreign military squads
 * added “fishpeople butchered human” crisis event
 * fishperson crisis events will no longer fire if you’re hostile w/ fishpeople
 * bandit corpse decision event only fired if their bodies are in the bounds of your colony (near buildings & zones, basically)
 * colonists w/ certain traits can now object to fishpeople status quo & propose alternate policies
 * balance: fewer foreign troops will show up early in game (& now require it be daytime to arrive)
 * balance: immigration event has been revamped to reflect the value of colonists to the player
 * FIXED: scripterror in bandit joining colony event
 * FIXED: error in bandit_wants_to_join_colony
 * FIXED: some character events not firing
 * FIXED: various minor typos in events
 * FIXED: Script error during “Research Science Crate” event
 * FIXED: non-existent bandit gang attempts to give you stuff
 * FIXED: fishpeople marked for execution can’t trigger further crisis events
 * FIXED: incorrect ticker message sent when deciding to execute fishperson for assault

Music & Sound

 * animals can make more sounds now
 * made & implemented Obeliskian sounds
 * FIXED: some explosion sounds were only using default sound

UI/UX

 * workshop job currently being done is now displayed in the workshop panel
 * workshop output that the current work party will produce using the current equipment is now displayed in the workshop when mousing over the product
 * added icons for foreign flags & troops
 * added new icons for Xenophobe, Brutish traits
 * redrew Bucket of Raw Opium icon
 * some events will auto-zoom camera to their location (polishing in-progress)
 * FIXED: incorrect icon in recipe for Blunderbuss & broken icon for Musket
 * FIXED: various misspellings of words
 * FIXED: jobs not correctly removed from assignments in jobs UI window after saving and loading a game; can cause "jobs that are never completed", "multiple people doing the same job", etc.
 * FIXED: random autosave crash and/or memory corruption caused by machine expression timing error
 * FIXED: progress bars and nametags appearing through windows during gameplay
 * FIXED: emotions and speech bunch up when zoomed out, and all display at once when visible
 * FIXED: small typesetting errors in "wrapped text renderer" (putting a period by itself at the end of a newline, etc.)
 * ... and the giant UI backend overall is almost done aside from some edge cases; we're holding off making this available until after revision 40 so that we can ensure stability in the public branch.