Revision 33A

Changelog for Clockwork Empires REV 33A

 * FIXED: “make planks” job order crash
 * FIXED: “wield firearm” requirement wasn’t fulfilling, messing up everything to do with using firearms in a subtle way
 * correctly hooked up pumpkin pie icon
 * successful cultist murder will increase cultist_power
 * made more jobs uninterruptable for gossiping (still trying to get the balance right)
 * reduced character memories display to 8 from 10 (it overflowed the window)
 * added a bunch of icons for buildings & modules, fixed lots of icons for buildings & modules
 * gunfire, explosions, and combat will now wake people up
 * military training now gives a bonus to all damage dealt
 * bandits: reduced change to spawn armoured bandit (50% rather than 100%)
 * bandits will now prioritize better commodities (especially hard liquor) (Thanks Samut. Again.)
 * balance: bandits won’t attack on day 1, can only attack with min. numbers on day 2 ; increased bandit timer
 * balance: Bandits given less desire to shoot fleeing targets, more desire to shoot military targets
 * added bolts of cloth to starting loadout; beds now require cloth
 * fixed up “return to civilization” job (w/ some backend to detect civ at start position)
 * converted food to only qualitative system of 1 food/day rather than a quantitative nutrition value system
 * changed descriptions of food to reflect this
 * hunters now target the closest animal and shouldn’t switch targets randomly anymore
 * “Burial” job balanced slightly to be less appealing, especially if the corpse is far away. Won’t be done by military (to fix NCO death/burial/replacement cycle)
 * balance: whether it is night or not now affects a lot of character jobs & behaviours
 * extended a game day/night cycle from 6 to 8 minutes. Day/night is now 3:1 rather than 5:1
 * made night slightly lighter (so you can see better)
 * added “confession” job
 * added melee version of frontier justice job for military
 * added a faster item drop triggered when enemy is nearby
 * fleeing/fighting requires no item in hand (uses faster item drop)
 * added placeholders for new buildings (barracks)
 * added textiles workshop & jobs
 * added flax plants as valid crop to both biomes
 * experimental fix for build grid rendering problems on NVIDIA GeForce GTX 275