Version 1.0

Version 1.0 is the release version of Clockwork Empires coming out of Early Access.

Colonist behaviour

 * awkward hugging made less likely to cause errors
 * "Drunkard" trait now additionally causes happier memories from drinking
 * "Hale and Hearty" trait now additionally causes barbershop treatments to heal more
 * "Mushroom Lover" trait now additionally gives happy memories when eating fungus-based foods
 * when deciding initial feelings toward other colonists, Overseers will now consider Labourers beneath their notice for friendship/rivalry unless said Overseer has the Common Mingler trait
 * made colonist auto-burial timer check itself more often (colonists are not given automatic burial orders if hostile enemies are nearby; this will now be checked upon every new workshift.)
 * colonist traits now affect certain climate quality of life effects
 * added booze vat pathing check to get drink / fill vat jobs
 * vicars can now convince cultists to leave their cult
 * "Made a friend/rival" memories will now have the name of said friend or rival
 * balance: Steam Knight presence now affects safety QoL
 * balance: added more despair and anger overall
 * balance: made people slightly more upset in general
 * balance: when your colonists die it will now decrease your empire standing a bit
 * FIXED: scripterror when using Leyden weapons
 * FIXED: military holding commodities while fighting
 * FIXED: characters would occasionally get stuck and stop moving when the entity "thinklocking" them would disappear w/o releasing the thinklock (in particular, if a spectre talked to a colonist then disappeared due to sunlight, the lock would not be released.)
 * FIXED: enraged characters will no longer build buildings
 * FIXED: Safety quality of life calculation for colonists was incorrect on days 2 through 5
 * FIXED: if a scientist is enhanced due to REDACTED their lab will properly update its skill display
 * FIXED: murder
 * FIXED: scripterror in military_interrogation_event.fsm
 * FIXED: some eldritch memories didnt give (enough) despair
 * FIXED: spectres should no longer freeze people in place forever under certain rare conditions
 * FIXED: slightly incorrect string compilation in conversation memories
 * FIXED: edge case error in ai_damage

Non-colonist characters

 * doubled trader mission time
 * Occult Inspector now inspects buildings more intelligently
 * made dormant spores more Fun
 * FIXED: steam knights freezing!
 * FIXED: possible steamknight issues with placement /not/ into buildings
 * FIXED: added safety check to fishpeople group deletion notification

General gameplay balance

 * changed overseer workplace cap modifier to scale w/ number of overseers
 * balance: adjusted incidence of bad guys in biomes according to difficulty scheme
 * balance: made certain enemies send more dudes when you're later in game
 * balance: reduced Fishpeople incidence in desert biome
 * balance: non-temperate biomes impose various and increasing QoL penalties from tropics, desert, to cold as most penalized
 * balance: more vicious will spawn in non-temperate biomes
 * balance: biomes with extreme weather may produce unpleasant memories
 * balance: military interrogation has been made less effective by 50%
 * balance: doubled trade crops value
 * balance: added extra bandit spawning in desert + cold
 * balance: bandits in more difficult biomes now get better gun loadouts
 * balance: decor object trade value updated
 * FIXED: overvalued steam radiator (and other decor items)
 * FIXED: Bricabrac now has a trade value

Workshop/buildings

 * added the Steam Knight Manufactory. Have fun!
 * more workshop interior textures changed
 * optimized Laboratory science refresh function
 * science has undergone a massive overhaul: The number of techs has roughly doubled. A number of advanced modules now require research before they can be built.
 * balance: Overseer house has had the windows requirement moved to its 2nd bonus condition
 * Assembly Workbench now has 2 access points (down from 4)
 * added naturalist's office info to module descriptions
 * the Trade Office now has a module todo list that will determine how many traders arrive. Range is currently 4 - 14. (Traders will always use the best office in your colony to determine how many to send, rather than adding multiple offices together)
 * added some new options for increasing standing to the Empire via the Foreign Office
 * added more feedback to Foreign Office when changing standing
 * FIXED: ammo recipes now all make 1 ammo as intended
 * FIXED: a large number of incorrect recipe costs
 * FIXED: that typo in the laboratory
 * FIXED: house demolition crash
 * FIXED: invisible buildings
 * FIXED: airship masts work again
 * FIXED: rare door scripterror when a door was built before its parent building (or something)
 * FIXED: missing Steel Plates recipe
 * FIXED: connected components would fail to be computed correctly when creating a building with weird shapes (the actual problem is more detailed than that, but let's go with that one)
 * FIXED: various path stutters related to the new connected component code, involving animals not correctly finding corrected components that ignored doors, various other issues with aquatic entities, etc.
 * FIXED: building can no longer consist of two discontiguous blueprints
 * FIXED: steam knight chassis recipe output is no longer world's most expensive landmines
 * FIXED: incorrect recipe ingredient info for various products
 * FIXED: dismantle objects assignment beacon now works correctly

Events

 * replaced Sunny Day event with much more varied "Unusual Weather" event w/ unique effects per-biome
 * some events that spawned characters now properly allow clicking their event popups to zoom to those characters
 * made major eldritch events more Fun
 * re-added Ominous Dreams as event arc
 * Novorous Logging moratorium now checks for larch/bamboo farming
 * added Arguing Rivals event
 * if your Empire standing gets low enough the Ministry will limit and eventually entirely halt immigration until you pull it back up
 * balance: made Foreign Invasion redcoats not take > 7 days to despawn
 * balance: removed revolver locker chance from ministry supplies in foreign invasion event
 * balance: made disturbance points at slightly higher at low end of scale
 * balance: made cults easier to trigger
 * balance: adjusted weights of various events
 * balance: doing airship crash research now gives standing reward
 * FIXED: scriperrors in certain cases in "arguing rivals"
 * FIXED (55J): scriperror in cult art, fishperson cult arc
 * FIXED: scripterror with criminal work crew foreign office event
 * FIXED: some buildings would say you didn't have required modules when eventlocked
 * FIXED: bureaucrat desk couldn't be used for event arcs
 * FIXED: rare crash when using Aerial Surveillance
 * FIXED: order to kill all fishpeople now works correctly
 * FIXED: grimoire event had ending error if researcher died
 * FIXED: scripterror in Above 30 Population event
 * FIXED: scripterror in certain cases in Arguing Rivals
 * FIXED: possible scriperror in Mad Carpenter

UI/UX/text

 * performed a major overhaul of the Colonial Handbook; all pages have images and have been reformatted to be easier to read
 * replaced many intrusive pop-ups with alerts
 * tooltips for missions (in Foreign Office) are now minimum sized and shouldn't overrun container
 * added descriptions for sub commands (in bottom left menu)
 * improved alert tooltips (for pop-up alerts on right side of screen)
 * improved visibility of colonist traits via gameplay and fluff fields (ie. traits that affect workshop are highlighted)
 * rewrote a bit of the "wrapped label widget" to make the constructors more sensible
 * mineral survey waypoints now use assignment beacons (which is very nice)
 * consistency: any string that says "Cheap Cabinet" has been set to "Simple Cabinet"
 * Mine will give alert if assigned an owner and it has no supplies to operate
 * Naturalist's Office will give alert if set to a different mode w/o Overseer assigned
 * Naturalist's Office will give alert if set to a work mode w/o supplies for that mode
 * all instances of "citizenry" changed to "colonists"
 * adjusted Safety Quality of Life description so having a low rating doesn't (necessarily) say that you have few soldiers (it's possible to get a low rating due to other factors)
 * exclusive windows (ie. history log) now make a noise when they close
 * improved load screen UI
 * overhauled Trade Office interface
 * improved layout for character info panel
 * edited embark screen to show biome difficulty of site selection
 * added cancel button to the load screen
 * added per-workshop backgrounds to Overseers window (makes it much easier to see which overseer is assigned to which workshop)
 * made expression widget bgs round for thought/dialog
 * added better tooltips to Workshop production menu
 * polished up character info panel
 * moved "Unassign Overseer" to the top of the overseer assignment element (in building panels)
 * added detailed tooltips for terrain objects
 * added informative tag icons to map objects
 * did better tooltip requirement visualization for buildings
 * added hitpoints, quality to building tooltips
 * proposing and cancelling trades now work properly and update the UI on time
 * emoved zoom to worksite button for character panel (it did not really work)
 * FIXED: shortened some more overflowing memory names
 * FIXED: cancelling a gabion creation job no longer leaves ghosts
 * FIXED: farms now display their farm type in the office creation menu
 * FIXED: dead colonists will no longer display a job as if they were alive
 * FIXED: changing the order of the workshop modules in the workshop didn't work properly
 * FIXED: some more memory name ui overflow
 * FIXED: minor typos
 * FIXED: some minor text overflow in the foreign office
 * FIXED: work crew UI now uses disabled scrollbar thumb properly
 * FIXED: the label for "sleep" wasn't showing in the character info panel
 * FIXED: crashing the game when viewing the credits
 * FIXED: flashing character nametags
 * FIXED: new tooltip code no longer crashes the game if a product has no explicit definitions in data files
 * FIXED: overflow of recipe tooltip for product details in workshops
 * FIXED: farm overseer assignment display updating
 * FIXED: overflowing tooltip in house dialog
 * FIXED: blank tooltip on overseer in overseers panel
 * FIXED: embark icons flickering to incorrect states when switching between them
 * FIXED: clicking on the minimap while zoom-to is selected will now correctly reset it

Biomes/nature objects

 * adjusted ground textures in alpine terrain to look colder
 * added some more difficult stuff to provide Fun / blood for the blood god in harder biomes
 * renamed "Lacquer Tree" to "Lacquer Plant" (to imply that "Chop Tree" is not an appropriate tool to use with them)
 * mine survey point visuals redone
 * added informative tag icons to map objects
 * balance: non-temperate crops made more difficult
 * balance: increased vermin spawn and animal spawn timers (for less spam)
 * balance: forage output and regrowth time increased
 * FIXED: vermin will not spawn in invalid positions (caused pathing errors)

Engine/tech/???

 * optimized connected component code to fix stuttering when flattening/building
 * FIXED: stutter when placing gabions, buildings, or flattening terrain
 * FIXED: scaling issues on fullscreen for Windows if the aspect ratio of your monitor exactly matches your suggested resolution (unngh)
 * FIXED: Longpork pie used incorrect model