Alpha 47

Major Changes

 * added Trade Depot & trader events
 * food has been reworked to be way more interesting!
 * new features and events added to the Foreign Office to allow interactions with the Grossherzogintum von Stahlmark, the Republique Mechanique, and the Novorus Imperiya

Trade Depot

 * added first iteration of Trade Depot.
 * all items in the game have been given trade values and “tradeable/not tradeable” flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
 * added vodka (a foreign trade good)
 * added trade events & foreign office trader ‘missions’ for all foreign nations
 * added display of trade value to item tooltips
 * a few events that relied on Prestige to function have been re-enabled to work without it. (Due to Prestige system being rolled into Empire relations via Foreign Office)
 * FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
 * FIXED: foreigners would punch fish steaks they happened upon
 * FIXED (46A): the Trade Depot icon should now be visible even when you don’t have any bricks. (It doesn’t require bricks to build, anyway.)
 * (updated all item in entity database to the new format w/ trade information, including trade good boolean and trade value)
 * (internal: added messages registering for a given object when it is added to, or removed from, a group collection)

Foreign Office / Foreign Relations

 * balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
 * Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
 * NPC groups carrying out neutral/friendly missions will abort those missions if relations turn hostile
 * implemented 3-state relations widgets
 * (work on code supporting foreign office missions for non-empire non-bandit factions)
 * FIXED: paperwork scripterror (when workcrew is unassigned from office)
 * (performed major refactoring of code for foreign_office on both c++ and lua sides)
 * balance: now, in general, events that lost you prestige before will now lose you relations with all nations.

Food & Cooking

 * added the following new recipes: Farmers’ Stew, Berry Medley, Sausages, Tinned Meat
 * Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
 * all Pickled Funguses have been collected into a single recipe
 * all Berry Preserves have been collected into a single recipe
 * all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
 * all food recipes have been given qualities and module requirements as appropriate for their quality.
 * higher class characters will now prefer higher quality food.
 * added glass bottles to the ceramics workshop (They are used to make preserves.)
 * balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
 * be warned: crop fields will now be entirely cleared if you change the crop type you’re growing!
 * (fixed scripterror on spawning old, now nonexistent food items)
 * (crops can be given a sparse_planting=true, bool to plant every other spot in a row rather than every spot)
 * (added guarapo and caninha commodities + icons; not yet implemented)
 * (added coconut palm saplings to the growth cycle of farmable coconut palms; crop is not public yet)
 * FIXED: colonists should no longer starve in the search for cooked food when they have raw food

UI/UX

 * performed consistency pass over UI element styling
 * cultists now have purple names
 * fixed misaligned text in credits dialog
 * improved checkbox art
 * FIXED: naturalist_study_fishperson_corpse text error
 * (did a ton of cleanup to the plumbing of office UI with applications in building UI generally so it can now be done almost entirely outside of compiled code)
 * (executed a giant purging of old/duplicated UI data & assets)
 * (added art for assignment beacon bg variations, implementation todo)
 * (added feature support for modal dialogs)

Combat

 * military skill of a squad’s commander now adds bonus damage to squad attacks
 * redcoat vs. militia status of soldiers now adds bonus damage to attacks (that is, redcoats do more damage)
 * FIXED: crates are no longer a valid weapon that would override fault attack damage
 * FIXED: “mind_blast” will no longer appear as a cause of death
 * FIXED: error when crops were exploded

Workshops / Commodity Production

 * Clay pot decor are now boxed modules.
 * FIXED: cloth production was instant
 * FIXED: instant drink brewing
 * FIXED: displayed cost for “Decent Cabinet” was wrong and has been corrected.
 * FIXED: mineshafts will not keep adding output products when moved

Cults

 * FIXED: occult feelings test didn’t properly test feelings in context of cults, leading to reduced cult activity
 * (working on a bunch of back-end code for cult updates)
 * (enabled cult membership tracking on render side)

Other

 * added UC window module
 * balance: mining at default position now outputs sand + clay
 * FIXED: an item is only added to the commodity list if it is owned by a player.
 * FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted
 * (internal: started work on building placer/module placer rewrite but this hasn’t been pushed yet)