Revision 40

**Version chronology**

**External links**

## 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.