Version 1.0

**Version chronology**

**External links**

**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