Version History

NOTE: This page is being split into a number of pages, one for each revision.

This page contains patch notes from all patches that were open to public in some way, in chronological order from 7/23/2014 (27C). They are direct transcripts from the official notes, and do sometimes contain weird formating or unclear formulations on behalf of the developers. They can also be found on the official forums.

There will be significant overlap between a major update and the previous experimental builds, as they are testing ground for fixes or features going into the next non-experimental build.

The letters behind revision numbers indicate experimental builds that the players can opt into trying, via Steam. Newest build on Steam: v35 (Experimental: 35A).

## Earliest Access

### Revision 27

#### Revision 27C - 7/23/2014

* FIXED clearables should no longer produce floating job icons, will no longer accept commands if already designated for clearing

* FIXED descriptions of Lingonberries and Saskatoonberries were switched

* FIXED Beer icon is now consistent across all UI.

* Civilians will now hit back when attacked in melee combat. Sometimes. They're still not very good at it.

* Removed a bunch of unused REDACTED (for now)

* FIXED: "nullhandle message" crash in wield\_tool.fsm

* FIXED: put the hierarchical connected component stuff back

* FIXED: removed developer hotkeys

* FIXED: crash wielding a deleted tool

* FIXED: crash looking at a thing that has been removed from the game

* FIXED: Tinning Aurochs Beef no longer creates errors (but getting it via event does, so it's been removed for debugging)

* FIXED: standardized use of "pipes" rather than "pipe" in all jobs/commodities. Should fix errors in producing pipes.

* weighted consume food jobs higher so that it will interrupt generic utility=1000 jobs before starvation alert triggers

* FIXED: consume food at table was missing minimum hunger requirement

* frontier justice gets unique death alert

* FIXED: misnamed job in workshops.edb

* FIXED: Audio settings from the launcher should now work

* FIXED (possibly?): Music, SFX randomly not turning on (please inform us if this is not the case)

* FIXED: job system did not correctly handle the case of aborting a job when an object was destroyed, and another job was also trying to use the object. (The "job item lost or misplaced" case.)

* FIXED: broken modules now correctly register as "broken" or "not broken" again (one cause of the "pick up item, drop item, pick up item" loop)

* FIXED: terrain starting as black after setting terrain quality to low, then starting a new game

* FIXED: laudanum bottle missing icon

### Revision 28 - 7/29/2014

* Removed "chop log directly into a plank" and "cut stone directly into bricks" due to micromanagement. (Build a Carpentry Workshop, already!)

* Added icons for Lingonberry and Saskatoonberry preserves crate commodities

* Subtly re-organized building icons to suggest a build order

* FIXED: added default melee attacks for very unconventional weapons (caused rare scripterrors)

* added a seed memory to each new colonist (to normalize moods a bit at start of game)

* vaguely improved and massively cleaned up harvestable Nature objects (oreNode, tree, forageSource, and clearable) - still job assignment issues w/ stumps & new saplings though.

* harvestable nature objects will create job icon immediately rather than waiting for overseer to accept job (better feedback for player)

* memory weighting adjusted slightly (a bit less overall madness)

* Internal rewrite of stockpile code: stockpiles are now considered used/not used based on if they are empty or not, and stockpiles should no longer jam up with half-empty squares.

* Stockpiles will show their borders with a different colour model (placeholder 'til final assets are done)

* Enhanced "flee" job based on Dienes' suggestions; colonists much smarter about running away from danger

* various minor character texture fixes in

* added a bunch of new head and hair models

* made sure all tools & weapons use correct melee attack animation

* FIXED: "tin exotic caviar" job should work correctly

* FIXED: commodities no longer float in stockpiles

* FIXED: Character info window remembers its position and no longer defaults to topleft corner of screen

* FIXED: Workshop window remembers its position and no longer defaults to topleft corner of screen

* Gravesites now enabled (however the corpse picking up/dropping animation is not in yet)

* (FIXED: digging graves requires a shovel and a HUMAN corpse, not ANY corpse)

* Houses can now be renovated.

* FIXED: numerous memory leaks

* FIXED: Cleaned up memory storage for clean game exits

* FIXED: Fixed memory footprint overrun in save games (saved games still not publically available)

* FIXED: floating unremoveable job icons should no longer happen

* FIXED: dead Colonists job description is no longer stuck on what they were doing before they died

* FIXED: workshop job using tool when interrupted will no longer permanently attach tool to character's hand

* FIXED: no work party icon will not appear on dead colonists and will remove itself from colonists who die

### Revision 29 - 8/6/2014

* FIXED: crash when cancelling beacons

* FIXED: construction grid gets stuck when switching from construction screen to regular screen

* Added button to toggle interior/exterior views of houses

* Added support for font kerning

* Added pause/unpause button

* Stockpile view and filters

* Stockpiles prettied up a bit

* Click-and-drag to select multiple entities.

* FIXED: building creator now designates squares per-tile, rather than per-vertex

* FIXED: missing/generic icons: sulphur fertiliser, jar of beer

* FIXED: tons of typos people have found

* FIXED: “make copper pipe” job now works

* description of “The Murder Act” made slightly more straightforward

* FIXED: foraged & mined output will no longer all stack on one tile

* FIXED: colonists can sleep more than once in their life

* balance: colonist sleep times & preferences adjusted to correct day/night length

* added an idle job for fishpeople

* reduced gib spawning slightly

* added some more fishpeople sounds

* fishpeople will attack crops if no human targets are around

* embark screen UI prettied up a bit

* various text sizes adjusted upward now that we have kerning

* tooltip bg transparency slightly decreased (again)

* hooked up a different cabbage sprout model (to be obviously not be a harvestable cabbage plant)

* Framework for more predictable character emotional state

* characters feeling strong emotions will perform appropriate idle animations

* more & new overseeing animations hooked up

* people now have the ability to cower in fear

* subtle pickup/drop commodity animation fixes included

* minor fix to asphyxiation death animation

## Early Access

### Revision 30 - 8/13/2014

* Construction/Buildings:

* FIXED: various bugs in the module renovation screen: ghost modules will now be moved correctly, modules will now be moved correctly from place to place, etc.

* FIXED: Doors created in module placer will now correctly punch holes in the walls

* FIXED: Players can no longer construct farms on top of farms, buildings on top of buildings, farms on top of buildings, etc.

* FIXED: scroll bar now appears in module renovation screen

* changed glow effect for under-construction modules

* Required modules now actually required to designate construction of a building.

* Done button on the construct building menu is now grayed out when it cannot be used (i.e., when no footprint has been placed or when required modules have not yet been placed.)

**Other UI/UX:**

* Left-clicking on an alert now sends you to the source of the alert, if possible. Right-clicking the alert clears it.

* Sparkles will shoot up whenever a resource node is discovered from the fog of war. (#historicallyaccurate)

* updated commodity icons from commodity edb (+ added grenade launcher icon, finally)

**Farming:**

* FIXED: crops destroyed by fishpeople will clear up their squares with parent farm now (were stuck flagged as occupied before)

* Giant farming overhaul performed!

* crops require tending at various stages of growth, or they’ll spoil

* spoiled crops must be cleared before they can be replanted

* added some new crop art assets

* farms are smarter about their jobs (will keep harvest jobs in the farm zone assignment rather than giving them to everyone, etc)

* “till soil” now has some sfx and pfx

* adjusted colour of cabbage sprouts

* up-sized pumpkin plants

**Fishpeople:**

* added Fishpeople diversity (they now come in different colours)

* Fishpeople attack event added (the event popup is just to alert the player, fishpeople are spawned regardless of whether they read the event); Lots of things make fishpeople angry, and if they’re angry enough they will attack you. The more anger, the more attackers.

* when a Fishperson is shot, he or she will interrupt his or her current activity & make him or here angry and attack land-humans in a larger radius than before

* Fishpeople will spawn along the shore nears their eggs, not anywhere on the map

* harvesting caviar will cause more Fishpeople attack events

**Characters / Memories:**

* Removed a few recursive emotions/memories (E.g. “I felt angry recently. THIS MAKES ME ANGRY”)

* Poets will occasionally read their poetry to others. Decent poetry will make people feel tranquil. Decent poetry is relatively rare.

* New “feeling angry” emote animation replacing the old one. The old one will eventually be put back in as a reaction to conversation.

* FIXED: Drinking. Drinking booze will (generally) settle down strong emotions but cause tiredness. More effects to come.

* FIXED: interrupted drinking will no longer semi-permanently attach whisky bottles to people’s backs (Drinks drop properly when drinker is interrupted, tools are stowed properly.)

* FIXED: Characters should always, always have 3 traits now

* People now correctly pick up, drop corpses for burial.

* A huge number of jobs are now more or less desirable based on character traits. We’ll see how much insanity this causes.

* Inspecting machinery job now plays an animation.

* Various new memories added to characters

**Nature Harvesting:**

* various nature harvestable cleanups performed:

* > “Clear Sapling” and “Clear Stump” are uniquely named jobs now (for the click & drag orders)

* > “Clear Object” job generally renamed to “Clear Terrain”

* > jobs set via click & drag won’t perform viral propagation

* random foragable dropped airship crates are scattered on map

**Stockpiles:**

* Stockpile edge pieces now in place.

* added a small ‘wander’ to end of stockpile return jobs so people wouldn’t stockpile themselves in neat rows

**Workshops:**

* Workshop jobs no longer reorder themselves in the menu. Jobs at the top of the queue are prioritized, but if they cannot be done, the work crew will attempt to perform subsequent jobs until they find one that can be completed.

* Workshop jobs no longer temporarily appear and disappear from the Jobs tab. They will now only appear when the job can actually be performed.

* added a cheaper, less effective “Stone Oven” to the kitchen. It is built with stone blocks.

* “standing desk” module is optional for all workshops

#### Revision 30B - 8/25/2014

* The main notable things are savegames, Unicode fixes and renovation crash fixes.

**The current known issues with saves:**

* Occasional crashes when loading - if you try enough times it should load. If you have a savegame that never loads please post it or send it to us.
* Occasional stockpile filter issues
* Something about an invisible building on load, maybe?
* Unicode fixes mean that anyone with a non-English character in their Windows username should be able to play without workarounds now.

#### Revision 30C - 10/11/2014

* FIXED: crash when attempting to drop a body

* FIXED: crash caused by going into infinite loop of trying to drop temporary tools

* FIXED: corpse dropping errors

* Alerts can be put on job requirements when job requirements fail, with snooze timers.

* Militia loadouts.

* Gabions!

* First pass at almost-zero draw overhead pass. Enable this in your config.xml if you want to try it; not done, use at your own risk.

* did lots of texture resizing and texture cleanup

* fishpeople now have morale & will run when they've had enough

* fishpeople now have weapons, including guns

* fishpeople attack spawns slightly fewer fishpeople (now that they have weapons)

* crops planted/tended by mad cultists will occasionally be Evil

* Evil plants will be removed by non-mad non-cultists

* fixed up some memory icons

* added sfx to till soil

* made initial till soil shorter

* temp fix for frontier justice witness memory icon

* FIXED herbivore run animations

* adjusted utility of gabion construction (no longer higher than basic military duties)

* removed some FSM console spam, made other parts actually say WTF was printing them (so they are now useful console spammers)

* Clay and Sand are now mined with a shovel rather than a pickaxe

* added fieldstone foundations to a bunch of low-tier buildings

* turned off "make stone bricks" job (stone blocks will be treated separately from bricks)

* added "Military Training" trait (and a couple others, for fun)

* FIXED: fishpeople now have gibs

* FIXED: sleeping is not 10x as fast as intended

* adjusted quality/quantity of fishpeople attacks slightly toward the former

* immigration pulls from a given set of colonist types (rather than all valid)

* colonists given from 1-3 traits. Lower classes get one only. Military characters get "military training".

* wander added to end of dropping item in stockpile

* sleep job is now timed correctly

* doubled berrybush exhaustion chance

* Added a significant number of new memories for citizens to experience.

* First pass on adding particle effects to modules.

* People farming will now sow seeds in addition to hoeing the fields.

* Added new agricultural crops: sugarcane, chilli pepper plant, flax seeds

* some more crops rescaled

* FIXED some missing commodity icons

#### Revision 30D - 9/4/2014

* FIXED: a variety of AZDO issues

* FIXED: massive FPS drop when drawing rectangle for click/drag AND other errors

* FIXED: some more random save timing issues

* FIXED: various crashes deleting a UI widget and doing something

* FIXED: attack\_object.fsm (Fishpeople destroying crops no longer makes scripterror)

* morale normalization added to fishpeople

* FIXED: Evil crops should not longer create scripterrors

* FIXED: Enthusiastically grown crops should no longer create scripterrors (added check for reaching max cropStage)

* re-added gibs to humans

* re-added affliction icon popup when receiving affliction

* FIXED: health now correctly reset after receiving affliction

* animals no longer display affliction icon

* added more Fun character memories

* Stone Ovens now have particles when working

* toned down colour of fishgun a bit

* removed "Stop Farming" command from farm (because it wasn't implemented yet)

* FIXED: missing rubbish (we know everyone missed the rubbish)

* Tutorials!

* made stone much more plentiful on the map

* (temp turned off molasses production; no icon etc.)

* added crop versions of clawbulb

#### Revision 30E - 9/10/2014

Revision 30E is up, containing a number of stability fixes, UI stuff, and more real old-timey axe murder. Please enjoy and let us know what you think! (And if it's more stable for you or not.)

#### Revision 30F - 9/14/2014

You can now grab Revision 30F from the Experimental Branch. It features a very visible new feature we would like to see tested before next week's push to the main branch - a jungle biome!

### Revision 31 - 9/16/2014

**Clockwork Empires v31 update: “Conscript Steelcog versus THE MURDERCULT”**

**New Features Overview**

* A Tutorial!

* Cults do more interesting things (murder, farm sabotage, shrines)

* A new monster may appear (in very special circumstances)

* Added Tropical biome (new plants, new animals, new crops, new foods to cook, and lots of Fishpeople)

* Many improvements to farming and crops

* Militia conscription added and military control improved

* Fishpeople now have guns, feelings; may eat your colonists.

* First pass at almost-zero draw overhead (AZDO) pass (requires config file opt-in)

* Lots of texture cleanup to reduce memory footprint of game

*And much more! Everything is basically better, details below.*

**Detailed Update Changelog**

**Engine/Rendering**

* First pass at almost-zero draw overhead (AZDO) pass

* We did lots of texture resizing and texture cleanup to reduce memory footprint of game

* Save/load implemented

* Save/load stability improved

* unicode username support (for users with non-English characters in their windows username)

* performance improvements

* fixed many crashes

* FIXED: Save crash when saving a game after a character has been buried

* FIXED: Save crash when creating a job with a triple dependency

* fixed yet more crashes

* some really weird rendering errors fixed

**Biomes/Terrain**

* added new tropical embark position

* can select tropical embark position on embark map

* added a ton of new content for tropical biomes

* biome generators modified for tropical biome creation

**Characters**

* FIXED: crash when attempting to drop a body

* FIXED: corpse dropping errors

* FIXED: crash caused by going into infinite loop of trying to drop temporary tools

* FIXED: crash with overseer jobs being deleted

* fixed up some memory icons (incl. temp fix for frontier justice memory icon)

* added “Military Training” trait (and a couple others, for fun)

* FIXED: sleeping is not 10x as fast as intended

* immigration event pulls from a limited set of colonist types (rather than ANY valid)

* Colonists now given from 1-3 traits. (Lower classes get one only. Military characters always get “military training”.)

* Added a significant number of new memories for citizens to experience.

* Some traits now have physical effects

* Added militia footsoldier & NCO uniforms

* Soldiers now start with weapons

* FIXED: afflictions and damage assignment bugs

* Colonists can form friendships

* Making friends makes people happy

* FIXED: freezing in place when approached by fishpeople

* made eating raw food less desirable

* Can now form militias via militia button & assign civilians to military squads as militia

* “sacrificial dagger” is now a valid weapon

* Possessive pronouns now correctly added to character memory descriptions

* Axe murder re-added

* Cultists will now build creepy little shrines

* Cultists can turn into REDACTED

* a starving colony will receive one food bailout from the Colonial Ministry

* FIXED: workcrew job category filter toggles (though more categories need to be added; some jobs are awkwardly categorized eg. foraging/farming)

* combat tasks now prioritized over hunting /unless/ character is “Big Game Hunter”

* FIXED: memories not being removed

**Combat/Military**

* civilian workcrews can be conscripted to transform into a militia squad

* civilian labourers can be moved to a military squad to become militia soldiers

* militia soldiers are less good at combat, civilians w/o certain traits become upset when conscripted

* rally points can be set per military squad

* Military loadouts (as in, soldiers try to keep a gun handy)

**Fishpeople**

* Fishpeople now have morale & will run when they’ve had enough

* Fishpeople morale affected by combat & seeing death

* Fishpeople now have weapons, including guns

* Adjusted quality/quantity of fishpeople attacks slightly toward “quality”

* Fishpeople attack spawns slightly fewer fishpeople (now that they have weapons)

* FIXED: fishpeople now have gibs

* FIXED: various issues with attack\_melee and fishpeople using melee weapons

* FIXED: fishpeople weapons not added to player commodity list on spawn

* fishpeople made more aggressive in tropical biome

**REDACTED**

* REDACTED now have “armoured” tag and more hitpoints

**Animals**

* FIXED herbivore run animations

* FIXED: people no longer think that killing animals is murder

* Aurochs is no longed tagged “dodo”

* Added “Giant Beetle” to tropical biome, can be hunted & butchered

* Added “Junglefowl” to tropical biome, can be hunted & butchered

* FIXED: “Junglefowl” no longer shoots out giant gibs

* FIXED: hunting animals should no longer trigger combat music

**UI/UX**

* Alerts can be put on job requirements when job requirements fail, with snooze timers.

* Click & drag rectangle performance improved

* Work Crew job filters fixed

* some sounds added to main menu

* some sounds added to click & drag order creation

* FIXED some missing commodity icons

* Icon displayed on receiving affliction should no longer stack if character receives lots of damage in a short period

* spoiled crops now generates alert

* lacking guns for military will generate alert

* character info window expanded slightly

* sounds added to some UI buttons

* sounds added when giving orders via click & drag

**Buildings/Zones**

* Gabions can be built and work! Build gabions!

* adjusted utility of gabion construction (no longer higher than basic military duties)

* Added fieldstone foundation textures to a bunch of low-tier buildings

* Turned off “make stone bricks” job (stone blocks will be treated separately from bricks)

* Short wander added to end of dropping item in stockpile (to stop people from stockpiling themselves)

* First pass on adding particle effects to modules (this is really cool – ovens make smoke, etc.)

* added low-end “stone oven” module

* balance: food cooking time halved

* FIXED: issues with graveyards

* improvements to chairs/table placement

* one work crew will now work together to construct all modules in the building

* improved minor trim textures on procedural buildings

* FIXED: workers no longer attempt to make coconut curry directly from coconut palm tree

* new food commodities added: preserved orange cup fungus, preserved white cup fungus, sugar loaf, molasses, rum, chicha, moonshine, maize, maize stew, coconuts, coconut curry, chillies, etc?

**Natural Objects**

* Clay and Sand are now mined with a shovel rather than a pickaxe

* Doubled berrybush exhaustion chance

* Stone outcrop spawning increased

* Made starting colony biome more consistently temperate (to distinguish from tropics)

* clearables now can require varying amounts of work to clear (grass is easy to clear, shrubs less easy)

* added foraegable Coconut Palm to tropical biomes

* added more fungus varieties for tropical biomes

* improvements to various textures to read better when zoomed out

**Farming**

* Crops planted/tended by mad cultists will occasionally be Evil

* Evil plants will be removed by non-mad non-cultists

* Removing evil crops is upsetting

* added sfx to “till soil” job

* People farming will now sow seeds in addition to hoeing the fields

* Added new agricultural crops: sugarcane, chilli peppers, redid maize

* Some more crops rescaled (I heard you like big cabbages.)

* improved maize models

* various balance adjustments to make farming more forgiving

* corruption particle effects added to corrupted crops

* FIXED: harvesting corrupted/spoiled crops no longer causes errors

* rebalanced priority of farming jobs

* crops can now be set per-biome, tropical crops only grow in tropical colonies, temperate crops in temperate colonies

* sounds added to tilling soil, for real!

* FIXED: nil index errors

**Misc.**

* made curry really good

* Removed some FSM console spam, made other parts actually say what was printing them (so they are now useful console spammers)

* This was a real commit message: “- made steak biome look more appetizing”

#### Revision 31A - 24/9/2014

* FIXED: cultist\_power variable typo meant cults were powerless

* FIXED: coconut curry now properly requires chillies

* FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.

* FIXED: sugar can now be eaten raw

* FIXED: crop crash (when attempting to harvest spoiled/corrupted crops)

* FIXED: animals are no longer attracted to human civilization

* FIXED: buried corpses should no longer upset people

* FIXED: consume\_food hooked up properly

* FIXED: stumps from chopped trees can be cleared properly now.

* FIXED: chance to plant evil crops was out of whack with intended

* FIXED: eldritch transformation cannot be interrupted

* FIXED: can no longer have conversations with axe murderers

* Cultists can build stone OR wood shrines

* shrinebuilding & transformation gives notification

* people will run away from murderers

* shrines are now randomly rotated

* Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.

* Cleaned up Fishpeople butchering/eating humans

* Assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)

* Assembling Gabions will never be prioritized over fighting

* Soldiers will now run to pick up their weapon in all cases

* “Military Training” will encourage soldiers to value fighting more

* Farming job utilities more or less equalized

* Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists

* Giant Beetles are now “armoured”

* Added more animals to biomes

* Made upsetting things in general slightly more maddening

* Spruced up some placeholder death descriptions

* Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)

* Fishpeople can destroy gabions

* Gabions and crops now have hitpoints

* Alerts generated when fishpeople destroy crops or gabions

* Misc. chair/table improvements

* Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed

.

* Reduced absurdly high search range for the fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh” jobs

* “Military Training” should allow soldiers to hold their ground better in combat (unless they’re really upset

#### Revision 31B - 9/25/2014

* FIXED: fleeing from murderer corpses

* FIXED: cooking and recooking longpork tag error

* FIXED: ai\_damage was double inherited, leading to all kinds of problems

* FIXED: shrine rotation (maybe)

* FIXED: melee\_combat w/o weapon didn't properly set melee\_combat tag

* balance: murderers get automatic Frontier Justice

* balance: axe murder requires madness

* balance: axe murder requires having built a shrine

* balance: shrine building requires madness

* balance: shrine building reduces shrine power

* balance: death of a cultist will reduce cult\_power

* fixed typo in tutorial

* fixed typo in place\_shrine.fsm

* balance: reduced madness requirement for some cultist acts

* balanced shrine counter cost downward

* yet more balance for cultist acts

* log ticker for murdering

#### Revision 31C - 9/25/2014

**A Note**

* The current module placement UI is the tip of an iceberg of a large system overhaul for building buildings, placing modules, and revamping the economy in general. There's a lot of infrastructure going in here and the improvements are going to take a while to show themselves, but trust us, it'll be worth it.

* The current UI scheme is a placeholder and will be improved. Remember: The experimental branch is for Science and sometimes Science can be a bit rough around the edges, but that's How We Learn.

* (Also: the loading bay / roll-up doors are also In The Shop For Repairs.)

**Vaguely Organized Changelog:**
**Save Games**

* FIXED: Save games now properly saves rally points (and other beacons)

* FIXED: Save games now properly saves filters

* FIXED: Save games now properly saves fog of war

* FIXED: Save games now properly restores tooltips

* Added a message to confirm that a save game is in progress/complete

* Command icons now not doubled on new game/load game

* Extra windows properly dismissed on game start/load

* (And other, deeper, eldritch issues should be fixed; let us know if you have any problems.)

**Characters**

* hunting requires bullets; hunters will acquire & use bullets; civilians will drop bullets when not hunting

* bullet amount now displayed in civilian text paragraph

* cleaned up glitches on pickup and drop ammo animations

* FIXED food memories weren't working correctly

* balance: made alarm range almost exactly flee range (so you don't get people running from fishpeople without raising alarm)

* balance: a first friend is easy to make, every subsequent friends requires double the positive interactions for friendship

* items held by characters are dropped when they die

* FIXED carried bodies are dropped when people are killed

* characters create alarm waypoint via "Raise Alarm" job when a "hostile\_entity" is nearby. There's only ever one alarm beacon per hostile\_entity ever.

**Military/Combat**

* added an ammunition system

* ammo crates hold 100 bullets, remaining bullets displayed in tooltip

* characters can hold up to 20 bullets, bullets held displayed in info panel

* bullets are needed to fire guns

* soldiers without bullets are more likely to flee

* civilians will not automatically collect bullets

* added alerts for not having bullets

* FIXED: corpses can no longer set off landmines

* "assemble gabion" job will choose closest logs

* some soldier jobs now better modified by health/bullets/morale/civilization proximity

* soldiers slightly more into pulling bullets from bullet crates that have already been opened

* bullets now drop off dead people if said people have any bullets

* FIXED: crate of ammunition was tagged as "pistol" for some reason

* landmines now trigger properly on hostile entities

* landmines will detonate if enemy is in adjacent tiles

* balance: shrapnel does very little damage to objects

* added 3 landmines and 3 crates of ammo to gamestart

* created "respond to alarm" job that summons soldiers toward "alarm waypoint"

* added tooltip to gabion

* health is now a factor in whether soldiers choose to fight or flee

* made soldiers less likely to attack things on their own (to avoid the 'one guy hunting down fishpeople across the whole map' thing)

* made soldiers weighted more to fighting near civilization (see above)

* added melee attack jobs for soldiers

* overhauled counterattacking (including for civilians)

* overhauled weighting of most combat jobs (flee vs. shoot vs. melee vs. counterattack)

* added Jezail rifle

* made starting military supplies random

**Buildings/Agriculture/Economy**

* Window hole punching now works in buildings

* added ability to flatten terrain & flatten terrain job

* added Iron Charcoal Kiln / Iron Ceramics Kiln

* added Brick Charcoal Kiln / Brick Ceramics Kiln

* added Stone Smelting Crucible

* added Stone Charcoal Kiln / Stone Ceramics Kiln

* added gibs to gabions

* added pfx and sfx for destroying crops, gabions

* balance: change some crop growth times

* removed extra "raw\_food" tag on wheat flour

* changed industrial\_kiln to charcoal\_kiln

* FIXED: spoiled crops tooltip now says crops are spoiled

* added "Make Landmine" job to arsenal

* various foliage textures cleaned up

* added low-tech brewing vat (w/ unique animations)

* gunpowder production moved to Arsenal from Chemist

**Cults**

* cultists have to go to a shrine, pray, and summon a dagger before performing murder (it's now a two stage process)

* cultists will now try to use a dagger to murder (rather than an axe)

* balance: cultist murder requires more murder points

* balance: eldritch transformation will drain cult power

* shrines now for real actually get rotated randomly! (seriously!)

**Animals**

* FIXED animals no longer double-inherit ai\_damage (now effectively have 2x hitpoints from before)

* certain herd herbivores will rampage if attacked (aurochs, giant beetle)

* large animals will slowly regen health

* player can give orders to hunt particular animals & this will display icon

* FIXED: butchering animals and fishpeople can be ordered by click & drag

* added rampage and herd rampage ability to certain herd animals (aurochs, giant beetle)

* herbivores will graze again

* adjusted herbivore wandering

**Fishpeople**

* FIXED: butchering fishpeople at all

* fishpeople attack event reports raider # in log

* balance: a fishperson will only attack walls a limited number of times (so they breach walls rather than get stuck doing demolition duty)

* balance: added randomness to fishpeople choosing to attack objects so they're less singleminded about property destruction

* balance: slightly lowered fishperson health

* made landmine explosions quite scary to fishpeople in a large radius

**Events**

* added landmines to weapon supply drop

* size of supply drops now based on prestige

* immigration event gives more feedback via text log

**World**

* foragesource visuals now more consistent

**UI**

* tutorial now pauses the game when tutorial messages appear

* added more unique module icons

* added some new icons (landmine, special\_category, airdrop crate, negative prestige, sulphur lump)

* Un-disabled main menu buttons on returning to main menu

#### Revision 31D - 9/25/2014

* module category filters added

* improvements to module placement

* some decor content reactivated (now that we have filters)

* windows work!

* modules given filter tags

* FIXED combat jobs not interrupting "Respond to Alarm" properly

* FIXED landmine scriptErrors

* FIXED clear\_object scriptErrors

* rebalanced combat job utility values

* balance: every weapon drop is guaranteed to have one crate of ammunition

* dead things now don't take damage

* removed spam from tree

* improved Eldritch Transformation effects

* "Eldritch Transformation" may no longer interrupt itself

* made "Eat Food" more important to hungry people

#### Revision 31E - 9/25/2014

* The major change which is useful here is that you can now have kitchen jobs that let people walk away from them. Building more ovens than the size of your work crew is useful!

### Revision 32 - 10/17/2014

**Clockwork Empires v32 update: “Midnight Defence of Skullswamp Arsenal”**

**Major Gameplay Changes**

* Added a new building module placement system (and re-enabled renovation)

* Added player control over which workcrew works in a workshop

* Stew can be cooked without having to intently watch the boiling pot!

* Added an ammunition system (and landmines!)

* Improved combat AI

*That’s just a taste, we fully expect through playing the game you’ll discover a lot of little things that make playing the game easier (and at the same time, perhaps, rather more challenging as well).*

**Characters**

* FIXED: buried corpses will no longer upset people

* FIXED: consume\_food hooked up properly

* FIXED: colonists will no longer have conversations with cultist murderers

* Made upsetting things in general slightly more maddening

* spruced up death descriptions

* FIXED: people fleeing from dead murderers

* hunting requires bullets; hunters will acquire & use bullets; civilians will drop bullets when not hunting

* bullet amount now displayed in civilian text paragraph

* cleaned up glitches on pickup and drop ammo animations

* FIXED food memories weren’t working correctly

* balance: made alarm range almost exactly flee range (so you don’t get people running from fishpeople without raising alarm)

* balance: a first friend is easy to make, every subsequent friends requires double the positive interactions for friendship

* items held by characters are dropped when they die

* FIXED carried bodies are dropped when people are killed

* characters create alarm waypoint via “Raise Alarm” job when a “hostile\_entity” is nearby. There’s only ever one alarm beacon per hostile\_entity ever.

* made “Eat Food” more important to hungry people (by a lot)

**Military/Combat**

* Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.

* assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)

* balance: Assembling Gabions will never be prioritized over fighting

* Soldiers will now run to pick up their weapon in all cases

* “Military Training” will encourage soldiers to value fighting more

* Gabions and crops now have hitpoints

* FIXED: ai\_damage was double inherited, leading to all kinds of problems (notably, doubled damage in combat)

* added an ammunition system

* ammo crates hold 100 bullets, remaining bullets displayed in tooltip

* characters can hold up to 20 bullets, bullets held displayed in info panel

* bullets are needed to fire guns

* soldiers without bullets are more likely to flee

* civilians will not automatically collect bullets

* added alerts for not having bullets

* FIXED: corpses can no longer set off landmines

* “assemble gabion” job will choose closest logs

* some soldier jobs now better modified by health/bullets/morale/civilization proximity

* soldiers slightly more into pulling bullets from bullet crates that have already been opened

* bullets now drop off dead people if said people have any bullets

* FIXED: crate of ammunition was tagged as “pistol” for some reason

* landmines now trigger properly on hostile entities

* landmines will detonate if enemy is in adjacent tiles

* balance: shrapnel does very little damage to objects

* created “respond to alarm” job that summons soldiers toward “alarm waypoint”

* added tooltip to gabion

* health is now a factor in whether soldiers choose to fight or flee

* made soldiers less likely to attack things on their own (to avoid the ‘one guy hunting down fishpeople across the whole map’ thing)

* made soldiers weighted more to fighting near civilization (see above)

* added melee attack jobs for soldiers

* overhauled counterattacking (including for civilians)

* overhauled weighting of most combat jobs (flee vs. shoot vs. melee vs. counterattack)

* added Jezail rifle

* made starting military supplies random

* FIXED combat jobs not interrupting “Respond to Alarm” properly

* FIXED landmine scriptErrors

* rebalanced combat job utility values

* dead things now don’t take damage

**Buildings/Agriculture/Economy**

* workcrews can be assigned to workshops manually

* some jobs now only require being initiated by a worker (kitchen jobs in particular; so stew doesn’t require someone intently staring at it to cook)

* FIXED: coconut curry now properly requires chillies

* FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.

* balance: sugar can now be eaten raw

* FIXED: several variations on crop errors when attempting to harvest spoiled/corrupted crops

* FIXED: animals are no longer attracted to human civilization

* FIXED: chance to plant evil crops was out of whack with intended

* Farming job utilities more or less equalized

* Misc. chair/table improvements

* Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed.

* FIXED: cooking and recooking longpork tag error

* added ability to flatten terrain & flatten terrain job

* added Iron Charcoal Kiln / Iron Ceramics Kiln

* added Brick Charcoal Kiln / Brick Ceramics Kiln

* added Stone Smelting Crucible

* added Stone Charcoal Kiln / Stone Ceramics Kiln

* added gibs to gabions

* added pfx and sfx for destroying crops, gabions

* balance: change some crop growth times

* removed extra “raw\_food” tag on wheat flour

* changed industrial\_kiln to charcoal\_kiln

* FIXED: spoiled crops tooltip now says crops are spoiled

* added “Make Landmine” job to arsenal

* various foliage textures cleaned up

* added low-tech brewing vat (w/ unique animations)

* gunpowder production moved to Arsenal from Chemist

* Terrain Flattening implemented

* new module placement prototype implemented (new workflow for placing blueprints then modules; can filter modules by categories)

* some decor content reactivated (now that we have filters)

* you can place windows on buildings!

* FIXED: window model alignment

* FIXED: various decor alignment

**Cults**

* FIXED: cult\_power variable typo meant cults were powerless

* FIXED: eldritch transformation cannot be interrupted

* Cultists can build stone OR wood shrines

* shrinebuilding & transformation gives notification

* people will run away from murderers

* shrines are now randomly rotated

* balance: cultist murderers get automatic Frontier Justice

* balance: cultist murder requires madness

* balance: cultist murder requires having built a shrine

* balance: shrine building requires madness

* balance: shrine building reduces shrine counter (so we don’t all just build shrines all the time)

* balance: death of a cultist will reduce cult\_power (Frontier Justice!)

* balance: reduced madness requirement for some cultist acts

* a log ticker entry is now created when a cultist murder begins murdering

* cultists have to go to a shrine, pray, and summon a dagger before performing murder (it’s now a two stage process)

* cultists will now try to use a dagger to murder (rather than an axe)

* balance: cultist murder requires more murder points

* balance: eldritch transformation will drain cult power

* shrines now for real actually get rotated randomly! (seriously!)

* improved Eldritch Transformation effects

* “Eldritch Transformation” may no longer interrupt itself

**Animals**

* Giant Beetles are now “armoured”.

* balance: reduced Giant Beetle hitpoints

* added more animals to biomes (as in, a greater number of the existing animal types now spawn)

* FIXED animals no longer double-inherit ai\_damage (now effectively have 2x hitpoints from before)

* certain herd herbivores will rampage if attacked (aurochs, giant beetle)

* large animals will slowly regen health

* player can give orders to hunt particular animals & this will display icon

* FIXED: butchering animals and fishpeople can be ordered by click & drag

* added rampage and herd rampage ability to certain herd animals (aurochs, giant beetle)

* herbivores will graze again

* adjusted herbivore wandering

**Fishpeople**

* Cleaned up Fishpeople butchering/eating humans

* FIXED: butchering fishpeople at all

* Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)

* Fishpeople can destroy gabions

* Alerts generated when fishpeople destroy crops or gabions

* Reduced absurdly high search range for the Fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh”

* Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists

* fishpeople attack event reports raider # in log

* balance: a fishperson will only attack walls a limited number of times (so they breach walls rather than get stuck doing demolition duty)

* balance: added randomness to fishpeople choosing to attack objects so they’re less singleminded about property destruction

* balance: slightly lowered fishperson health

* made landmine explosions quite scary to fishpeople in a large radius

**Events**

* added landmines to weapon supply drop

* size of supply drops now based on prestige

* immigration event gives more feedback via text log

* balance: every weapon drop is guaranteed to have one crate of ammunition

**World Objects**

* FIXED: stumps from chopped trees can be cleared properly now.

* foragesource visuals now more consistent

* FIXED clear\_object scriptErrors

* removed spam from tree

**UI**

* fixed typos in tutorial

* updated tutorial slightly

* tutorial now pauses the game when tutorial messages appear

* added more unique module icons

* added some new icons (landmine, special\_category, airdrop crate, negative prestige, sulphur lump)

* FIXED: Extra windows properly dismissed on game start/load

* FIXED: Command icons now not doubled on new game/load game

* FIXED: Un-disabled main menu buttons on returning to main menu

* module category filters added

* cleaned up some UX for module placement

**Save/Load**

* save games now properly saves rally points (and other beacons)

* save games now properly saves filters

* save games now properly saves fog of war

* save games now properly restores tooltips

* saving will now create notifications in text log

* various other fixes to save/load

**Engine/Scripting**

* Full screen rendering made much easier to switch in/out of application and use with Twitch

* Fixed an recurring error where the game would crash on sending messages to an object in the process of being deleted

* Adding more checking for above conditions

* Enabled event dispatch from scripts

#### Revision 32A - 10/22/2014

* FIXED: crash writing empty string to console

* FIXED: crash when a camera target is deleted

* FIXED: crash when a module is interrupted at precisely the last second of construction (this somehow managed to affect three people)

* FIXED: combo box now has correct behaviour in workshop menu

* FIXED: jobs are now correctly deleted from a very large internal table when they are aborted

* FIXED: removed unnecessary sqrt() from Proximity Query code for aurochs

* FIXED: potential errors in fishperson\_attack\_ranged.fsm (where it checks if target is dead)

* FIXED: potential errors in harvest.fsm

* FIXED: Obeliskians use correct "run" animation

* FIXED: possible scriptError when fishperson attempts to shoot dead target

* added pies & piemaking jobs

* added (placeholder?) NCO replacement event

* added upper class death prestige loss

* balance: lowered obeliskian hitpoints to 2/3rds previous value

* fishpeople and animals can interrupt jobs at 1s intervals

* added icon to hover over frontier justiced colonists

* added checks for potential scriptError in citizen.go (in makeFriendText w/ invalid friend gameobject)

* balance: combat job rebalancing and fixes (Thanks Samut, you're a madman! In the best way.)

* added additional error-checking to fishperson\_butcher.fsm

* balance: decreased effect of hunger on "eat food" (as it would easily exceed "run away from murderous fishpeople")

* balance: increased utility of picking up bullets (soldiers would do literally anything but pick up bullets if there was anything else to do)

* stop. added new hammer sounds

* added landmine emote to fishpeople when they become scared of landmines

* slightly increased landmine damage

* added a little more randomness to flee target position

* made fishperson try to get slightly closer to target before using fishgun

* spelling fix: "ruins" -> "runes"

* MOB JUSTICE! (civilians may join in on Frontier Justice if they have certain traits.)

* smelting, distilling, and ceramics jobs now use the queued processing thing

* added some new animal behaviours, mostly involving running away from stuff

#### Revision 32B - 10/30/2014

**obs/Workcrews**

* FIXED: jobs not being taken if you have a workshop assignment (regardless of whether or not the assignment is being done)

* FIXED: two work parties can compete for the same assignment, causing one of them to never take a new assignment

* X-to-cancel assignment now (mostly) works in the jobs menu

* increased range of player-assigned hunting job

**Buildings/Modules**

* added a Chapel building

* added some modules for the chapel (but they don't do anything yet and there's no Vicar)

**Characters**

* FIXED?: various potential scriptErrors in the friend-making process

* added more names for workcrews because it /is claimed/ that there are lots of repeat names

* balance: turned one labourer into an overseer at game start

* balance: adjusted immigration rate of overseers upward

* added alerts for various cases of death due to murder, being marked for justice but getting murdered by cultists instead, and being marked for justice but being killed by something else entirely.

* cleaned up emotion animation jobs for characters (hooked up a couple more animations, have them attempt an emotion icon if it's been a while since an icon has been displayed)

* balance: re-weighted "experience terror" job

* balance: re-weighted emotion animations to base utility on emotionalAnimationTimer

* added "feel madness" emotion animation job

* added a "felt madness" memory (for the "feel madness" job)

* lower class labourers made grubbier

**Combat/Military**

* FIXED the thing where landmines/logs wouldn't count down in commodity stats when placing landmines/gabions

* added ability to remove landmines & dismantle gabions

* explosive commodities will now explode when damaged

* incidentally, commodities can be destroyed by damage (we'll see how horribly this pans out)

* added ability for hunters to shoot hostiles in combat (eg. Fishpeople)

* balance: adjusted civilian melee attacking a bit

* new affliction system implemented!

**Save/Load**

* FIXED: stockpile serialization

**Fishpeople/Others**

* Fishpeople can use their urchin grenades!

* Fishpeople given simple personality archetypes to affect behaviours

* Fishpeople with leadership qualities can rally raiding parties over various issues

* lightened up and desaturated the gray fishpeople skin so it's more silver

* cleaned up interrupts & job utilities on fishpeople jobs (they were all over the place)

* and for Other Things

**Engine**

* FIXED: game now lets you know if the starting scripts are broken

* Nature/Animals

* new hematite nodes added

* Beetle Steaks!

* terrain: added some grass to the temperate beach

* biome generation adjusted a bit, secretly?

* added "plant" tag to grass (for herbivores)

* added Land Dragon

* added Fox

**Events**

* made immigration event give more game log info

#### Revision 32C - 11/17/2014

**Engine**

* enormous rewrite of the entire renderer:

* rewrite of all shaders for Core OpenGL 3.2 (for Mac Port)

* improved rendering performance (because why not?) (NOTE: AZDO is probably totally hooped right now, you should turn it OFF)

**Characters**

* FIXED: drop tool / drink beverage loop (yes, again)

* added Vicar dispatch event

* added Vicar replacement event

* added upper class arrival/death alerts & prestige gains/losses

* ALL lower class textures made grubbier

* characters slightly smarter about running away

* character will return to civilization if they find themselves not in civilization

* characters will flee toward civilization if an enemy is nearby (but not too near) and character is not in civilization

* FIXED: colonists will no longer gossip with other colonists tagged with "frontier justice"

* added more names

* balance: eldritch transformation made slightly more difficult to "achieve"

* FIXED: colonists no longer walk really, really far to butcher things (unless ordered)

**Animals**

* added pack hunting behaviours

* added more sophisticated fleeing

* FIXED: snail walked backwards

* carnivores can "butcher" corpses and eat meat

**Combat**

* FIXED: fishpeople freezing up on ranged attacks

* added AoE attack to blunderbuss

* added Bandits & Bandit attack event

* Bandits will spawn in camps

* Bandits will steal your stuff

* Bandits are bad people

* balance: reduced fishpeople attack frequency & size

* balance: made characters more willing to fight if in civilization

* balance: made all combatants less interested in attacking fleeing enemies

* soldiers will fight harder near their squad rally point, will retreat to rally points (if available)

* balance: landmines made more damaging

**Terrain**

* FIXED: spawning of swamp forests (giant horsetail, bamboo)

* overhauled giant horsetail model

* FIXED: oreNode job cancellation doesn't shut off orenode forever

* improved water shader

* new lingonberry & saskatoonberry models

**Buildings/Workshops**

* added Chapel building (building a chapel will trigger a Vicar dispatch event)

* added a set of Chapel modules to construct

* Kitchen can make pumpkin pie

* added carpets as constructible modules

**UI**

* increased size of workshop panel

* added various controls to workshop job queue, which don't work yet

* FIXED: colonists killed by fishpeople creating alert that says they were killed by murderers

* FIXED: upper class door displayed resource cost

* added icons for chapel modules

* added icons for lots of decor modules

* FIXED: checked every ticket icon, fixed some broken ones

#### Revision 32D - 11/17/2014

* Basically, the workshop panel stuff got thrown in, and we fixed a bunch of Vicar issues.

### Revision 33 - 11/19/2014

**Clockwork Empires v33 update: “Bandit Attack On ‘Fightin’ Vicar Zedock Woodburn’s Frontier Chapel”**

**Big Features**

* Bandit attacks!

* Chapels and Vicars to see to your colonist’s spiritual guidance

* The Rendering Overhaul Of Doom (for MacOS & Linux)

* Workshops can be given standing orders to maintain a player-defined number of products in the colony at all times.

* Adorable Foxes!

**Engine**

* enormous rewrite of the entire renderer for MacOS & Linux

* + rewrite of all shaders

* + improved rendering performance

* FIXED: stockpile serialization (save/load)

* FIXED: game now lets you know if the starting scripts are broken

* FIXED: crash when a camera target is deleted

* FIXED: crash writing empty string to console

* FIXED: pathfinding stall

**Character**

* added Vicar class

* + Vicars will give sermons & colonists will listen to sermons (if they want)

* + the result of the sermon depends on Vicar’s traits & other qualities

* added Congregant class

* FIXED: drop tool / drink beverage loop (yes, again) (it was a typo)

* added upper class arrival/death alerts & prestige gains/losses

* ALL lower class characters made grubbier

* characters made slightly smarter about running away

* character will return to civilization if they find themselves not in civilization

* characters will flee toward civilization if an enemy is nearby (but not too near) and character is not in civilization

* FIXED: colonists will no longer gossip with colonists tagged with “frontier justice”

* added more names for characters

* balance: eldritch transformation made slightly more difficult to ‘achieve’

* FIXED: colonists no longer walk really, really far to butcher things (unless ordered to do so by player)

* FIXED: colonists no longer hunt animals really, really far away (unless ordered to do so by player)

* added more names for workcrews

* FIXED: various scripterrors in the friend-making process

* balance: turned one starting labourer into an overseer

* balance: adjusted class ratios of immigration slightly

* FIXED: Murderers would run away from other murderers rather than murdering them.

* added alerts for various cases of death due to murder, being marked for justice but getting murdered by cultists instead, and being marked for justice but being killed by something else entirely.

* cleaned up emotion animation jobs for characters (hooked up a couple more animations, have them attempt an emotion icon if it’s been a while since an icon has been displayed)

* FIXED: jobs not being taken if you have a workshop assignment (regardless of whether or not the assignment is being done)

* FIXED: two work parties can compete for the same assignment, causing one of them to never take a new assignment

* FIXED: jobs are now correctly deleted from a very large internal table when they are aborted

* MOB JUSTICE! (civilians may join in on Frontier Justice if they have certain traits.)

* added some more randomness to flee from target position

* balance: decreased effect of hunger on “eat food” (as it would easily exceed “run away from murderous fishpeople”)

* balance: re-weighted “experience terror” job

* balance: re-weighted emotion animations to base utility on emotionalAnimationTimer

* added “feel madness” emotion animation job

* added a “felt madness” memory (for the “feel madness” job)

* made immigration event give more game log info

* added some Upper Class character behaviours

* added snubbing

* added various Vicar jobs like “Pray” and “Preach in Chapel”

* colonists of appropriate inclination will join the Vicar in prayer

* colonists should be somewhat less prone to interrupting important work with gossip

**Animals**

* New animals: Land Dragon, Giant Snail, Antipodean Vomiting Fox

* added pack hunting behaviour for carnivores

* added more sophisticated fleeing

* FIXED: snail walked? backwards

* carnivores can “butcher” corpses and eat meat

* re-added beetle steaks

* balance: added some more animal spawns near gamestart (for hunting)

* FIXED: removed unnecessary sqrt() from Proximity Query code for aurochs

* animals can now interrupt their jobs at 1s intervals (thus act smarter)

* added some new animal behaviours, mostly involving running away from stuff

**Eldritch Things**

* Fishpeople can use urchin grenades (and they explode properly)

* Fishpeople given simple personality archetypes to affect behaviours

* Fishpeople with leadership qualities can rally raiding parties over various issues

* gray fishpeople made more silver

* cleaned up interrupts & job utilities on fishpeople jobs (they were all over the place)

* balance: lowered Obeliskian hitpoints to 2/3rds previous value

* fishpeople can now interrupt jobs at 1s intervals (thus act smarter)

* added additional error-checking to fishperson\_butcher.fsm

* FIXED: scriptError when fishperson attempts to shoot target that’s already dead

* FIXED: Obeliskians use correct “run” animation

* made fishperson try to get slightly closer to target before using fishgun

* added landmine emote to fishpeople when they become scared of landmines

**Combat**

* added an affliction system – everything can now be hurt in a variety of terrible ways!

* FIXED: fishpeople freezing up on ranged attacks

* added AoE attack to blunderbuss

* added Bandits & Bandit attack event

* Bandits will spawn in camps

* some Bandits have armour

* Bandits will steal your stuff. So mean!

* added bandit camps you can forage for supplies

* you can yield to bandits and let them take your stuff w/o a fight

* balance: reduced fishpeople attack frequency & size

* balance: made characters more willing to fight if in civilization

* balance: made all combatants less interested in attacking fleeing enemies

* soldiers will fight harder near their squad rally point, will retreat to rally points (if available)

* balance: landmines made more damaging

* explosive commodities will now explode when damaged

* incidentally, commodities can be destroyed by damage (we’ll see how horribly this pans out)

* added ability for hunters to shoot hostiles in combat (eg. Fishpeople)

* balance: adjusted civilian melee attacking (so they actually do it ever)

* added NCO replacement event if you have no NCOs

* balance: did a bunch of combat job rebalancing and fixes (Thanks Samut, you’re a madman! In the best way.)

* balance: increased utility of picking up bullets (soldiers would do literally anything but pick up bullets if there was anything else to do)

* lowered search range for bullets (so people don’t wander into bandit camps to find bullets)

* made soldiers attempt to attack closest target (rather than any in range)

* balance: made “armoured” tag reduce damage to 1/2 rather than 1/3

**Terrain**

* FIXED: spawning of swamp forests (giant horsetail, bamboo)

* overhauled giant horsetail model

* FIXED: oreNode job cancellation doesn’t shut off orenode forever

* improved water shader

* new lingonberry & saskatoonberry models

* overhauled hematite nodes

* terrain: added some grass to the temperate beach

* grass now knows that it is a plant

**Buildings/Workshops/Zones**

* Workshops can now have ‘standing orders’ to maintain a given amount of a product in the colony

* added Chapel building

* added a set of Chapel modules to construct

* Kitchens can make pumpkin pie

* added carpets

* FIXED the thing where landmines/logs wouldn’t count down in commodity stats when placing landmines/gabions

* added ability to remove landmines & dismantle gabions

* FIXED: crash when a module is interrupted at precisely the last second of construction (this somehow managed to affect three people)

* added lots of pies & piemaking jobs

* FIXED: potential errors in harvest.fsm

* smelting, distilling, and ceramics jobs now use the queued processing thing (eg. smelting ore can be intiated and left to run w/o a worker present)

* FIXED: crash when aborting jobs

* Office building type now in-game to facilitate buildings which are neither homes nor workshops (eg. chapels)

**UI**

* increased size of workshop panel

* added various controls to workshop job queue (standing order, etc.)

* FIXED: colonists killed by fishpeople creating alert that says they were killed by murderers

* FIXED: upper class door resource cost tooltip

* added icons for chapel modules

* added icons for lots of decor modules

* added icon for pumpkin pie (yum)

* FIXED: checked that every ticker icon was valid – fixed some broken ones

* X-to-cancel assignment now (mostly) works in the jobs menu

* FIXED: combo box now has correct behaviour in workshop menu

* added icon to hover over Frontier Justiced colonists

* FIXED: flatten terrain beacon wasn’t deleting itself in a certain case

#### Revision 33A - 11/26/2014

Changelog for Clockwork Empires experimental rev33A

* 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

#### Revision 33B - 12/7/2014

* FIXED: listening to a sermon caused colonist's bodies to explode

* FIXED: fishpeople can be butchered through left-click orders

* FIXED: people running away forever, probably

* FIXED: boolean values were not being weighted correctly with negative weights

* FIXED: OS X Lua errors

* FIXED: nighttime job weighting now works correctly!

* Population counter is now the "Colonists" button.

* added Spinning Mule (though it doesn't animate yet)

* sleep can be interrupted by gunfire/explosions/combat

* sleep being interrupted will create a negative memory

* further overhauling of sleeping/hunger & related activities rebalanced

* job made to dump undesirable corpses outside of 'civilization' area

* flax straw now has an icon (plus some other tools & commodities)

* resized fishy idol

* new hematite node textures

* new hematite commodity model/texture

* cancelling a building now removes the building footprint

* building footprints now stored in game spatial dictionary, as well as their platform heights

* added new zone control panel stuff, started hooking this up for farms

#### Revision 33C - 12/8/2014

* Mac build works again.

* FIXED: Crash opening a church

* FIXED: cannibalism butchery not triggering due to hunger requirement.

#### Revision 33D - 12/15/2014

* FIXED: chapels / vicars work again

* FIXED: trait job weightings not working correctly

* bullet system converted to military supply system

* added airdrop crate & animation (supply drops will now use crates)

* airdrop crates will damage stuff they land on

* supply drop now tells you how many items you received

* random immigration now tells you the job class of immigrants received

* re-added Naturalist to random immigration

* added some naturalism exploration / investigation jobs, re-balanced behaviour

* removed the horrible grass lump from a lower dimension

* animals will now eat crops & applicable food items

* colonists will shoo bad animals away from crops & applicable food items

* ground fowl will create nests & will hang out near nests

* animals flee from danger more effectively

* colonists will forage for food if starving

* soldiers will do more damage if their NCO has appropriate traits

* soldiers will do more damage if they have appropriate traits

* dust particles thickened

* added some random hidden artifacts to map

* gave artifacts descriptions

* added chance to find artifacts during normal digging

* naturalists may discover that random rocks are actually an ore node (or artifact)

* Naturalists will study nature

* exploration beacon more responsive

* added Laboratory building

* added Macroscope module to Laboratory to use for studying things

* Workcrew can be assigned to Laboratory

* added Scientist class

* added Laboratory Assistant class

* Paintings now have descriptions based on the memories and important life events of the painter.

* Favours! Get free stuff from the Empire depending upon your prestige.

* merged colonists button and colonist counter

* various module cleanups, including stopping church module ghosts from showing up in the wrong position

* new interface for clicking on modules

* exploration beacon more responsive

* Modules can now be dismantled

* Buildings can now be dismantled

* FIXED: Some heap corruption

### Revision 34 - 12/17/2014

**Engine**

* FIXED: OS X Lua errors.

* FIXED: Some heap corruption (this was actually horrible)

* FIXED: pathfinding stall

* FIXED: some pathfinding issues with buildings with no doors

* FIXED: crash after loading the game and having somebody turn into a skeleton if that person did not have hair; other hair-related crashes

**Nature/World**

* Extended a game day/night cycle from 6 to 8 minutes total

* Day/night ratio is now 3:1 rather than 5:1

* Made night slightly lighter (so you can see better)

* Added flax plants as valid crop to both biomes

* New hematite node texture

* Removed the horrible grass lump from a lower dimension

* Naturalists may discover that random rocks are actually an ore node

**Animals**

* Animals will now eat crops & applicable food items

* Animal hunger tracking overhauled

* Colonists will shoo bad animals away from crops & applicable food items

* Ground fowl will create nests

* Animals flee from danger more effectively

* Added eating animation for foxes

**Characters**

* FIXED: Listening to a sermon caused colonists’ bodies to explode

* Made lots more jobs uninterruptible for gossiping (may pull back on this a bit depending on how it works)

* Fixed up “return to civilization” job (with some back-end to detect civ at start position)

* Converted food to roughly require 1 unit per day per colonist rather than baseless nutritional value system; changed descriptions of foods to reflect this

* Balance: whether it is night or not now affects a lot of character jobs & behaviors

* Further overhauling of sleeping/hunger & related activities rebalanced

* Job made to dump undesirable corpses outside of “civilization” area

* FIXED: Session boolean values (e.g. “isNight”) were not being weighted correctly with negative weights

* FIXED: Chapels/vicars work again

* Colonists will forage for food if starving

* Foraging is now its own job category

**Military/Combat**

* FIXED: “wield firearm” requirement wasn’t fulfilling, subtly messing up everything to do with using firearms under many conditions

* Gunfire, explosions, and combat will now wake people up

* Sleep being interrupted will create a negative memory

* Military training now gives a bonus to all damage dealt

* Hunters now target the closest animal and shouldn’t switch targets randomly anymore

* 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)

* FIXED: People running away forever to the edge of the map

* Bullet system converted to military supply system

* Soldiers will do more damage if their NCO has appropriate traits

* Soldiers will do more damage if they have appropriate traits

**Eldritch Stuff / Monsters**

* FIXED: fishpeople can be butchered through left-click orders

* Resized fishy idol (it was too big!)

* Successful cultist murder will increase cultist\_power

* Added some random hidden artifacts to the map

* Colonists will occasionally turn into fishpeople and run into the sea

**Buildings/Workshops/Jobs/Zones**

* FIXED: “Make planks” job order scripterror

* Added bolts of cloth to starting loadout; beds now require cloth

* “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)

* Added “confession” job (for Vicar to take confessions from sad people)

* Added Textiles Workshop & jobs

* Added Spinning Mule to Textile Workshop

* New hematite commodity model/texture

* Cancelling a building now removes the building footprint

* FIXED: ghostly images of church models do not show up at the correct height in the module creator

* Added new zone control panel stuff; farm controls upgraded

* Added some naturalism jobs; Naturalists will study nature

* Exploration beacon more responsive

* Added Laboratory beacon

* Added “Macroscope” module to Laboratory to use for studying things

* Workcrew can be assigned to Laboratory

* Added Scientist class

* Added Laboratory Assistant class

* Paintings now have descriptions based on the memories and important life events of the painter

* Modules can now be dismantled

* Buildings can now be dismantled

**Events**

* Bandits: reduced chance to spawn armoured bandits (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 minimum numbers on day 2; increased bandit timer.

* Balance: bandits given less desire to shoot fleeing targets, more desire to shoot military targets

* Added airdrop crate & animation (supply drops will now use crates)

* Supply drop now tells you how many items you received

* Random immigration now tells you the job class of immigrants received

* Added Favours! Get them from the Empire depending upon your prestige.

**UI/UX**

* correctly hooked up pumpkin pie icon

* flax straw now has an icon (plus some other tools & commodities)

* Added a bunch of icons for buildings & modules, fixed lots of icons for buildings & modules

* Reduced character memories display to 8 from 10 (it overflowed the window)

* Colonists button rolled into Population Counter widget

* FIXED: work crew menu dramatically slows the game down

**Visual Effects**

* Dust particles thickened (this is important)

#### Revision 34A - 01/06/2015

* enabled minima for utility calculations for most character jobs (This may change job behavior quite a bit while we sift through it.)

* Added new internal tool for balancing job requirements and utilities (this is super cool for us and will ultimately mean a better-balanced game experience for you).

* Added new flag to require\_gameobject for "just use the closest thing already, and don't try to muck about with utilities"

* Added new code to handle interrupts with a whitelist, so that we aren't constantly evaluating things (in english: performance should potentially be improved)

* Fix-up pass through particle effects

* Clicking workshop icons in workshop window now zooms to workshop location

* FIXED: work crew panel slowdown, take II

* FIXED: "not enough logs to build gabions despite having lots of logs" bug

* FIXED: colonist panel slowdown

* FIXED: disappearing hair bug

* FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code

* FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think)

* FIXED: building grid disappears when switching between two building types

* FIXED: "Show all commodities" filter now toggles to "Hide All Commodities" as well

* FIXED: UI gets cut off in work party menu switching from all workers to military sometimes

* FIXED: added "walls down" building display mode

* FIXED: current building display mode now apply to newly created buildings

* balance: reduced clumping of ore nodes in certain jungle biome

* some cleanup of character hair models & model defs (more varieties of hair should show up)

* unique macroscope use animations added

* FIXED: de-assigned science workers wouldn't give up their uniforms

* FIXED: some incorrect icons for eating human flesh

* FIXED: hunger no longer goes negative after character eats when not very hungry

* FIXED: colonists would beat up dead bandits, calling it a "melee counterattack"

#### Revision 34A - 01/16/2015

* FIXED: sudden lag when placing buildings or creating modules.

* FIXED: civilization maps now computed correctly

* added loading screen.

* Q and E now rotate the camera left and right

* SHIFT-Click now places multiple modules at once.

* FIXED: soldiers now actually move to rally beacons

* All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit.

* Ownership: objects can now be marked (internally) as being "owned" or "not owned" by a player ( or other group, i.e. bandits )

* added sounds to airdrop crate

* added Zzz particles to sleeping

* renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven )

* added bamboo farming (for timber)

* balance: immigration and favour events fire less often

* FIXED: bamboo (in the wild) wasn't using "small" variation

* FIXED: colonists no longer believe that raw coconuts are a cooked food

* balance: removed starting naturalist (you must earn one via favour)

* removed extra pouches from the Scientist models (with apologies to Rob Liefeld)

* FIXED: starvation was checking a value 10x what it should have been

* FIXED: typo in "Make Gunpowder" job

* FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials)

* FIXED: Doors now render 1OU above the building footprint as ghosts, so they won't clip through the building any more.

* balance: added more timber to tropical biome

* added module damage: after module is used some number of times it becomes damaged and requires repair using a random material used to build the module

* soldiers do pushups

* supply drop event will no longer inform you that you've requested zero items when you forgo a supply drop

* starting supplies now drop from the sky (look out!)

* balance: made animals less hungry on gamestart

* balance: made colonists less hungry on gamestart (unless they're criminals)

* dust particles effects made more dusty

* FIXED: "forage due to starvation" job wasn't triggering

#### Revision 34C - 01/20/2015

* FIXED: job interrupts weren't set to fire at all in 34 experimentals; combat should work way better now

* added Mine building and Mineshaft module

* balance: made higher-class beds more expensive

* FIXED: "Feel Madness" incorrectly made people "Feel Happy"

* FIXED: some mismatched character body/head textures

* FIXED: save game issue crashing saving invalid assignments

* FIXED: tree rendering on OS X

* Added "# of active work crews" counter to top of screen

* made artisans less interested in doing paperwork at night

* removed "idle in chair" job so that there will be free chairs for people to eat in

* FIXED: when you call a Naturalist via favour, you actually get a naturalist now.

* Naturalists will form work crews (though labourers don't do anything in them yet)

* Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.

* FIXED: rendering errors on particle systems

* Right-clicking a stockpile filter will enable ONLY that filter.

* Right-clicking a work crew filter will enable ONLY that filter.

* Added debug messages to try and catch more save game issues

* "make planks" now looks for closest log

* FIXED: peat cube was a white cube

### Revision 35 - 01/22/2015

**Engine**

* FIXED: rendering errors on particle systems

* job system performance improvement

* FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think)

* FIXED: rendering errors on particle systems

**Events**

* starting supplies now drop from the sky (look out!)

* balance: immigration and favour events fire less often

* FIXED: supply drop event will no longer inform you that you’ve requested zero items when you forgo a supply drop

* balance: made colonists less hungry on gamestart (unless they’re criminals)

* FIXED: when you call a Naturalist via favour, you actually get a naturalist now rather than an artisan

**Human Characters**

* FIXED: Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.

* FIXED: starvation was checking a value 10x what it should have been

* FIXED: soldiers now actually move to rally beacons

* FIXED: colonists no longer believe that raw coconuts are a cooked food

* added Zzz particles to sleeping

* balance: removed starting naturalist (you must earn one via favour)

* removed extra pouches from the Scientist models (with apologies to Rob Liefeld)

* FIXED: “forage due to starvation” job wasn’t triggering

* started overhaul of job balance

* (added new internal tool for balancing job requirements and utilities; this is super cool for us and will ultimately mean a better-balanced game experience for you).

* FIXED: disappearing hair bug

* cleanup of character hair models & model defs (more varieties of hair will show up)

* unique macroscope use animations added

* FIXED: de-assigned science workers wouldn’t give up their uniforms

* FIXED incorrect icons for eating human flesh

* FIXED: hunger no longer goes negative after character eats when not very hungry

* Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.

* made artisans less interested in doing paperwork at night

* removed “idle in chair” so that there will be free chairs for people to eat in, ever

* Naturalists will form work crews (though labourers assigned to naturalist work crew don’t do anything special yet)

**Combat & Military**

* All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit.

* soldiers do pushups

* FIXED: colonists would beat up dead bandits, calling it a “melee counterattack”

**Animals, Monsters**

* balance: made animals less hungry on gamestart

* (started on burrowing animals but it’s not player-visible)

**Buildings, Zones, Modules, Jobs**

* FIXED: lag when placing buildings or creating modules.

* FIXED: civilization maps now computed correctly

* FIXED: Doors now render 1OU above the building footprint as ghosts, so they won’t clip through the building any more.

* FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials)

* FIXED: typo in “Make Gunpowder” job

* added sounds to airdrop crate

* renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven )

* added bamboo farming (for timber)

* added module damage: after a module is used a number of times it will become damaged and require repair using a random material used to build the module

* if a damaged module is used enough, it will become inoperative and require repair before it can be used

* FIXED: “not enough logs to build gabions despite having lots of logs” bug

* added “walls down” building display mode

* FIXED: current building display mode now apply to newly created buildings

**Biomes & Terrain**

* FIXED: bamboo (in the wild) wasn’t using “small” variation

* balance: added more timber to tropical biome

* balance: reduced clumping of ore nodes in certain jungle biome

**Multiplayer / Scripting System**

* Ownership: objects can now be marked (internally) as being “owned” or “not owned” by a player ( or other group, i.e. bandits )

* FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code

**UI/UX**

* added loading screen.

* Right-clicking a stockpile filter will enable ONLY that filter.

* Right-clicking a work crew filter will enable ONLY that filter.

* Added debug messages to try and catch more save game issues

* Q and E now rotate the camera left and right

* SHIFT-Click now places multiple modules at once.

* clicking workshop icons in workshop window now zooms to workshop location

* FIXED: work crew panel slowdown, take II (the work crew UI should not slow down the game anymore)

* FIXED: colonist panel slowdown (related to above)

* FIXED: building grid disappears when switching between two building types

* FIXED: “Show all commodities” filter now toggles to “Hide All Commodities” as well

* FIXED: UI gets cut off in work party menu switching from all workers to military sometimes

* Right-clicking a stockpile filter will enable ONLY that filter.

* Right-clicking a work crew filter will enable ONLY that filter.

**Other Art**

* dust particles effects made more dusty

* fix-up pass through particle effects done

#### Revision 35A - 01/31/2015

* Nametags! Hit the nametag button to turn nametags on for everybody.

* First stage of implementation of two-stage fog of war.

* trees can grow again. (and WON'T grow inside buildings)

* FIXED: problems with giving orders to remove saplings (and tree commands in general \* received cleanup)

* FIXED: adding/removing workers to/from workcrews with special uniforms now properly adds and removes said uniform as appropriate

* added Stone/Brick/Iron Kilns for Charcoal & Ceramics, removed "Industrial Kiln"

* FIXED: make gunpowder job broken again

* gave in and added beetles to both biomes (because one or two slipped in to the rev35 patch)

* FIXED: player will no longer receive notification if a fishperson hurts a bandit

* beds can be broken by overuse (but don't explode)

* FIXED: calling construction materials via favour was broken

* FIXED: airdrop crates will no longer drop into buildings (and contents of airdrop crates won't \* drop into buildings either)

* FIXED: sleeping inside on floor no longer creates memory for sleeping outside on ground

* FIXED: farm tiles becoming unfarmable after being destroyed by animals / other damage

* added fuel requirement to smelting jobs (use charcoal, coal, or peat)

* FIXED: minesshafts should no longer eat workers when you unassign them from the mine

* FIXED: bandit corpses no longer turn crops into clawbulbs

* FIXED: smelters should no longer play burning animation when not in use

* made sugarloaf a "preserved food"

* removing random nature objects ("clearables") is now in the construction job category rather than the farming job category

* buildings will automatically remove nature objects they're built over (though it's a little hacky)

* added icon for dead fishperson

* added more variety to memory icons (related to combat)

* balance: made trees take longer to chop down but give more timber

* airdrop crate falling on people will no longer cause memories for "witnessed combat"

* FIXED: Naturalists will show up and just do naturalist stuff rather than default workcrew stuff

* balance: made return to civilization requirements a little less steep (now that civ works better)

* balance: made criminal vicars spawn less often

* workshop jobs limited to range 100 & will use closest commodity

* guns now require reloading

* Foxes will now eat delicious, delicious gibs.

* Real simple first pass on burrowing beetles.

* FIXED: exploration beacons (were disappearing instantly)

* added reload sounds

* FIXED: fishpeople using Wander (human) job

* tweaked event timing so events are more likely not to trigger at the same time

* made "butcher fishperson corpse" have way less range and be a less desirable source of food

* beginning of rebalance of social tier jobs

* addition of new memories which tend the characters toward positive moods to offset external effects.

* miscellaneous cleanup of memory database

* instances of "Fear" changed to "Fearful" because grammar

* balance: adjusted tropical forest spawns slightly (more timber, fewer coconuts)

* SHIFT-click now preserves module rotation

* Moving a wall placed module directly up to a building, without actually moving your mouse into the building, correctly attaches it

* Modules now display RED when not attached to a building and BLUE when they are. (This will be expanded upon later...)

* FIXED: rotating a module will occasionally get stuck for no good reason.

* tweaked event timing so events are more likely not to trigger at the same time

* made "butcher fishperson corpse" have way less range and be a less desirable source of food

* added some more character names

* FIXED: ranged attacks will self-abort (then character will re-evaluate jobs) if target gets too far away (to stop endless retarget/follow cycle)

* changes to feeling tired and hungry for balance

* minor edits to some alert strings for clarity.

* modules will now send a ticker message when completed

* made science and chapel jobs less desirable at night

* changes to upper\_class jobs to make them less... annoying, but just a little bit

* inspect painting converted to a "social" job and modified accordingly

* added memory for discovering a weird artifact

* shortened text on some food memories

* balance: increased damage of ranged weapons due to need to reload

* FIXED: crash when creating a stockpile and mousing over a building inadvertently when doing so

* FIXED: save games do not load correctly (or, amusingly, save correctly, even though they seem to) on machines with Unicode path names

**Food Rebalancing:**

* Doubled time it takes to become hungry / starve.

* Significantly increased time it takes to grow most crops.

* Slightly increased time it takes to cook stuff.

* Decreased chances of eating food when not particularly hungry.