Alpha 47

**Version chronology**

**External links**

## Major Changes

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

## Trade Depot

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

## Foreign Office / Foreign Relations

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

## Food & Cooking

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

## UI/UX

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

## Combat

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

## Workshops / Commodity Production

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

## Cults

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

## Other

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