Beta 51C of Clockwork Empires has now been pushed to the experimental branch on Steam. Beta 51C major changes workshift system redone: shifts now generally set by assignment to buildings * the Barracks has received a day/night shift control every item in the game now uses the new stacking pickup code, so production should be much faster on large items. improvements to the clarity of Quality of Life indicators. enemies no longer drop weapons (in preparation for the New Weapon System system in future builds) Consolidated changelog for Beta 51C adjusted Bandit combat decision balance slightly balance: lowered bandit desire to smash buildings workshop Quality of Life value updated when assigned/unassigned from workshop added alerts for Foreign Intervention events added "Hermit" and "Gregarious" traits added Grenade Launcher icon added more icons to hunger Quality of Life for greater expression of granularity added Day/Night workshift control button to Barracks work shifts are now assigned per-building instead of directly controlled by the player. rest breaks are now more evenly spread out in most buildings' schedules. removed "Roast Coffee Beans" from workbench (it's still on the oven) added EVERY WORKSHOP RECIPE IN THE GAME to the new multi-item pickup code. removed "make/assemble" etc from all workshop recipe names "Palmerstoke's Choice" loadout now includes lacquered planks re-enabled chair/standing desk display on relevant offices balance: roughly halved time to construct buildings balance: added cap (1/3 of a day) on time to construct a building balance: bandits/foreigners no longer drop free weapons for you FIXED: consume_food will no longer leave data in the game spatial dictionary. (In general, if bogus data IS in the Spatial Dictionary, we just clean it up and move on rather than screaming out a giant terrible script error.) FIXED: memories will no longer blank out after save/load FIXED: persistent events are now persistent enough to consistently persist through save/load. FIXED: kitchen workbench and metalworks workbench did not display some recipe commodity names FIXED: mineshaft now displays its full name in UI FIXED: foreign traders will now flee the map if their leader is attacked (at all); this should fix 'stuck' traders unable to arrive at depot due to their leader lacking trade goods FIXED: various text re. "Mechanique" vs "Mecanique" and "L'Autodictatuer" consistency FIXED: various typos and incorrect descriptions FIXED: "Harvest Coffee Beans" job renamed "Roast Coffee Beans" FIXED: Naturalists will now increment skill when performing naturalism work FIXED: smelting brass ingots wanted "timber" rather than "fuel" FIXED: Swamp Grass had no description FIXED: plank output display was half of what it should be FIXED: alert title for full Diplomatic Points was incorrect FIXED: cash crops as trade goods consistency FIXED: if you attempt to send Bandits false information but no bandits exist, alert will inform you of this fact FIXED: several crash fixes FIXED: Rum distilling (was brewable) FIXED: Mezcal recipe FIXED: brewing and distilling jobs now add to cooking skill FIXED: scrollable elements now properly detect mouseover states.