(Something thinks that bandit corpses need to be moved to (0,0) and I don't know what it is yet, although I now know that this is what is causing...
(Do you have a save file showing a work job that was "turned off"? i.e. before you fixed it)
(Revision 41b is out, which will fix a few more military issues. It is backwards compatible with your saves.)
Revision 41B has now been pushed to the default and experimental branch. It fixes a small issue with the military where military targets will not...
Clockwork Empires uses a deferred renderer, meaning that if there is anti-aliasing it needs to be done as a post-process on our end. Implementing...
Hah! That's an interesting bug. I'll file a ticket for David - OC-3683. I've found the cause of the troubles with people stopping not shooting...
It was pointed out to me over dinner last night that traditionally, colonies of the period had large amounts of trouble with their graveyards...
Sounds like it. Unforked, I'd say it's your turn.
They should be working, as part of the hotfix. Or am I missing something?
Well, he also has to make the Rev 41 video. No biggie. :)
IT BEGINS
Revision 41A has now been pushed to the default AND experimental branches as a hotfix for Thursday's Revision 41 release. Sometimes this is...
It is being released as 41A. I'm just waiting for David to turn the FINAL KEY and we can begin this nightmarish exercise in Community Fun!
We also strap the sick and elderly to Deathwurms.
Various things with burial and the like need to be addressed, but this is actually the first complaint I've heard that gravesites take up too much...
Drumhead: Fixed the infinite loop, thanks!
The hotfix will be pushed to the main branch, and then we'll just carry on with regular updates to the experimental.
I'll notify folks when the hotfix is up.
Ugh, I hope it's not garbage collection.
(That said, you might want to wait until the weekend just in case anything shakes out of the Revision 41 release that needs to be hotfixed. Just...
Separate names with a comma.