Changelog:
The Goblin Campaign Concludes!At long last, Ogo Skullbonker makes good on his threat to come and take all your shinies. Will you fight him head on, or follow the advice of the mysterious Erdene? Welcome the Red KilnThe Khan is dead, Long Live the Khan! The warriors of the Red Kiln Empire are looking for honor, status, and a good, knock-down-drag-out fight. Are you worthy, or will you prove yourself beneath their notice? Important note: though Alpha 16 is save compatible with Alpha 15 and Alpha 14, you should start a new game in order to experience the new goblins and Red Kiln content. We should also mention that we've done a little bit of rebalancing to help make the combat experience the right combination of challenge and triumph. Please let us know how your combat adventures are going. Too easy? Too hard? We want to hear from you! Other Fixes!Fix for a nil storage_component functionFix for health not always being updatedTons of tweaks to monsters and monster tuningMonth and date added to clock widgetAI improvements to archers, clerics, and other long-distance combatantsVision in combat is now symmetricTons of cleanup and alignment in the monster raid filesSheep jerky is now deprecatedTweaks to weaponsFix a bug where well-to-do towns weren't getting raidsCleric sfx and visual effects passCombat Tree AI fixesFix bug with nil buildingsTweaks to XPIf a building is currently in progress, do not allow moving fixturesFixed bug where you couldn't target/harm objectsAdd double shot animationFixed attack leash bugsAdd leashes when holding ground; defense command should keep people close to the bannerFixed bug preventing archers from attacking large objects.