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Genre: Simulator, Strategy, Indie

Clockwork Empires

Clockwork Empires Development Blog: Ammunition

Noble subjects of HRH The Queen are encouraged to read this week's blogpost, available at the Clockwork Empires development blog, on the subject of Ammunition:

https://www.gaslampgames.com/2014/10/08/keep-our-troops-at-the-front-firing/

New post regarding building creator cleanup & economic work

Nicholas just put together a blog post about what he's been working on for the last week, as we address some issues that players have had with easily sorting out requirements for constructing buildings, and some usability issues with the building creator. You can find it here!

https://www.gaslampgames.com/2014/10/01/its-the-economy-stupid-and-also-the-building-creator/

Revision 31B Hotfix pushed to Default Branch

A hotfix for Revision 31, "Conscript Steelcog Versus the Murdercult", has been pushed to the default branch on Steam. As a result of this patch, Conscript Steelcog will now be correctly slaughtered by properly functioning Murdercults. We apologize for the inconvenience if you are Conscript Steelcog.

Complete Changelog below:

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
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
- 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)
- 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

As always, we thank you for your patronage and support.

-- Gaslamp Games

Clockwork Empires v31 Update: "Conscript Steelcog versus THE MURDERCULT"

Our first major monthly Steam patch is now live!

A short list of the more sizeable changes since version 30 includes:

- A new (quite deadly) jungle environment
- A tutorial
- Significant changes to cultists and cult behaviors (now actually dangerous)
- Many new character behavior updates
- Improvements to military controls
- Significant stability improvements

The full changelog can be found here (it wouldn't fit in a Steam community annoucement)

Our development progress page has been updated with the latest changes, and as always, you can see the latest updates over on the Clockwork Empires Community Portal join the discussion on the latest changes here on the Steam forums, over on the Gaslamp forums, or in the comments on the latest blog post!


Revision 30C Pushed to Experimental Branch

The Colonial Ministry wishes to note that Revision 30C has now been pushed to the "Experimental" branch, for those Bureaucrats brave enough to stomach it. This represents work that will be rolled into the next major patch ("Revision 31").

- 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

Huzzah! Huzzah! and all that,

-- Gaslamp Games

Clockwork Empires v30B Released: Saves, Unicode.

Hey folks,

We've pushed version 30B to the Default branch today with fixes to two big issues that we mentioned we were working on in the blog. If you have the update, you should see "Version 30B" on your screen in white text in the upper right hand corner. You shouldn't need to do anything else.

v30B includes a save/load system!

These are still a work in progress, and there are a handful of bugs we're trying to fix. If your save fails to load the first time, try again (we're not sure what causes that quite yet); if you get a random save crash, please let us know on the forums and send us a .DMP file.

Second, we've fixed support on Windows for user names with Unicode characters. Again, this should just work; we've tested it internally and had no issues, but if it doesn't, please let us know.

New blog post up about Update plans!

https://www.gaslampgames.com/2014/08/20/early-access-update-schedule-an-extra-special-update/

We will continue to post weekly updates on the blog (as we have for the last few years) and cross-post them here, so if you want the latest news on Clockwork Empires, you'll find it either there, on our forum at http://community.gaslampgames.com, on our Steam forum, on the portal we've set up at http://portal.clockworkempires.com , or on Twitter ( @ClockwrkEmpires ). You can get various random company related tweets from @GaslampGames as well if for some reason there Just Aren't Enough Updates :)

Hullo, hullo! Is this thing on?

Do not be alarmed; this is merely a test of Her Majesty's Aethergraphic Notification System.