Beta 53C of Clockwork Empires is now on the experimental branch on Steam! On a... Thursday. Hmm. This is basically a release candidate for a Full Release tomorrow, so please bludgeon it to death and send us those bug reports.
Changes:
meat from when animals 'butcher' a corpse inside civilization will automatically be claimed by player
Naturalist's Office given better tooltips
event arcs made smarter about pushing information to ticker history
added Quality of Life ratings (& more info in the pipe)
added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it. This will be improved for the subsequent patch. Also shows some info about their Quality of Life, and this will be more quantified and clear in the next update.
Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character's state.
added a little icon for whether characters are currently on-shift to the tooltip
character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place.
population list window has been edited to show more information, the filters have been temporarily removed (but will likely be back once we have some more testing of the default state).
added Bureaucrat's Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office
events are now tracked using the event arc system
added new acceleration code for closest lambda queries (optimization!)
added more terrain softening between alpine clearing and temperate swamp
balance: cultist murderer option now easier to access
balance: halved the maximum number of characters you can receive from a single immigration wave
balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
FIXED: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they're currently farming.
FIXED: some bad widget deletions causing Bad Things.
FIXED: military morale check was backwards
FIXED: crash when clicking on module button rapidly
FIXED: some memory handling issue with UI elements
FIXED: some module costs
FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines
FIXED: scripterror in rogue artist event
FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
FIXED: can no longer hit demolition many times on a building and cause errors
FIXED (53B): skill values (with strong practical applications to Laboratory)
FIXED: stacks not un-trade designating
FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders
FIXED: beetles wouldn't drop lacquer
FIXED: broken icon in alert for favour_redcoats
FIXED: broken fishperson job loop under certain circumstances
FIXED: math error in disturbance points that made them higher than intended
FIXED: military won't butcher corpses unless exceptional circumstances prevail
-- Gaslamp Games
CLOCKWORK EMPIRES BETA 53B NOW ON EXPERIMENTAL BRANCH
Beta 53B of Clockwork Empires is now on the Experimental Branch on Steam.
Major Changes:
added lights
Naturalist's office overhauled (not quite done): Naturalists can be set to Scout, Hunt, or Survey Minerals. Related: ore vein distribution on map has been redone.
colonists with high despair will now cease to work and do despairing things (there are various methods to alleviate this, esp. via Pub and Chapel)
upkeep costs significantly reduced, various bugs fixed, and "Advanced Workbench" added which can produce upkeep trunks (and other things) en masse
Consolidated Changelog for Beta 53B:
added ability to attach lights to static props (& tool support for this)
added lights to a number of existing modules
you can now build lampposts
added a first pass at game over screen
the building commands menu is now split into more subcategories
added Rogue Artist event
new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
rewrote a number of building descriptions to make their usage clearer
Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
a Scouting Naturalist can see extremely far, modified by naturalism skill
a Hunting Naturalist will hunt - and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
a Mineral Surveying Naturalist surveys minerals in a normal way
animal butchery now returns stacks of meat, like other resource-exploitation jobs
removed Cot from Barracks
updated some icons
more traders won't show up if some traders are already visiting your colony
requesting traders via Foreign Office requires that no traders be on the map already
steppe biome now uses lower hill generator
camera tutorial now mentions that spacebar pauses the game
booze commodities are now crates when not being drunk
Booze Vats now required to increase Pub drink stock capacity
foreigners who die inside your colony will now automatically receive burial
despairing colonists will cure themselves using Laudanum distributed from the Pub
balance: added opium to traders
balance: further upkeep nerfing (deal with it)
balance: nerfed upkeep costs EVEN MORE
balance: animal meat output increased
balance: killing for the first time gives a harsher emotional impact
balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
FIXED: all instances of gathering materials for construction now require that you own said materials
FIXED: error in controlling skill for Foreign Office work
FIXED: you can un-designate trade goods and the green outline will disappear
FIXED: Public House will no longer be stocked with booze you do not own
FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
FIXED (53A): scripterror doing QoL string creation after drinking tea
FIXED: traders will no longer appear w/o trade goods in their hands
FIXED 53A: House UI wonkiness corrected
FIXED 53A: upkeep tooltip displays brought in line with actual upkeep values
FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
FIXED: trade goods now correctly un-designate
FIXED: tooltip info persists across save/load
FIXED: an issue where for initial pause tooltips for characters were broken
FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of "No Assignment")
FIXED: large, complicated race condition
FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn't picked it up yet
FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don't know how this happens either but we handle it now
FIXED: a bug that was preventing colonists from getting memories sometimes
FIXED: "you need a barracks" warning firing when you already have a barracks
FIXED: button bug with mines
FIXED: mine output bug in deeper stratum
FIXED: infinite new ore veins in mine
FIXED: weird occasional scripterror when creating something in a workshop
FIXED: bug in "Stahlmark Smithing Prowess" event where it failed to track how many iron bars you had made
FIXED: unified name of all the variables for despair
FIXED: weird one-off script error with pathfinding not aborting correctly
Have a nice weekend,
-- Gaslamp Games
CLOCKWORK EMPIRES BETA 53: "A JUNCTURE MOST UNNATURAL" NOW RELEASED
Beta Build 53 of Clockwork Empires, "A Juncture Most Unnatural", is now available on Steam!
MAJOR PLAYER-FACING CHANGES:
added many event arcs, including REDACTED
civilians will now fight to protect themselves (just not as well, or as long, as soldiers)
added upkeep to buildings (& multitude of systems and balance changes to support this)
changed UI for creating on-map assignments to “stamp” system
many other UI improvements done to improve information available to player and improve control over game systems
significant optimization of game speed, save size, save/load speed
… which let us add a 2X game speed button
housing and immigration systems much improved
This is our single largest changelog to date for a monthly patch. If you are prepared, step forth and read the
FULL CHANGELOG:
UI/UX
added list of workshops/offices/houses to click on when the menu is open
added new buttons for spawn points to embark screen
added currently selected highlighting to lists of offices/housing, changed visual style slightly.
new, improved emotion value display added to character window
removed “chop down”, “mine surface node”, “forage”, “clear terrain” and replaced them with assignment stamping tools
added Upkeep display to workshops (still TODO: Offices & Houses)
did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
improved FYI alert UI style
added disturbance counter.
added current/max population widget to UI
the population counter now correctly reflects your starting pop in all loadouts
“I have altered the tooltips on population capacity. Pray I don’t alter them further.”
added production menu coloring feedback for stuff you don’t have the ingredients for
fiddled about with a lots of UI (cleaning out extra elements, making standard tooltips and displays consistent between buildings)
moved all workshops, offices, housing over to workshops, offices, housing panel
swapped position of trade office and naturalist office in the offices submenu
added alert for if traders attempt to visit but no trade office is built
modules slated for dismantling will display an icon to show that they have been so designated
text numbers for commodities in module placement tooltips turn red if that material requirement can’t be fulfilled
module placement button grays out when material requirements can’t be fulfilled
added “?” box tutorial for farms
standard welcome event should overflow the text box less often
made module menu glass buttons a bit more opaque
added smarter tooltip anchoring code
added anchored tooltips for emotion bars which should cause fewer issues.
Graveyards are now use fixed zone size system (like farms)
2x button, workshops, offices, houses, and commodities buttons now highlight when in use
the Barbershop now notifies you in its UI when it is nonfunctional because of a lack of chairs
broken (due to lack of upkeep) module UI elements should no longer permit mouse events
added confirmation windows on all exit without saving options
FIXED: productionWindow not initialized after save/load and may contain garbage
FIXED: house demolish button
FIXED: when farms are removed they will be correctly deleted from Offices list
FIXED: Cancel button works for building creator
FIXED: explore waypoints can now be properly cancelled
FIXED: module tooltips now persist across save/load
FIXED: tutorial window sticks around when game is shut down, causing crashes
FIXED: no longer allow player to click individual trees for harvesting (will fill this need via TODO improvement)
FIXED: deleting null ptr when regenerating work crew selection box
Events/NPCs
added a major cult crisis or two
cleaned up various edge cases in Trader group behaviour
removed trader item drop on flee (avoids weird edge cases)
Bandits will become enraged (and an alert will appear) if you forage their tents when they’re nearby
added sounds to a number of steam knight animations
airships now crash in more varied locations
non-player agents who get stuck on the map will self-despawn if they fail pathing too many times
balance: immigration is more likely to give you lots of characters if you have significant excess capacity
FIXED: crashed airship ending scripterror (in certain cases)
FIXED 52D: grimoire scripterror when no vicar present
FIXED: grammar error in the airship crash event
FIXED: various typos
FIXED: bandits could be set to double-plunder your settlement, which was confusing
FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
FIXED: Stahlmark special traders no longer use Novorusian flag
FIXED: steam knights will now never land inside buildings or in water
FIXED: in several cases, traders would not find a valid trade office
FIXED: “You recieved 1 immigrants” grammar issues
FIXED: Rogue Stahlmarkian could stay in your colony forever
FIXED: various edge cases that would cause traders to be stuck in player’s colony
FIXED: dormant obeliskian could attack people in very rare case where its dormancy sequence was interrupted by combat
FIXED: “Suspicious Goods” event now uses the proper start position
FIXED: foreign-office triggered traders were not showing up
Buildings/Economy
added building upkeep
Repair Trunks are now craftable (for upkeep)
housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
farm harvests are now output in stacks rather than individually
foraging collects stacks rather than single units (as applicable)
“Chop Tree” job will place output stack into chopper’s hands & will return to stockpile if available
“Mine Surface Node” jobs will place output of up to 3 items in miner’s hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
doors can now be properly dismantled
added support features for multi-item system being used by upkeep trunks
added (deliberately) overdramatic particle effect to modules when they need upkeep. This may be toned down later.
added unique gun locker models
stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted (!!!)
added some new techs to mining
sugarcane can be brewed into booze
buckets of agave syrup may now ignite if set on fire
dissecting horrors now has a chance to increase science points in random lab
modules will now return their materials when deconstructed
buildings will return their construction materials when dismantled
changed “Bricabrac” to “Bric-a-brac” upon order of the Dept. of Pedantry
added unique model for moonshine
Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
balance: time it takes to chop tree and mine surface node have been changed
balance: added one MC and one LC character to all loadouts
balance: max science points for lab now determined by Overseer science skill level
balance: added upkeep trunks to starting loadout supplies
balance: added upkeep trunks to traders’ potential goods
balance: inactive workshops/offices do not require upkeep
FIXED: Scrap Iron can now be smelted into iron bars
FIXED: players cannot place modules on top of other modules
FIXED: construction jobs did not use closest materials
FIXED: pickling a certain type of fungus could lead to problems (and not the Fun kind)
FIXED: issue with healing afflictions in Barbershop
FIXED: display cost of mechanical mixing tank
FIXED: pickling chillies
FIXED (52A): chilli stew in Iron Oven
FIXED: did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
FIXED: smelt gold ingots
FIXED: label on bottle laudanum job
FIXED: icon on brick charcoal kiln
FIXED: brick charcoal kiln construction requirement
FIXED: barber job weighting
Map/Biomes
animals will now eat forest meat
reduced # of points on world; optimized world gen a bit
reduced map size and dealt with The Consequences Of These Actions (this has added benefit of provided great optimization to game speed, save/load time, save file size, etc.)
reduced animals spawned at start of game (they were crowding things)
scaled the terrain generator parameters to altered map size
added a new biome generator for alpine forests
balance: added clay to Tropical Dry Forest
balance: added clay to Boreal Forest
balance: the area immediately surrounding the starting location is now guaranteed to be flat
FIXED: removed some unpathable cliffs in temperate swamp
Characters
overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House.)
rebalanced off-shift social jobs to make things more interesting
improved “shoo animal” job; it will work more effectively now
added new event for reaching the 150 char population cap
added new trait: Light Sleeper. Can only sleep in beds.
added new trait: Heavy Sleeper. isn’t woken by preaching/gunfire/etc.
traits: Adaptable trait now gives bonus to skillgain of best 3 skills
traits: Brutish trait gives a bonus to melee damage
traits: Materialistic colonists are harder to please with house quality
traits: Reclusive colonists don’t make friends on spawn
traits: Scholarly trait gives bonus to science skillgain and penalty to all others
traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
traits: Patriotic overseers give a bonus to empire diplomacy point gain
traits: epiceureans learn cooking skill faster
traits: removed Voracious trait
traits: Hale and Hearty trait grants a bonus to HP
added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
decreased priority of idling when off-shift
added additional error checking in “vicar_take_confession” fsm
“Ceramics” skill is now “Stoneworking” (In future builds its scope will be expanded to include mining)
Steam Knights now contribute significantly to colonists’ feeling of safety
the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
added smarter abort case to carrying corpse job
balance: made drinking booze make colonists slightly happier
balance: made combat memories more fearful to civilians
balance: colonists must drink booze in a pub. They may not drink booze outside the pub. To do so would be Uncivilized.
balance: made some QoL bonus/malus changes (generally making these less forgiving as other game systems mature)
balance: all starting characters start with “Pioneering Spirit” trait
balance: civilian colonists will get more negative memories from combat
balance: seeing eldritch horrors is now more terrifying
FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
FIXED: colonists will no longer drink booze that doesn’t belong to them
FIXED 52D: items stuck to hands due to job interrupts
FIXED: colonists no longer only wander into the woods when afraid
FIXED:mining surface nodes took more than twice as long as intended
FIXED: dipping into trade-food required only half the hunger it was supposed to
FIXED: corrected more memories with non-player facing display names
FIXED: fixed up “slapped_other” type memory names
FIXED: “Repair Module” job now restriction to workcrews with “construction” enabled
FIXED: sermon-giving issues
Combat/Military
added civilian combat AI
removed starting NCO and field promotions
added a number of new military techs
made people smarter about keeping guns loaded
FIXED: attacking with a quill would freeze character
Engine & Etc.
added 2x simulation button! HOLY VORPULON
FIXED: save game crash after starting new game, quitting, starting new game again
FIXED: replays not saving work orders for workshops, causing determinism break
FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
FIXED: a couple of crashes switching in and out of building creation modes
FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
FIXED: crash bug with the work crew selection widget
FIXED: beetles eating longpork will no longer transform it into charred meat
FIXED 52D: gridAddItem error, for real
FIXED: forest meat rides again
The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. And pictures of our pets. You know you want to see cute animals.
Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!
Beware the [REDACTED],
-- Gaslamp Games
CLOCKWORK EMPIRES BETA 52F NOW IN EXPERIMENTAL BRANCH
Beta 52F of Clockwork Empires is now on the experimental branch on Steam.
Consolidated changelog for Beta 52F
added smarter tooltip anchoring code
added anchored tooltips for emotion bars which should cause fewer issues.
added a major event arc
Graveyards are now use fixed zone size system (like farms)
improved "shoo animal" job; it will work more effectively now
airships now crash in more varied locations
2x button, workshops, offices, houses, and commodities buttons now highlight when in use
"Ceramics" skill is now "Stoneworking" (In future builds its scope will be expanded to include mining)
the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
balance: immigration is more likely to give you lots of characters if you have significant excess capacity
balance: civilian colonists will get more negative memories from combat
balance: seeing eldritch horrors is now more terrifying
balance: inactive workshops/offices do not require upkeep
FIXED: module tooltips now persist across save/load
FIXED (52E): immigration count errors
FIXED (52E): foreign office not resetting missions
FIXED: Rogue Stahlmarkian would stay forever
FIXED: tutorial window sticks around when game is shut down, causing crashes
FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
Enjoy your weekend,
-- Gaslamp Games
CLOCKWORK EMPIRES BETA 52E NOW ON EXPERIMENTAL BRANCH
Beta 52E of Clockwork Empires is now on the Experimental Branch on Steam. As always, this is experimental so expect it to not be quite as stable as the "stable" branch. This patch is a doozy.
Major Changes
added 2x speed button (a thousand voices cheer out from the Steam Forums)
added harvest stamp commands to collect resources from the map
fixed module placement limits (can't place modules in invalid buildings or on top of one another)
various UI and mechanics related to upkeep improved, bugs fixed, balancing done
civilians can now fight
Full changelog for Beta 52E
added new buttons for spawn points
added currently selected highlighting to lists of offices/housing, changed visual style slightly.
new emotion value display added to characters
added 2x simulation button! HOLY VORPULON
reduced # of points on world; optimized world gen a bit
players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
removed "chop down", "mine surface node", "forage", "clear terrain" and replaced them with assignment stamping tools
added Upkeep display to workshops
modules disabled by lack of upkeep will no longer lose production queues
housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
various improvements added to ranged and melee attack logic
did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
improved FYI alert UI style
added disturbance counter. It counts disturbances. WHAT COULD THOSE BE
removed starting NCO
removed field promotions
added civilian combat AI
reduced animals spawned at start of game (they were crowding things)
rebalanced off-shift social jobs to hopefully make things more interesting
added new event for reaching the 150 char population cap
added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
added new trait: Light Sleeper. Can only sleep in beds.
added new trait: Heavy Sleeper. isn't woken by preaching/gunfire/etc.
traits: Adaptable trait now gives bonus to skillgain of best 3 skills
traits: Brutish trait gives a bonus to melee damage
traits: Materialistic colonists are harder to please with house quality
traits: Reclusive colonists don't make friends on spawn
traits: Scholarly trait gives bonus to science skillgain and penalty to all others
traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
traits: Patriotic overseers give a bonus to empire diplomacy point gain
traits: epiceureans learn cooking skill faster
traits: removed Voracious trait
traits: Hale and Hearty trait grants a bonus to HP
added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
balance: added clay to Tropical Dry Forest
balance: upkeep timers are tracker per-building rather than globally
balance: Novice and Artisan upkeep trunk recipes now give 2 trunks for 1 resource
FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
FIXED: beetles eating longpork will no longer transform it into charred meat
FIXED: colonists will no longer drink booze that doesn't belong to them
FIXED: crashed airship ending scripterror (in certain cases)
FIXED 52D: items stuck to hands due to job interrupts
FIXED 52D: gridAddItem error, for real
FIXED 52D: grimoire scripterror when no vicar present
FIXED: grammar error in the airship crash event
FIXED: Scrap Iron can now be smelted into iron bars
FIXED: players cannot place modules on top of other modules
FIXED: productionWindow not initialized after save/load and may contain garbage
FIXED: various typos
FIXED: house demolish button
FIXED: colonists no longer only wander into the woods when afraid
FIXED:mining surface nodes took more than twice as long as intended
FIXED: removed some unpathable cliffs in temperate swamp
Go forth and Do Things Quickly,
-- Gaslamp Games
BETA 52D NOW ON EXPERIMENTAL BRANCH
Beta 52D of Clockwork Empires is now available on the experimental branch on Steam. It primarily exists to fix bugs and add refinements to issues in betas 52B and 52C, which... didn't get announcements posted for them, clearly due to Novorusian saboteurs.
Changelog for 52D:
added a number of new military techs
added weekly upkeep notification alert
farm harvests are now output in stacks rather than individually
foraging collects stacks rather than single units (as applicable)
doors can now be properly dismantled
can now send order to groups of surface nodes to mine just clay or just stone or just sand
"Chop Tree" job will place output stack into chopper's hands & will return to stockpile if available
"Mine Surface Node" jobs will place output of up to 3 items in miner's hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
new experimental loadout, for funzies
decreased priority of idling when off-shift
the population counter now correctly reflects your starting pop in all loadouts
reduced map size and dealt with The Consequences Of These Actions
"I have altered the tooltips on population capacity. Pray I don't alter them further."
balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
balance: time it takes to chop tree and mine surface node have been changed
balance: added one MC and one LC character to all loadouts
balance: max science points for lab now determined by Overseer science skill level
balance: made some QoL bonus/malus changes
FIXED: replays not saving work orders for workshops, causing determinism break
FIXED: save game crash after starting new game, quitting, starting new game again
FIXED: event arc director point gains
FIXED: when farms are removed they will be correctly deleted from Offices list
FIXED (52C): offices operating w/ unmet upkeep
FIXED (52C): various edge cases involving Upkeep calculations
plus, of course, the new stuff from 52B and 52C that... didn't get posted here.
The Patches Will Continue Until Morale Improves,
-- Gaslamp Games
CLOCKWORK EMPIRES BETA 52: "DAYS OF BUREAUCRACY AND KNIGHTS OF STEAM"
Beta Build 52 of Clockwork Empires, "Days of Bureaucracy and Knights of Steam", is now available on Steam!
MAJOR PLAYER-FACING CHANGES THIS MONTH
Steam Knights!
Barracks control over military squad loadout
Exciting Event Arcs!
A Better Economy
All sorts of UI bits and bobs!
Very long, detailed changelog:
Military, Barracks, & Combat
added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
added some new Steam Knight animations
the weapon loadout of a military squad is now controlled by its Barracks; default is pistols
additional weapon loadouts in Barracks can be enabled by installing new weapons lockers
civilian hunters no longer conflict with your military’s weapon use
combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly
injured people will use injured walk (this affects combat massively)
added Day/Night workshift control button to Barracks
adjusted Bandit combat decision balance slightly
balance: lowered bandit desire to smash buildings
balance: bandits/foreigners no longer drop free weapons for you
balance: made soldiers slightly less excited about chasing down fleeing enemies
FIXED: bandits will no longer fire at people while holding bread
FIXED: fishpeople won’t hit people with meat anymore
FIXED: temporary military chars should no longer be assignable to buildings
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
Jobs/Workshops/Offices/Economy
moved “Clear Terrain” jobs into the building construction job if they are automatically spawned by building construction
added “On-Shift/Off-Shift” status to the names of idle jobs
added Grinder module and Grinder recipes
“basic food” has been removed and replaced with a small number of 1-food recipes.
added new barracks gun modules (with placeholder models)
added more high-tier modules to the game
removed “Roast Coffee Beans” from workbench (it’s still on the oven) (this prompted lengthy discussion about the process of coffee-making)
added EVERY WORKSHOP RECIPE IN THE GAME to the new multi-item pickup code
removed “make/assemble” etc from all workshop recipe names (to reduce text overflow)
balance: roughly halved time to construct buildings
balance: added cap (1/3 of a day) on time to construct a building
balance: adjusted output of stone from surface nodes
FIXED: “Make stone smelting crucible” now moved over to new multistack system
FIXED: picking up a multistack from the stockpile now correctly decrements the stockpile counter
FIXED: Distil Rum
FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
FIXED: removing a module will now (immediately) push effects of its removal to parent building
FIXED: Maize not being usable in vegetable recipes
FIXED: some jobs that were missing job time data
FIXED: commodity drop will always hide the object at the end of the merge container cycle
FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy
FIXED: if a workshop job is aborted, trash the job and don’t attempt to restart/yield it.
FIXED: don’t let a workshop job start with a deleted module
FIXED: some vegetables weren’t usable in vegetable related recipes
FIXED: opium was impossible to research
FIXED: kitchen workbench and metalworks workbench did not display some recipe commodity names
FIXED: smelting brass ingots wanted “timber” rather than “fuel”
FIXED: plank output display was half of what it should be
FIXED: cash crops as trade goods consistency
FIXED: Rum distilling (was brewable)
FIXED: Mezcal recipe
FIXED: brewing and distilling jobs now add to cooking skill
FIXED: long clothes line required 1 less bricabrac than advertised
FIXED: “make tin exotic caviar” job for workbenches, removed from ovens
FIXED: “make chemistry workbench” job
FIXED: Moved brick kilns and iron smelting crucible to multiobject system (should fix build failure)
FIXED: steel ingots looking for wrong object
FIXED: Public House crash
FIXED: perennial crops would only output harvest once
FIXED: when merging containers, ensure that the dead container is correctly removed from the container manager (may have caused issues)
FIXED: always set containers to visible when something is put into them in a stockpile (workaround for a mystery bug)
FIXED: Sulphur Tonic job said it makes Fertilizer when it really makes Tonic
FIXED: doing science now increments Science skill
FIXED: player-ordered hunting jobs won’t be lost
FIXED: chilli stew & molasses output corrected
UI
blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again
added # of chairs display to Barbershop
changed commodity filter categories
did more iteration on UI responsiveness
added better UI input handling code for windows that have recently been redrawn (This was causing responsiveness issues with offices in 51C.)
added optional code for FYI-style alerts to display images
traders will send an alert when they leave the Trade Depot
updated UI framework for minimized windows
work shift panel now visible on all buildings (& removed old message code)
added improvements to escape key sequencing (more work to do there)
added more icons to hunger Quality of Life for greater expression of granularity
added Grenade Launcher icon
re-enabled chair/standing desk display on relevant offices
optimized code from widget manager which greatly speeds up work crew menu
FIXED: alert stubs not registering themselves with event arcs
FIXED: minor bug when clicking the top pixel of a UI window
FIXED: a bunch of minor tooltip style issues
FIXED: memories will no longer blank out after save/load
FIXED: mineshaft now displays its full name in UI
FIXED: alert title for full Diplomatic Points was incorrect
FIXED: scrollable elements now properly detect mouseover states
FIXED: fence icons
FIXED: typo in work quality of life description
FIXED: mine products display is more readable
FIXED: Foreign office wasn’t displaying building quality correctly
FIXED: Pulque icon
FIXED: ESC when entering module mode and then not selecting anything would incorrectly hide all tooltips.
Characters
<*> workshop Quality of Life value updated when assigned/unassigned from workshop
<*> food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day
<*> added “Hermit” and “Gregarious” traits
<*> 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.
<*> assignment of workcrew to service job should adjust their work schedule appropriately
<*> balance: reduced sleep time
<*> balance: adjusted relationship of happiness to work shifts
<*> balance: slightly increased nighttime sight radius
<*> FIXED: minor fix to naturalism surveying animation
<*> FIXED: variable walk/run speeds among different entities
<*> FIXED: Naturalists will now increment skill when performing naturalism work
<*> FIXED: talking to fishperson could freeze colonist (temp. removed this job)
<*> FIXED: workers will no longer try to walk to be near their overseer if their overseer is in an underground mine and therefore technically off-map
<*> FIXED: characters would sometimes not work during the first shift of their workshift
<*> FIXED: The posessive and objective forms of gender-neutral pronouns were reversed
<*> FIXED: doing science now increments Science skill
<*> FIXED: interactions on corpses now correctly reset after butchery by fishpeople
Events
<*> added some new event arcs
<*> added ability for events to lock building for special work (& UI to support this)
<*> increased range on animal_repopulate spawn (so they don’t get stuck on the edge of the map)
<*> if a chapel is given a “special event project”, it will boot out anyone waiting for confession
<*> added alerts for Foreign Intervention events
<*> “Palmerstoke’s Choice” loadout now includes lacquered planks
<*> balance: reduced incidence of bandit/fishperson attacks
<*> FIXED: various minor scripterrors
<*> FIXED: various typos in events, descriptions
<*> FIXED: bandits_amnesty event error
<*> FIXED: scripterror in dead overseer replacement event
<*> FIXED: small issues w/ tutorial text and grammar
<*> FIXED: various text re. “Mechanique” vs “Mecanique” and “L’Autodictatuer” consistency
<*> FIXED: if you attempt to send Bandits false information but no bandits exist on-map, alert will inform you of this fact
<*> FIXED: tutorial would appear after game start; it no longer does
<*> FIXED: players should not be attacked before they finish the tutorial
<*> FIXED: in certain rare cases items given to player by events would not be set as owned by player
Engine / Scripting / Save & Load
added “save and exit to main menu”, “exit to main menu without saving” buttons
rewrote commodity tracking code
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: persistent events are now persistent enough to consistently persist through save/load.
FIXED: several crash fixes
FIXED: more cleanup of phantom objects
FIXED (OSX): crash on embark screen whenever you generate an ocean biome
FIXED (OSX): crash in rendAssignmentBeacon handler
FIXED (OSX): some other misc. crashes
Other Stuff Generally Resulting From Having Too Many Beers At A Summer Barbecue And Leaving The Meat On Too Long
improved aesthetics of REDACTED slightly via glow shader
FIXED: Swamp Grass had no description
FIXED: if you chopped down a burning tree, it would leave a fire in its place forever
FIXED: charred meat ownership is set correctly
The development progress page has also been updated, with exhaustive notes on the status of the project, as well as even more details on the stuff we included above. And pictures of our pets.
Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!
Enjoy your Tuesday!
-- Gaslamp Games
BETAS 51F THROUGH 51H ARE/WERE ON THE EXPERIMENTAL BRANCH
Beta 51F of Clockwork Empires is now available on the experimental branch on Steam. It turns out you probably didn't want it; it kind of crashed a bit.
Beta 51G did nothing to resolve the crashing. The people wept.
Beta 51H should, now, be the beta you want, and is hopefully full of that tangy, zippy, down-home taste that the growing street urchin craves, and also sawdust.
CHANGES:
- added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
- added some new Steam Knight animations
- added "On-Shift/Off-Shift" status to the names of idle jobs
- added Grinder module and Grinder recipes
- added # of chairs display to Barbershop
- added some new event arcs
- added "save and exit to main menu", "exit to main menu without saving" buttons
- added ability for events to lock building for special work (& UI to support this)
- rewrote commodity tracking code
- changed commodity filter categories
- did more iteration on UI responsiveness
- added optional code for FYI-style alerts to display images
- increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map)
- traders will send an alert when they leave the Trade Depot
- if a chapel is given a "special project" it will boot out anyone waiting for confession
- balance: reduced incidence of bandit/fishperson attacks
- FIXED: charred meat ownership is set correctly
- FIXED: Distil Rum
- FIXED: various minor scripterrors
- FIXED: various typos in events, descriptions
- FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
- FIXED: fishpeople won't hit people with meat anymore
- FIXED: bandits will no longer fire at people while holding bread
- FIXED: bandits_amnesty event error
- FIXED: removing a module will now (immediately) push effects of its removal to parent building
- FIXED: Maize not being usable in vegetable recipes
- FIXED: some jobs that were missing job time data
- FIXED: scripterror dead overseer replacement event
- FIXED: commodity drop will always hide the object at the end of the merge container cycle
- FIXED: alert stubs not registering themselves with event arcs
- FIXED: minor bug when clicking the top pixel of a UI window
- FIXED: crashing introduced in 51F when flattening terrain.
Well, that was a thing,
-- Gaslamp Games
BETA 51E Now up in the Experimental Branch
As always, the Experimental Branch is NOT STABLE.
If you'd rather have stability, please retreat to the safe confines of the Default Branch. It has lovely plush leather wingback chairs and ottomans, and customarily serves several fortified wines and cheeses before and after the meal.
The experimental, on the other hand, is unrefined frontier living, and you may find yourself sleeping on the floor.
Changelog 51E:
added better UI input handling code for windows that have recently been redrawn. This was causing serious responsiveness issues with offices in 51D
food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day
balance: made people slightly less excited about chasing down fleeing enemies
FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy
FIXED: if a workshop job is aborted, trash the job and don't attempt to restart/yield it.
FIXED: don't let a workshop job start with a deleted module
FIXED: some vegetables weren't usable in vegetable related recipes
FIXED 51D: Error with Carbine recipe
FIXED 51D: some types of low-level food were not counting as food
FIXED 51D: offices not working nearly as much as they should
FIXED 51D: hunger quality-of-life updates generally working for all possible food input
FIXED 51D: iron smelting crucible tooltip said the job required too few inputs
FIXED 51D: a number of small tutorial text issues
FIXED 51D: scripterror with Stalwart loadout
(cheeses sold separately, fortified wines not included)
CLOCKWORK EMPIRES EXPERIMENTAL BUILD 51D NOW IN STEAM EXPERIMENTAL BRANCH
A new experimental build of Clockwork Empires, Beta 51D, has been posted to the experimental branch on Steam. Major changes:
- 51C lockups fixed!
- Military squad weapons are now assigned through their Barracks (additional weapon loadouts can be unlocked by placing weapons lockers in the Barracks)
- Weapons are no longer individually constructed; you can produce a boxed weapons locker and place that in a barracks to equip a squad with a type of weapon
- Combat improved in various, ongoing ways via various fixes/additions to animation logic and combat jobs
- 'basic food' has been replaced by individual recipes
- advanced machines have been added to the game
Consolidated changelog for Beta 51D:
- injured people will use injured walk (this affects combat massively)
- improved aesthetics of REDACTED slightly
- the weapon loadout of a military squad is now controlled by its Barracks; default is pistols
- additional weapon loadouts in Barracks can be enabled by installing new weapons lockers
- civilian hunters no longer conflict with your military's weapon use
- combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly
- "basic food" has been removed and replaced with a small number of 1-food recipes.
- added new barracks gun modules (with placeholder models)
- added more high-tier modules to the game
- updated UI framework for minimized windows
- work shift panel now visible on all buildings (& removed old message code)
- added framework for barracks changes
- added improvements to escape key sequencing (more work to do there)
- FIXED: a bunch of minor tooltip style issues
- FIXED: temporary military chars should no longer be assignable to buildings
- FIXED: small issues w/ tutorial text and grammar
- FIXED: minor fix to naturalism surveying animation
- FIXED: opium being impossible to research
- FIXED: variable walk/run speeds among different entities
- FIXED (51C): lock up after loading games from 51C
- FIXED (51B): smelt brass ingots (and various issues in metalworks recipes)
- FIXED (51C): bricabrac output amount incorrect, took zero time
- FIXED (51B): research_family_tree scripterror
This space at the bottom of the patch notes is available for rent at reasonable prices,