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Genre: Simulator, Strategy, Indie

Clockwork Empires

BETA 53C NOW ON EXPERIMENTAL BRANCH

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.”
  • “Delete Module” command renamed “Dismantle Module”
  • new building construction command tooltips added
  • disabled some empty UI containers
  • updated tutorial to reference new immigration
  • 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.)
  • added embarkation button icon biome detection code
  • 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
  • added embarkation button icon biome detection code
  • 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: various typos and incorrect descriptions
  • FIXED: “Harvest Coffee Beans” job renamed “Roast Coffee Beans”
  • 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,

-- Gaslamp Games