Alpha 49B of Clockwork Empires has now been pushed to the Experimental Branch on Steam. The key thing is that we have added a ton of new world biomes and biome content. You can now freely select your starting position on the embark map! Choose wisely.
Changelog:
populated new biomes with terrain textures, game objects, biome transition definitions
added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo
added wild grapevines that can foraged for grapes which can be made into wine
the "Hale & Hearty Recovery" event has been updated and is re-enabled
colonists will wait until they are hungrier before resorting to eating trade food
colonists will get better memories from eating trade food
added particles to stone charcoal kilns when in use
streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report
added code support for events that spawn items to list the items spawned in the text of the event.
added images for several "?" help screens that were missing them
added different day/night lighting sets per-biome
FIXED: people would be creeped out by their own creepy whispering
FIXED: people whispering creepily wouldn't animate
FIXED: issue with the "get up from doing pushups" animation
FIXED: cannot embark in 100% water
FIXED: embarks that would dump you in 100% water will now place you on land
FIXED: terrain side texture scaling now set to 100% universally
FIXED: gossip was not creating meaningful emotional reactions
FIXED: biome moisture/temp defs so all intended biomes appear on generated map
BIOMES!
-- GG
ALPHA 49A HOTFIX NOW PUSHED TO DEFAULT BRANCH OF CLOCKWORK EMPIRES
A hotfix for Alpha 49 has now been pushed to the experimental build AND the default build of Clockwork Empires. We are labeling this Alpha 49A. The major change here, in addition to a number of severe to small bugfixes, is that we have identified and resolved an error causing the game to fail to start for some people on machines running with UNICODE or languages other than English. If you have been unable to start the game recently, please let us know if this works. (If you are still having problems, please contact us either here or via our web forums or contact e-mail, so we can finish sorting this out.)
Anyhow, that's enough of that. Changelog below:
FIXED: dead colonists will never try to set revolt icon on themselves
FIXED: Bandit corpse scripterror
FIXED: Republique invalid trade item
FIXED: ForceDropEverything error due to invalid trade item spawn
FIXED: Colonists denounce cowardice scripterror
FIXED: mineral beacon tooltip
FIXED: people thought they blamed themselves for the woes of the colony when someone else blamed them
FIXED: all agents will now ignite correctly from environmental fire
FIXED: military will no longer use invisible guns after training sessions
FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions
FIXED: agents not correctly having their hostile bit set, or having hostile bits reset
Tinkerty-tonk,
-- Gaslamp Games
Clockwork Empires March Update: "The Joy of Work" is now live!
The March update, "The Joy Of Work" is now live!
MAJOR PLAYER-FACING CHANGES
A lot of UI work has been done. A LOT of UI work has been done.
Completely overhauled farming system
More economy development!
Lacquered planks!
Fixed the spelling of the word "chermistry"
The full change log overflowed the Steam character limit, so the full change log can be found here! We're not even going to try to post it here, it's so long and contains such terrible things that your eyes were not meant to witness. Here is a selection:
UI
overhauled basically the entire main UI
changed main window text ticker to have three sizes, default is middle size
added confirmation dialog on changing work crew times (will add a “don’t show this again” option later
reorganized colonist list to be more compact, have a bit more functionality, and be more of a “white pages” for colonists.
alerts now batched by type to cut down on spam. When targets for zoom are batched into an alert, repeated clicks will cycle through zoom targets
left click and right clicks swapped on the alerts. this is intentional, and is going to be a little weird for the first bit, sorry!
alerts corresponding to player choices are now separate from those not. Pop-up events cut back to fall in line with future plans for content.
alerts now have varying degrees of importance, with pop-out detail windows replacing the huge tooltips which vary in detail and size corresponding to the importance of the alert. more important alerts also have different button art.
modified work shift box to sync visual refresh with processing of button click
added more “?” box help windows for various buildings
cleaned up some building UI styles
added unique religious doctrine icons
added skill level and tech modifier display to all workshops’ UI
tooltips now flip position near screen edges
moved version number slightly to not cover new UI arrangement
added more tutorial definitions
changed +/- in work crew UI to up/down chevrons
repositioned and fixed tooltips for main menu alerts
shorted some UI sounds slightly
tweaked how portraits are handled in work crew UI (unsatisfied with this, more work to come)
day/night widget now survives save/load, has reliable day count information on it (finally), shows name of current hour
collapsed work crews now show working status of MC char by highlighting their name tag button
expand All / Collapse All button now on work crew UI window. Work crews now start all expanded.
added correct icon when office is complete to completion ticker message
FIXED: more flickering tooltip issues
FIXED: we were showing the wrong background size for expanded farms
FIXED: “chermistry”
FIXED: bug where shortening the interior pane of a scrollable window to the point where the scrollbar would disappear would not reset scroll position and instead cause elements to be permanently out of view.
Work Crews
reworked character shift work tests to be less error prone and cut its code footprint significantly
added floating alert for revolting workcrews
Farming
overhauled farming system
hooked up farms to the new UI system like some kind of cyborg. a plant cyborg.
FIXED: perennial harvest stage calculation off by one
FIXED: Fishpeople will not attack ungrown crops
Economy
added Laquered Planks (made in the chemistry workshop and now required for some high end buildings/modules. You can get laquer from beetles, trade, and (temporarily) laquer trees, which will eventually be moved to another biome.)
Pub no longer requires brewing devices to build (As you can acquired alcohol via trade now)
balance: rebalanced costs for a number of buildings.
balance: partial mining/ore rework (Surface nodes yield less ore and are less common. Removed Stone Charcoal Kiln and added iron requirement to Brick Charcoal Kiln. Mining will now always yield at least some coal. More ores are necessary to make metal bars. More bars necessary to make plates/pipes. Regular stone will occasionally produce ore. More ore added to traders. Added “ore trader mission” to stahlmark foreign office events. Rebalanced costs of all metal-costing modules.)
balance: Quality Food and Premium Food now produce food at a 1:1 ingredients/output ratio.
TEST: temp. removed flax and cloth from the game (until they tie into more interesting upcoming things)
balance: trade values of large number of items updated to reflect reworking of ores/metals
balance: lower-level kilns/ovens don’t require advanced metal parts to repair
FIXED: many boxed modules took no time to assemble
Events
added Foreign Relations Correction event
added ability to attempt to intimidate bandits w/ trained military
added a bunch of new foreign office options (3 per non-empire nation)
all remaining instances of losing/gaining “Prestige” have been converted to faction standing
when trader arrives at trade depot, an alert will be created
added variant to Novorus Logging Moratorium to reflect conditions if you initiate it while hostile
Characters
colonists will now flee from fire
increased delay before colonist waiting for service alerts trigger again
colonists will wait slightly longer before eating food not suited to their social class (the gross food consumed over time is the same)
balance: did first revision pass on happiness from ALL memories
balance: confession now takes less time
FIXED: colonists would become stuck in graves forever while trying to bury the dead
... and we've run out of room already. Sheesh. You'll just have go to see for yourselves.
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. There are, as always, still pictures of cute animals.
Beware the Ides of March! Or, if you were stabbed during the Ides of March, seek medical treatment immediately.
-- Gaslamp Games
ALPHA 48D OF CLOCKWORK EMPIRES NOW IN EXPERIMENTAL BRANCH
Alpha 48D of Clockwork Empires has now been pushed to the Experimental Build on Steam!
Why did we push it there? We do not know. It is simply the nature of things. One pushes, and one is pushed, and so it goes. Here are some changes:
- modified work shift box to sync visual refresh with processing of button click
- buttons now respect padding as if they were container buttons
- changed main window text ticker to have three sizes, default is middle size
- added confirmation dialog on changing work crew times (will add a "don't show this again" option later)
- modified config file code to write out changes to the file when a variable is changed rather than on exit to avoid the - issue where an unsafe exit would lose changes
- reorganized colonist list to be more compact, have a bit more functionality, and be more of a "white pages" for - colonists.
- alerts rewrite as part of ongoing UI organization to make way for Fun.
- alerts now batched by type to cut down on spam. When targets for zoom are batched into an alert, repeated clicks - will cycle through zoom targets
- left click and right clicks swapped on the alerts. this is intentional, and is going to be a little weird for the first bit, sorry!
- alerts corresponding to player choices are now separate from those not. Pop-up events cut back to fall in line with future plans for content.
- alerts now have varying degrees of importance, with pop-out detail windows replacing the huge tooltips which vary in detail and size corresponding to the importance of the alert. more important alerts also have different button art.
- added floating alert for revolting workcrews
- shorted some UI sounds slightly
- added "shoot bandits" command to bandits
- FIXED: construction materials dropped by re-assigned worker would sometimes be frozen in space
- FIXED (48C): farming work crew wouldn't increment overseer skill
- FIXED (48C): perennial crops
- FIXED: "chermistry"
- FIXED: perennial harvest stage calculation off by one
- FIXED: some event art had a missing edge
- FIXED: really, really explicit setting of when fire is ON or OFF
- FIXED: possible scripterror in foreign_invasion
- FIXED: Fishpeople will not attack ungrown crops
- FIXED: do_science.fsm now won't scripterror after save/load in certain circumstances
- FIXED: selection box not letting you select some objects
- FIXED: some more crashes
- FIXED: a couple of uninitialized variables doing Fun Things
Pip pip,
-- Gaslamp Games
ALPHA 48C NOW IN EXPERIMENTAL BRANCH
Alpha 48C of Clockwork Empires has now been pushed to the Experimental Branch. This is a minor update from Alpha 48B, focusing on crash fixes, stability, and doing more of the UI stuff we started in 48B.
Changes:
lab optimization, take 1
clearables now use assignment beacons correctly in all cases
tweaked how portraits are handled in work crew UI (unsatisfied with this, more work to come)
day/night widget now survives save/load, has reliable day count information on it (finally), shows name of current hour
collapsed work crews now show working status of MC char by highlighting their name tag button
expand All / Collapse All button now on work crew UI window. Work crews now start all expanded (since you don't have enough crews for this to be an issue at - start)
added correct icon when office is complete to completion ticker message
when trader arrives at trade depot, an alert will be created
(48B): all crops re-added)
miners will now receive building quality memories for the mine they're working in
added variant to Novorus Logging Moratorium to reflect conditions if you initiate it while hostile
balance: trade values of large number of items updated to reflect reworking of ores/metals
balance: lower-level kilns/ovens don't require advanced metal parts to repair
balance: confession now takes less time
balance: building costs changes using new materials
FIXED: building Mineshaft Module crash
FIXED: "sucked up to" memory text
FIXED (48B): wheat harvest error
FIXED (48B): text errors in foreign_relations_correction
FIXED: many boxed modules took no time to assemble
FIXED: bug where shortening the interior pane of a scrollable window to the point where the scrollbar would disappear would not reset scroll position and instead cause elements to be permanently out of view.
FIXED: a couple of crash bugs
FIXED, probably: "run-time error" dialog message
FIXED: barbershop crash
FIXED: zones can now be deleted again
Everything is on fire,
-- Gaslamp Games
ALPHA 48B of CLOCKWORK EMPIRES NOW ON EXPERIMENTAL BRANCH
Alpha 48B of Clockwork Empires is now available on the Steam Experimental Branch. Major Changes:
- Massive UI overhaul
- New farming system
- Major ore/metalworking rebalance
- Added Lacquer & Lacquered Planks as high quality wood material
- NOTE: flax plants, cloth industry, and the entire tropics have been temporarily removed. Do not be alarmed! Everything will be tip-top.
Full changelog:
overhauled farming system
added Laquered Planks (made in the chemistry workshop and now required for some high end buildings/modules. You can get laquer from beetles, trade, and (temporarily) laquer trees, which will eventually be moved to another biome.)
added more "?" box help windows for various buildings
added Foreign Relations Correction event
added ability to attempt to intimidate bandits w/ trained military
revised the farming system, first iteration
cleaned up some building UI styles
added unique religious doctrine icons
added skill level and tech modifier display to all workshops' UI
added military science category plus 3 military techs
colonists will now flee from fire
increased delay before colonist waiting for service alerts trigger again
all remaining instances of losing/gaining "Prestige" have been converted to faction standing
Pub no longer requires brewing devices to build (As you can acquired alcohol via trade now)
added a bunch of new foreign office options (3 per non-empire nation)
colonists will wait slightly longer before eating food not suited to their social class (the gross food consumed over time is the same)
added fixed-size zones (several crop tech unlocks temporarily deactivated)
tooltips now flip position near screen edges
moved version number slightly to not cover new UI arrangement
overhauled basically the entire main UI, the work crew UI, and the factions UI
reworked character shift work tests to be less error prone and cut its code footprint significantly
learned some things about finite number sets
hooked up farms to the new UI system like some kind of cyborg. a plant cyborg.
added more tutorial definitions
re-added jobs button (which was removed earlier in this build) because it still has unique and valuable functionality. needs to be reconsidered at some point.
changed +/- in work crew UI to up/down chevrons
repositioned and fixed tooltips for main menu alerts
balance: rebalanced cost types of a number of buildings.
balance: partial mining/ore rework (Surface nodes yield less ore and are less common. Removed Stone Charcoal Kiln and added iron requirement to Brick Charcoal Kiln. Mining will now always yield at least some coal. More ores are necessary to make metal bars. More bars necessary to make plates/pipes. Regular stone will occasionally produce ore. More ore added to traders. Added "ore trader mission" to stahlmark foreign office events. Rebalanced costs of all metal-costing modules.)
balance: Quality Food and Premium Food now produce food at a 1:1 ingredients/output ratio.
balance: did first revision pass on happiness from ALL memories
balance: ALL Obeliskians will start dormant
FIXED: colonists would become stuck in graves forever while trying to bury the dead
FIXED: Pubs can now handle multiple booze vats
FIXED: various typos
FIXED: scripterror in Laboratory (if points were maxed)
FIXED: burning objects could leave invisible hot spots that ignited stuff forever
FIXED: Obeliskians would sometimes attack dead humans and dead fishpeople
FIXED: Foreign Invasions will be called off if you manage to switch diplomatic state to non-hostile
FIXED: fishpeople won't interrupt fleeing people for intimidation
FIXED: more flickering tooltip issues
FIXED: we were showing the wrong background size for expanded farms
FIXED: flickering tooltips
FIXED: building crash
FIXED: all boxable modules should have tooltips explaining where they can be built now
FIXED: boxed pipes were used to build barometers and vice versa.
FIXED: could make windows out of glass bottles
FIXED: wall shrines' access point was really far away
TEST: temp. removed flax and cloth from the game (until they tie into more interesting upcoming things)
NOTE: start of overworld/biomes work is occurring, which is why the tropics are temporarily unavailable.
Pip pip,
-- Gaslamp Games
ALPHA 48A OF CLOCKWORK EMPIRES NOW IN EXPERIMENTAL BRANCH
Alpha 48A of Clockwork Empires has been posted to the Experimental Branch on Steam.
The main change here is that we fixed a number of crash bugs in Alpha 48 that crashed the game at random. As fixing these bugs required breaking people's saves, we didn't feel like it was appropriate to push this hotfix to the main branch. So, instead, it is an experimental branch patch.
CHANGELOG:
- things crash less
- added more random work crew names
Enjoy your weekend,
-- Gaslamp Games
February Update Now Live: "All According To Glorious Design"
The February update, "All According to Glorious Design" is now live!
MAJOR PLAYER-FACING CHANGES
Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!
Added happiness-to-workshift system: Now emotions matter. The happier your colonists are – well, your overseers anyway – the longer your work crews will work.
Science!
Chapel doctrines!
Optimization!
The full change log overflowed the steam character limit, so below is everything we could fit, but the full change log can be found here!
Building Designation / Module Placement
performed complete rewrite of module and building placer
terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
FIXED: zones are designated per-verte, not per-tile
FIXED: module placement crash when SHIFT-clicking multiple modules or placing modules rapidly and in succession
FIXED: various issues with snapping modules not working correctly at all
FIXED: extruded blueprint for an exterior model extends one unit behind the actual module (or more, depending on the interior height)
FIXED: right-clicking in the zone creator let you break things
FIXED: zone creator max size reporting was off by 1
FIXED: another case of the small mysterious colored square
FIXED: saving in blueprint mode and reloading would cause invisible modules
FIXED: barbershop and other exterior decor items create raised platforms
FIXED: window height incorrect
FIXED: pressing ENTER without having specified a correct blueprint would crash the game
Colonists / AI
added new happiness-based workshift system
balance: lowered desire to listen to sermons slightly
balance: generally increased happiness from memories for new workshift system
fixed up faction descriptions on Foreign Office buttons
added warning when Foreign Office points are maxed
added some new foreign office events to foreign nations
events: made relations changes due to events stated more explicitly
trader groups now have more appropriate names
FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
FIXED: possible infinite loop in foreign_office.go
FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
FIXED: traders should no longer leave ‘ghost’ trade goods if things get weird
FIXED 47B: Empire relations weren’t being changed by Foreign Office
Modules
tables are now “Table and Chair Sets”. You can’t sit in them right now. This will be Improved.
added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
updated costs for constructing ceramics and chemistry workbenches
re-enabled module animations and particle effects on a number of modules.
re-enabled pickup_animation for modules. This may cause some visual oddness until a related bug is fixed.
Mineshafts now use particle effects when in use
module breakage now spawns rubbish
FIXED: costs for a number of modules with incorrect costs
FIXED: stained glass windows were not being built
FIXED: Iron Smelting Crucible consumed one too few bricks
FIXED: people no longer stick their heads into ovens/workbenches when dropping off materials. Usually.
FIXED: clothes-lines were not built correctly
FIXED: carpentry benches wouldn’t break properly
UI
updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
lessened bureaucrat warning spam
added “?” box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
FIXED: various typos
TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)
Military
NCOs of higher skill will now train militia footsoldiers significantly faster
balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
FIXED: when soldiers are ordered to beat someone, they won’t be frontier justiced due to hurting another colonist
FIXED: redcoats assigned away from a barracks can now be re-trained
FIXED: Military patrol job will no longer conflict with “squish vermin”
---
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. (David has started being very particular about which pet photos he allows to be a part of "his collection". He's begun openly discussing having them printed and framed in the office.)
Alpha 47D of Clockwork Empires is now in the Experimental Branch on Steam.
Major Changes:
Fixed chapel paralysis!
Doubled cooked food production!
Everyone is happier!
Things are more optimized!
The Changelog:
balance: lowered desire to listen to sermons slightly
rebalanced memory happiness for new workshifts system (upward, generally)
lessened bureaucrat warning spam
FIXED: if your standing with bandits changes away from hostile in the middle of a raid, the bandits will stop attacking (but will still be jerks)
FIXED: civilians were not fleeing with appropriate aplomb from hostile Fishpeople
FIXED: Military patrol job will no longer conflict with "squish vermin"
FIXED (for real): Muskets use correct materials
FIXED: vermin will no longer spawn inside buildings (which could cause Problems)
FIXED (47B): carpentry workshop displayed owner's skill 1 lower than it should be
FIXED: FSM index error when character aborted an office job that was accepted by another character
FIXED: some slowdowns in 47C
OPTIMIZED: pathing to object test
OPTIMIZED: deleting a job was very slow, and since we deleted jobs every time we evaluated one in the main loop it was just awful
TEST: doubled all cooked food output
CLOCKWORK EMPIRES ALPHA 47C NOW IN EXPERIMENTAL BRANCH
Alpha 47C of Clockwork Empires has now been released to the Experimental Branch on Steam. Notable features: work crews will now reduce the amount of time that they work if they are unhappy! Make your work crews happy. We are also continuing the final touches on the new building creator, and generally soldiering forward on a number of fronts.
Major Changes
added new happiness-based workshift system; if your colonists aren't happy, they will work shorter hours. It's very important to keep your colonists happy.
Full Changelog
added new happiness-based workshift system
re-enabled steel in the game (it currently isn't used for anything, though. Emphasis currently.)
re-enabled Chalk (used to make steel)
added some new foreign office events to foreign nations
Mineshafts now use particle effects when in use
added warning when Lab/Foreign Office points are maxed
events: made relations changes due to events stated more explicitly
trader groups now have more appropriate names
module breakage now spawns rubbish
terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
FIXED: some bandit related text
FIXED: clothes-lines were not built correctly
FIXED: muskets using incorrect resources
FIXED: workbenches could be built for free
FIXED: right-clicking in the zone creator let you break things
FIXED: zone creator max size reporting was off by 1
FIXED: saving in blueprint mode and reloading would cause invisible modules
FIXED: small mysterious colored square occasionally showing up on the terrain
FIXED: another case of the small mysterious colored square
FIXED: barbershop and other exterior decor items create raised platforms
FIXED: window height incorrect
FIXED: pressing ENTER without having specified a correct blueprint would crash the game
FIXED 47B: Terrain flattening is back
FIXED: carpentry benches wouldn't break properly
FIXED: traders should no longer leave 'ghost' trade goods if things get weird
FIXED 47B: Empire relations weren't being changed by Foreign Office
FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
FIXED: "Do Foreign Paperwork" and "Do Science!" jobs are now evaluated using office standing orders, not social jobs
TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)
TEST 47C: crops no longer spoil (due to workshift system)