Clockwork Empires cover
Clockwork Empires screenshot
PC Mac Steam
Genre: Simulator, Strategy, Indie

Clockwork Empires

ALPHA 47B NOW IN EXPERIMENTAL BRANCH

Alpha 47B of Clockwork Empires has now been uploaded to Steam. Most notably, it features an entire rewrite of the building and module placer. Some things are known to be broken; some things will get ironed out as fast as we can, but we decided it was a good place to get some feedback. Consequently, this build puts the Experimental back in Experimental.

I have a feeling we will regret releasing alpha 47B on Friday afternoon on a long weekend. But what the heck.

Major Changes

Building & module placement system has been completely rewritten. Disclaimer:

"flatten terrain" has been temporarily deactivated
various cosmetic issues are known, ie. doors not punching holes and things being generally ugly.
There are some other known bugs with zones and things moving outside of the window.

Added Chapel doctrines that have different effects on your colonists
Bandits & related events have been overhauled

Full Changelog for Alpha 47B

performed complete rewrite of module and building placer
added chapel doctrines, along with accompanying UI. Players may now choose a chapel doctrine in the building's interface, which will influence what effect their vicars' sermons have.
re-enabled module animations and particle effects on a number of modules.
performed refactoring of Bandit events to fit revised faction code; you will notice that some events have slightly different options
added "Bandits Visit Town" event
added "Ministry Investigates Stolen Goods" event
added "Bandit Ties Investigated" event
added "Bandits Guard Town" foreign office missions & hook to foreign invasion event
trade missions now spawn with guards
rubbish left lying around may now spawn vermin
fixed up faction descriptions on Foreign Office buttons
removed old references to "Seminary Training"; it is generally replaced with "Spiritually Inclined" trait.
added first set of metallurgy/mining techs
re-enabled pickup_animation for modules. This may cause some visual oddness until a related bug is fixed.
all remaining jobs that allowed a worker to leave while they were in progress (i.e. smelting) have been changed to require worker presence.
added an event that recommends a player build a barracks if they haven't done so by day 4
added "?" box tutorials for the following windows: Foreign Office, Chapel, Laboratory, Mine, Trade Office.
FIXED: stained glass windows were not being built
FIXED: Iron scraps are now able to be smelted into bars like ore
FIXED: costs for a number of modules with incorrect costs
FIXED: various typos
FIXED: zones are designated per-vertex and 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: ghost chalkboard is not longer valid too for performing research
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: colonists will drop goods when retreating (fixes possible instances of objects attached to hands)
FIXED 47A: fishperson steak ownership incorrectly assigned
FIXED: civilians weren't correctly dropping firearms
FIXED: scripterror when attempting to do Foreign Office action on Bandits when none are on map
TEST: locked cabbage at start

Enjoy your weekend,

-- Gaslamp Games

ALPHA 47A NOW IN EXPERIMENTAL BRANCH

Alpha 47A of Clockwork Empires has now been posted to the Experimental Branch on Steam.

Major Changes:

We've added a first verison of the new Laboratory system! Build a lab, and scientists will use chalkboards to research new science – well, it's exclusively agricultural science at this point. But we'll be adding more, as you can see by the additional unimplemented fields of study in the laboratory's UI.

Full Changelog:

- added new Laboratory system
- Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
- added some generic agricultural labour upgrade technologies
- added grass, shrubbery, and flower planting for gardening enthusiasts
- added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
- added progress bar to Do Diplomatic Paperwork
- updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
- updated costs for constructing ceramics and chemistry workbenches
- tables are now "Table and Chair Sets". You can't sit in them right now. This will be Improved.
- Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
- NCOs of higher skill will now train militia footsoldiers significantly faster
- balance: adjusted utility of burial so it (hopefully) doesn't conflict w/ farming duties
- 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: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
- FIXED: glass panes no longer built instantly
- FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
- FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
- FIXED: Fishpeople envoys will never show up before first contact
- FIXED: starting loadout airdrop crates will no longer land on each others' goods and possibly causing explosions, fire, and death
- FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
- FIXED: when soldiers are ordered to beat someone, they won't be frontier justiced due to hurting another colonist
- FIXED: when colonists talk while holding very large items, they'll no longer swing them around crazily while gesticulating
- FIXED: redcoats assigned away from a barracks can now be re-trained
- 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

We're Blinding You with Science!,

-- Gaslamp Games

January Update Now Live for Clockwork Empires: "What, These Shoddy Foreign Goods?"



Our January update, "What, These Shoddy Foreign Goods?" is now live! Notable changes include:

MAJOR PLAYER-FACING CHANGES


  • added Trade Depot & trader events
  • food has been reworked to be way more interesting!
  • new features and events added to the Foreign Office to allow interactions with the Grossherzogintum von Stahlmark, the Republique Mechanique, and the Novorus Imperiya


The full change log can be found here, but it's here too!

Trade Depot

  • added first iteration of Trade Depot.
  • all items in the game have been given trade values and “tradeable/not tradeable” flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
  • added vodka (a foreign trade good)
  • added trade events & foreign office trader ‘missions’ for all foreign nations
  • added display of trade value to item tooltips
  • a few events that relied on Prestige to function have been re-enabled to work without it. (Due to Prestige system being rolled into Empire relations via Foreign Office)
  • FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
  • FIXED: foreigners would punch fish steaks they happened upon
  • FIXED (46A): the Trade Depot icon should now be visible even when you don’t have any bricks. (It doesn’t require bricks to build, anyway.)
  • (updated all item in entity database to the new format w/ trade information, including trade good boolean and trade value)
  • (internal: added messages registering for a given object when it is added to, or removed from, a group collection)


Foreign Office / Foreign Relations

  • balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
  • Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
  • NPC groups carrying out neutral/friendly missions will abort those missions if relations turn hostile
  • implemented 3-state relations widgets
  • (work on code supporting foreign office missions for non-empire non-bandit factions)
  • FIXED: paperwork scripterror (when workcrew is unassigned from office)
  • (performed major refactoring of code for foreign_office on both c++ and lua sides)
  • balance: now, in general, events that lost you prestige before will now lose you relations with all nations.


Food & Cooking

  • added the following new recipes: Farmers’ Stew, Berry Medley, Sausages, Tinned Meat
  • Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
  • all Pickled Funguses have been collected into a single recipe
  • all Berry Preserves have been collected into a single recipe
  • (added ability to default some stuff in job_times.edb to avoid some data entry tedium; done in response to the thought of having to define 50+ module assembly jobs)
  • all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
  • all food recipes have been given qualities and module requirements as appropriate for their quality.
  • higher class characters will now prefer higher quality food.
  • added glass bottles to the ceramics workshop (They are used to make preserves.)
  • balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
  • be warned: crop fields will now be entirely cleared if you change the crop type you’re growing!
  • (fixed scripterror on spawning old, now nonexistent food items)
  • (crops can be given a sparse_planting=true, bool to plant every other spot in a row rather than every spot)
  • (added guarapo and caninha commodities + icons; not yet implemented)
  • (added coconut palm saplings to the growth cycle of farmable coconut palms; crop is not public yet)
  • FIXED: colonists should no longer starve in the search for cooked food when they have raw food


UI/UX

  • performed consistency pass over UI element styling
  • cultists now have purple names
  • fixed misaligned text in credits dialog
  • improved checkbox art
  • FIXED: naturalist_study_fishperson_corpse text error
  • (did a ton of cleanup to the plumbing of office UI with applications in building UI generally so it can now be done almost entirely outside of compiled code)
  • (executed a giant purging of old/duplicated UI data & assets)
  • (added art for assignment beacon bg variations, implementation todo)
  • (added feature support for modal dialogs)


Cults

  • FIXED: occult feelings test didn’t properly test feelings in context of cults, leading to reduced cult activity
  • (working on a bunch of back-end code for cult updates)
  • (enabled cult membership tracking on render side)


Other

  • added UC window module
  • balance: mining at default position now outputs sand + clay
  • FIXED: an item is only added to the commodity list if it is owned by a player.
  • FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted
  • (internal: started work on building placer/module placer rewrite but this hasn’t been pushed yet)

---

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. This month's update is a little smaller in terms of large features than previously, but it includes a pretty significant increase to the ways that players can interact with the foreign nations via the trade window and the expanded options in the foreign office.

Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

Happy new year! :)

Alpha 46A Now Available on Experimental Branch

Happy New Year! Alpha 46A of Clockwork Empires has now been pushed to the experimental branch on Steam. Changes below:

Major changes:

- added Trade Depot & trader events
- food has been reworked; characters now prefer food matching their class, many recipes are changed & new added. Certain foods function best as trade goods (ie. preserves, tinned food)
- Foreign Office content for foreign nations added
- added Vodka to the game

Details:

- implemented first iteration of Trade Depot.
- cultists now have purple names
- balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
- added the following new recipes: Farmers' Stew, Berry Medley, Sausages, Tinned Meat
- Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
- all Pickled Funguses have been collected into a single recipe
- all Berry Preserves have been collected into a single recipe
- all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
- all food recipes have been given qualities and module requirements as appropriate for their quality.
- higher class characters will now prefer higher quality food.
- added glass bottles to the ceramics workshop (They are used to make preserves.)
- balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
- all items in the game have been given trade values and "tradeable/not tradeable" flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
- added vodka
- added trade events & foreign office trader 'missions' for all foreign nations
- Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
- added UC window module
- be warned: crop fields will be entirely cleared if you change the crop type you're growing!
- fixed misaligned text in credits dialog
- improved checkbox art
- balance: mining at default position now outputs sand + clay
- FIXED: cloth production was instant
- FIXED: occult feelings test didn't properly test feelings in context of cults, leading to reduced cult activity
- FIXED: paperwork scripterror (when workcrew is unassigned from office)
- FIXED: an item is only added to the commodity list if it is owned by a player.
- FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
- FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted.

Cheers,

- Gaslamp Games

December Update Now Live for Clockwork Empires: "The Bureaucracy Must Go On!"



Our December update, "The Bureaucracy Must Go On" is now live! Notable changes include:

MAJOR PLAYER-FACING CHANGES


  • Foreign Office : added a means to perform bureaucracy to influence faction relations & trigger events
  • Boxed Modules : most building modules are now constructed in workshops rather than in-place
  • Fire : fire!!


The full change log can be found here, but all of the content that we could fit into an announcement can be found below!

Engine

  • OPTIMIZATION: several AI side performance issues with > 50 characters
  • OPTIMIZATION: implemented various memory efficiency operations for loading very long, very large save games with an unreasonable number of goods lying around
  • OPTIMIZATION: slowdown by characters constantly checking if the thing they are holding in their hands is a bandit and if they should run away from it
  • OPTIMIZATION: colonists will no longer spend ~40% of their AI compute time considering if they should eat other colonists


Fire

  • added infrastructure for fire (heatmap, ignition system)
  • added Fire!!
  • updated object damage scripts to handle fire & added it to many objects
  • updated agent damage scripts to handle fire damage
  • (corpses set to not ignite because don’t wanna deal w/ that right now)


Boxed Module System

  • (added flatpackCrate.upm – aka boxed module – for Chris to use)
  • (added variations on boxed module crate w/ different icons)
  • added Boxed Module production/construction: (most) modules are now constructed in workshops rather than in-place. Most non-decor modules now work with this system.
  • then added all decor to the boxed module system
  • (added ability to default some stuff in job_times.edb to avoid some data entry tedium; done in response to the thought of having to define 50+ module assembly jobs)
  • (added generic “Assemble Module” case to building_transform_item.fsm & to job_times.edb)
  • FIXED: materials costs for several decor modules


Foreign Office & Related Events

  • added first implementation of foreign office, connected prestige system to empire faction interaction within foreign office. (work still to do includes: exposing current standing data with each faction, exposing data for how each mission affects faction standing, reworking bandit events and foreign faction events to be based on faction standing, and populating periodic passive and choice-based events for each faction related to current faction standing instead of using graph traversal (whew, yeah, there’s a lot still to go here))
  • Foreign Office faction standing for the Empire hooked up to current faction standing
  • Bandits now hooked up to foreign office! you’ll have to choose who to focus diplomatic efforts on
  • Foreign Office “missions” now hooked to custom event scripts!
  • did more UI work differentiating diplomacy points from faction standing, as well as disabling faction options if they aren’t in the area)
    added various UI assets in support of foreign office info display & hooked them up

Banditry

  • added new Bandit events: bombing run, propaganda drop, insult drop, false info, bandit guard town (and overhauled others to play nice in new system)
  • (attached bandit hostility state changes to foreign office plus certain events)
  • (updated bandit spawn, plunder, major plunder to work w/ new foreign office systems)
  • (disabled some old bandit events that didn’t work w/ new foreign office systems)
  • (friendly bandits can share sight radius w/ player now)
  • (changed banditFavour -> banditStanding for vocabulary consistency)
  • FIXED: goods stolen by bandits will be subtracted from colony commodity counts


“Office” UI & Scripts

  • added progress bar to mining in mineshaft job
  • Mines will display their outputs & mine depth in their UI window (and not crash the game)
  • (removed “mk1” from mineshaft module name)
  • (increased time between notifications for missing office workers when people do wait_for_X fsms)


The Trade System

  • started work on Trade Depots and trader events
  • added ability to register an object as being, or not being, a trade good. (preparation for trade depot system)
  • (added trade mission for agent groups)
  • (added trade depot)
  • (implemented most of trade UI)


Skills

  • adding skillup thought bubble + memory
  • changed “gathering” skill name to “naturalism” in prep for future skill overhaul
  • balance: set new skill levelup values appropriate for each profession
  • improved the interface for requesting specific job progress bars
  • (fixed foraging and skill use therein)
  • (overhauled part of building_transform_item.fsm to fix some rather broken stuff to do w/ skill inheritance from overseer and building quality memory creation)
  • FIXED: skill bar asset def oversight that caused display of incorrect skill levels!)
  • FIXED: some weird bugs with progress bars
  • FIXED: skill progression bar variations were not being displayed correctly

Other UI

  • UI: expanded workshop UI code to allow for more recipes since we have boxed modules now
  • Small icons will now hover above modules indicating when a required commodity for completing the module construction (i.e. a flatpack, or logs, or whatever) is missing.
  • removed a lot of unnecessary ticker text
  • (refreshed commodities.xml to fix broken icons)
  • added Building Quality tutorial
  • FIXED: haywire scrollbar issue
  • FIXED: Added/fixed a number of icons (generally to do w/ boxed module system)
  • FIXED: some typos in events
  • FIXED: manually cancelling burial will stop automatic burial (again)
  • FIXED: module repair alerts will reference material name required rather than internal tag string


Character Brain Surgery

  • (hearExclamation no longer becomes upset when it tries to query the name of non-agent damagers)
  • (removed a ton of unused thinkLock cruft)
  • (removed some old, unused script hooks)
  • (replaced all use of “sawActivity” with “hearExclamation” for simplification)
  • (cleaned up a bunch of possible minor problems w/ dead agent order handling)
  • FIXED: Soldiers ordered to beat colonists
  • #JustEldritchThings
  • colonists who are maddened or cultists will enjoy creepy dancing rather than be upset
  • airdrop crates now love doomed characters
  • FIXED: dissecting fishpeople could freeze game
  • FIXED: various minor issues w/ dissecting horrors
  • FIXED: Naturalist examination of rocks could result in spawning of infinite


---

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.

Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

Happy December everyone :)

ALPHA 45C OF CLOCKWORK EMPIRES IN EXPERIMENTAL BRANCH

A hot new experimental build of Clockwork Empires has now hit the experimental branch on Steam. Changes:

- added Fire!!
- OPTIMIZATION: several AI side performance issues with > 50 characters
- FIXED: issues with lower class workers not working at foreign office desks
- FIXED: slowdown by characters constantly checking if the thing they are holding in their hands is a bandit and if they should run away from it
- FIXED: haywire scrollbar issue
- FIXED 45A: job tagging of foreign office assigned lowerclass workers now executes correctly
- FIXED 45B: brick ceramics kiln was rather cheaper to construct than intended
- FIXED 45A: wall shrine icons unbroken
- FIXED 45A: assigning a Chemist would crash the game

Fiiiiiiiiiiiiiire!!!!!!

-- Gaslamp Games

ALPHA 45B NOW IN EXPERIMENTAL BRANCH

Alpha 45B of Clockwork Empires has now been posted to the experimental branch. This mainly builds on 45A:

Foreign Office faction standing for the Empire and for the local Bandits now hooked up to current faction standing (though not attached to a graphic yet)
- bandits now hooked up to foreign office! you'll have to choose who to run missions for
- missions now hooked to custom event scripts!
- (more UI work to be done differentiating diplomacy points from faction standing, as well as disabling faction options if they aren't in the area)
- more Fun yet to be implemented if you are very loved or very hated by a given faction
- need to move Fishpeople to a better place, UI speaking and figuratively speaking.
added Bandit events: bombing run, propaganda drop, insult drop, false info, bandit guard town (and overhauled others to play nice in new system)
Mines will display their outputs & mine depth in their UI window (and not crash the game)
added progress bar to mining in mineshaft job
removed a lot of unnecessary ticker text
removed debug events
added all decor to the boxed module system
FIXED: Naturalist examination of rocks could result in spawning of infinite eldritch artifacts
FIXED: error when selecting dialog button in Naturalist studies fishperson/obeliskian
FIXED 45A: error when using "Daring" loadout
FIXED 45A: Sausage / inedible basic_food error
FIXED 45A: some existing boxed module bugs
FIXED 45A: Added/fixed a number of icons (generally to do w/ boxed module system)
FIXED 45A: assigning a Chemist would crash the game

Cheers,

-- Gaslamp Games

ALPHA 45A NOW IN EXPERIMENTAL BRANCH

You have discovered that Alpha 45A is in the Experimental Branch on Steam. This patch is labelled "Very Experimental, Possibly Dangerous, But Definitely A Patch. Yes." Will you investigate? (Y/N)

Changelog:

added Boxed Module production/construction: (most) modules are now constructed in workshops rather than in-place. Most non-decor modules now work with this system.
added Building Quality tutorial
added ability to register an object as being, or not being, a trade good. (preparation for trade depot system)
adding skillup thought bubble + memory
colonists who are maddened or cultists will enjoy creepy dancing rather than be upset
airdrop crates now love doomed characters
implemented various memory efficiency operations for loading very long, very large save games with an unreasonable number of goods lying around
rally beacons will self-delete after a day (so that soldiers don't accidentally starve to death)
changed "gathering" skill name to "naturalism" in prep for future skill overhaul
balance: set new skill levelup values appropriate for each profession
balance: Chapel-assigned workcrew labourers can now take confession
added first implementation of foreign office, connected prestige system to empire faction interaction within foreign office. (work still to do includes: exposing current standing data with each faction, exposing data for how each mission affects faction standing, reworking bandit events and foreign faction events to be based on faction standing, and populating periodic passive and choice-based events for each faction related to current faction standing instead of using graph traversal (whew, yeah, there's a lot still to go here))
UI: expanded workshop UI code to allow for more recipes since we have boxed modules now
FIXED: Refining Tutorial scripterror
FIXED: materials costs for several decor modules
FIXED some weird bugs with progress bars
FIXED: "unique" tag now works on gameSimRequireGameObject::RequirementMet (previously it didn't) (this is important for jobs that require multiple instances of the same commodity)
FIXED: vicar deprogram cultist job would occasionally freeze the cultist in place forever
FIXED: some typos in events
FIXED: manually cancelling burial will stop automatic burial (again)
FIXED: dissecting fishpeople could freeze game
FIXED: various minor issues w/ dissecting horrors
FIXED: goods stolen by bandits will be subtracted from colony commodity counts
FIXED: people will no longer attend sermons while carrying hoes (nor will they seek services of the barber or pub while carrying tools)
FIXED: colonists sleeping in chapels will no longer receive positive memories for having attended a sermon (they will instead be rudely awoken)
FIXED: skill progression bar variations were not being displayed correctly
FIXED: repair alerts will reference material name required rather than internal tag string
FIXED: corrected incorrect text in naturalist_study_fishperson_corpse event

-- Gaslamp Games

November Update Now Live for Clockwork Empires: "How to Make Enemies and Exorcise People"



Our November update, "How to Make Enemies and Exorcise People" is now live! Notable changes include:

MAJOR PLAYER-FACING CHANGES


  • Building quality mechanics! Add decor to make your workshops & houses more desirable!
  • Revamped military AI! Soldiers will consistantly rally and follow orders with our newer, stronger AI infrastructure (with still more upgrades to come)
  • Haunting Spectres! They’re spooky.
  • Additional opportunities for madness and the occult!
  • Point lights! Bring some cheer to those dark, creepy nights.
  • Enhanced murder.
  • Character memories have been cleaned up, extended, and given a longer-term record in the character UI.
  • (Continuing work on Secret Things, deep and dark.)
  • (Seriously, no spoilers on that stuff.)


The full change log can be found here, but all of the content that we could fit into an announcement can be found below!


ENGINE & MISC

  • FIXED: OS X crashes when cancelling assignment via assignment beacon
  • FIXED: OS X crashes when crops are finished being harvested
  • FIXED: some leaking memory (what a mess!)
  • replaced dynamic allocations for moving tags about in the game space dictionary with a static pool of memory and a large buffer
  • replaced dynamic allocations of particle system VBOs and memory during the render frame with a pool of VBO resources to draw from; eliminates a memory leak and General Badness with drivers that do not like you creating/deleting VBOs on the fly all that much, and should also provide a modest speed increase.


SAVE/LOAD

  • FIXED: Display of work schedule data is no longer reset on load.
  • FIXED: environmental light values now set correctly after save/load


Combat AI / Decision Tree

  • added a bunch more code to the decision tree parser, specifically “enough code to make it work” and “enough code to unbreak the editor.”
  • replaced all old military logic with military decision tree code (it is smarter! also: should fix rallying)
  • FIXED: require_work_party_rally_point not firing consistently


RENDERING & LIGHTING

  • added dynamic point lights! they can be attached to a model placer for rigid body and skeletal models
  • lights can now be attached to/removed from placers; UPM version 2.9 created
  • the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
  • renderer now does lighting in a completely different way for the two existing lights, but this will probably be invisible to the user. It is, however, necessary for everything else.
  • things can now cast shadows on farms (and other decal-type zones)
    increased transparency of semi-transparent building walls.


SPECTRES

  • added Haunting Spectres
  • added Vengeful Spectres
  • added job for Vicar to confront spectre (+ticker message is created when vicar confronts spectre)
  • added spectre report event (spectres can be reported once per night)


BUILDING QUALITY & WORKSHOPS

  • added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
  • added building quality display on UI for workshops/houses
    buildings now robustly track modules they contain.
  • added 14 new decor modules
  • appropriate decor has been added to all buildings’ default module lists
  • many modules have been renamed
  • many modules have new descriptions
  • performed reorganization of our workshop edb to be actually legible
  • added icons for mounted aurochs/rhino heads
  • balance: build costs on all decor have been adjusted
  • FIXED: orientation/placement on a number of previously unused models
  • FIXED: script error when building clotheslines
  • FIXED: issue w/ some decor modules not deconstructing correctly
  • FIXED: footprint size on carpets


MADNESS

  • balance: added various eldritch means which help sustain madness levels
  • added evil book prop
  • added madness sustaining memory creation for colonists w/ cult_seed tag
  • added madness-sustaining effect for colonists w/ occult_mark_black_magic
  • made vermin corpses last longer to encourage Beetle Curses
  • Increased weighting on many madness jobs
  • balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
  • FIXED: rare scripterror when attempting to spawn eldritch artifact


CULTS

  • added ability to order shrines destroyed
  • added attack_object_until_destroyed.fsm
  • cultists will become upset if your order shrines destroyed, especially at whoever destroyed the shrine
  • balance: slightly increased chance to perform cult recruitment
  • added cultist madness-sustaining memories + new icons for some of them
  • balance: many more experiences can now trigger “cult seed” depending on


CHARACTER TRAITS

  • balance: more strange/terrible events may now provoke cult formation
  • FIXED: possible error cases when cultist leader dies
  • FIXED: cult leadership now transitions correctly when leader dies
  • FIXED: cult group ending due to lack of sufficiently enthusiastic leadership scripterror
  • FIXED: cultist preaching was pushing memory to wrong party in conversation


OFFICES (CHAPEL, PUB, BARBER)

  • Pub jobs cleaned up to be vastly more efficient at actually stocking and serving drinks
  • Barber/Pub/Chapel: if a colonist seeks treatment/confession/a pint of beer and can’t find a barber/vicar/pub worker nearby, they will abort waiting and create an alert
  • cleaned up confession to not be a huge mess, and thus
  • FIXED: vicars giving confession will no longer permanently paralyze colonists


RELIGION

  • colonists will now pray at wall shrines
  • added access point to wall shrines
  • made praying at wall shrines something both Spiritually Inclined and Staunch Traditionalists can do


MURDER

  • made significant improvements to how colonists decide to engage in murder
  • added Beetle Curse (murder)
  • added Tree Curse (murder)
  • added Occult Murder witnessed event
  • killing someone for the first time will now record their name in the memory
  • cleaned up memories for killing and killing memory creation
  • FIXED: murder due to hunger


DEATH

  • balance: corpses will only spawn vermin after being left out for a day
  • made a ForceDropEverything receiver in ai_agent.go which drops every damn thing being held; all agents now call this upon death
  • as such, removed a bunch of extra ForceDropTools calls from all the agent scripts
  • therefore FIXED: commodity drops upon character death
  • corpses will now only reset their burial job at sunrise rather than every 10 seconds (it was spammy)

---

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. We kept the new format because David threatened to sell us out to the Stahlmarkians if we did another one the old way. (He has also been eating a lot of sauerkraut lately...)

Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!

ALPHA 44B NOW IN THE EXPERIMENTAL BRANCH

Alpha 44B of Clockwork Empires has now been posted to the Experimental Branch. The key thing here, while there may be no notable changes outwardly, is that all the military code has now been rewritten to use our new decision tree mechanisms. If you see anything not working, please let us know and we will address it promptly; while this doesn't actually add new military features, it does give us a framework for cleaning up the AI and adding new features going forwards.

Changelog:

added Haunting Spectres
added Vengeful Spectres
replaced all old military logic with military decision tree code (it is smarter! also: should fix rallying)
added ability to directly order shrines destroyed
added rudimentary journals for colonists for most important events to them during the previous day and week
added a new cult-related event
hunger incrementing moved to evening instead of night
colonists will now pray at wall shrines
made significant improvements to how colonists decide to engage in murder
removed all UI filters for military crews (Hauling is not a suitable job for the brave troops of Her Majesty's 40th Civil Engineering Brigade)
cultists will become upset if your order shrines destroyed
corpses will now only reset their burial job at sunrise rather than every 10 seconds (it was spammy)
memories will use greater range in icons
balance: added various eldritch means which help sustain madness levels
balance: slightly increased cult recruitment
balance: occult curses require slightly more madness
FIXED (44A): foreign_intervention error
FIXED: possible error cases when cultist leader dies
FIXED: rare scripterror when attempting to spawn eldritch artifact
FIXED: vicars taking confession will no longer permanently paralyze colonists
FIXED: was possible to order dissection of an Obeliskians more than once on the same specimen
FIXED: script error when building clotheslines
FIXED: issue w/ some decor modules not deconstructing correctly
FIXED: various broken icons
FIXED: cult group ending due to lack of sufficiently enthusiastic leadership scripterror

Cheers,

-- Gaslamp Games