Alpha 42A of Clockwork Empires is now in the Experimental Branch on Steam. This is still Windows only; we're still getting our Mac build machine back online (drama! smoke! bunions!) Significant changes include a complete overhaul of how all stockpile logic works in game.
Changelog:
Stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for
a) mismatched filter objects, removing them;
b) objects in the same stockpile which can be combined into a stack, freeing a square;
c) filling any empty square in the stockpile with an object that can fill the square, which does not currently correspond to a stack in the stockpile square
added ticker text when militia trains to soldier
added "Dissect Obeliskian" job for naturalists
added Obeliskian gibs
workshop warnings are now zoom independent
gabions are now built using assignments
work crew display now correctly displays only the # of idle overseers. Idle artisans are moved to their own counter.
all farming actions now increase a work crew's farming skill.
added additional desires to Colonists
vermin will now make a nice "squish" sound when stomped
the time it takes to construct a building is now based on its area
balance: reduced the time it takes to build modules
balance: changed material requirements to lots of modules and buildings
added a randomized welcome event for those with the tutorial disabled
corpses left to rot will attract vermin
overseer immigrants will occasionally have random skills that aren't terrible
clear terrain, clear stumps now considered a "construction" job
"Call Favour" will fire if you have 2 or more prestige
a number of military jobs have been flagged as military jobs so soldiers won't appear idle when training/patroling
balance: militia requires more training
characters now have a maximum total name length (fixes potential UI overflow)
began changes to workcrew naming (this step fixes potential UI overflow)
weapons dropped by non-colonist characters outside of town have to be 'claimed' by player before they will be used (aka 'fix to the Dwarf Sock Problem')
significant cleanup of object tag code (this might cause some weirdness but we're keeping an eye on it)
FIXED: out of bounds iterator in rendExpressionWidget crash
FIXED: objects would occasionally correctly highlight themselves, but would not actually let you click on them or select them (or produce a tooltip)
FIXED: aborting a Finish Production job, or an assignment with "Finish Production" in it, will no longer cause the module in the production state to be permanently unusable.
FIXED: scripterror case in bandit_plunder_major event
FIXED: scripterror case in cultist_preach job
FIXED: if you build gabions with your military, they won't try to collect more than one gun on their back, creating some kind of Ur-gun
FIXED: weird tool handling with surface node mining is now not weird
FIXED: aristocrats will no longer attempt to order around sleeping workers
FIXED: Militia NCOs that earn Redcoat NCO status while assigned to barracks will correctly transform into an NCO
FIXED: unassigning a crew from a barracks will no longer leave the labourers acting like militia
FIXED: cults will no longer decide to build two cult shrines in rare cases
FIXED: despawned temp characters correctly remove their weapons & drop held commodities
FIXED: people no longer get unique memories for killing beetles (just beetles)
FIXED: foreign troops leaving map no longer subtract their guns from your weapon count
FIXED: epicurean colonists will no longer try to butcher fishpeople to admire their meat
FIXED: airship overflights will now travel in the direction they claim to
FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
FIXED: animal carcasses, when butchered by a player owned character, are now reported as being owned by the player. (Forbidden otherwise.)
August Update Now Live for Clockwork Empires: "FRONTIER BARRACKS SIMULATOR 2015"
Our August Update, "FRONTIER BARRACKS SIMULATOR 2015" is now on Steam! Notable changes include:
agriculture update: crop choice is really important now!
a massively improved Work Crew UI
added the Barracks to conscript & train military
added “Idle Suspiciously” job for foreigners
Normally we just link the blog because the list is too long to fit here (it is this time too), but I'll include the Human Characters section here because it's pretty neat!
Human Characters
balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
colonists will abort hugging more accurately
added new desires for colonists to desire
added Prisoner character history backgrounds
balance: overseer immigration rate has been rebalanced based on player data
balance: slowed down middle class immigration.
balance: lower class immigration will give even fewer aristocrats (yes, we realize the contradiction inherent in this statement)
FIXED: people getting stuck returning to civilization
FIXED: favour redcoats won’t be demoted to militia anymore
FIXED: lower-class characters now properly inherit skills from their overseer for purpose of determining length of job time
FIXED: favour naturalists are now properly counted as temporary characters
FIXED: job dependencies to get new tools not being filled when a character has a tool, but it is stowed on their back (affects burial, probably some other stalled work crew stuff)
FIXED: characters now do not abort a raw food eating job to eat cooked food if the cooked food is locked by somebody else, or not owned by the player
FIXED: people no longer get memories for killing “Unnamed”
FIXED: temporary characters can no longer leave your colony without unlocking their jobs first (this could cause frozen jobs!)
FIXED: player-ordered butcher job filters aligned (it’s just “hunting” now)
FIXED: mundane seed memories for fresh-off-the-airship colonists work correctly now
FIXED: work crews would occasionally reset all their job filters
FIXED: corpses thinking they weren’t in the world and thus messing up burial jobs
FIXED: miners won’t return to stockpiles to drop their imaginary shovel/pickaxe (this will be more thoroughly fixed post 42)
FIXED: Aristocrats will never get “no workcrew” alert
These and the rest of the full change log can be found over on our development blog!
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 is still trapped by our incantations, though he almost tricked us into setting him free from the spell binding him to the progress page. New measures have been taken as a result.
Revision 41E has now been posted to the experimental branch on Steam. Please give it a shot, and let us know if you encounter any issues or have useful feedback to offer. This build mainly focuses on bug fixes and quality of life improvements:
shift-clicking on a workshop +/- icon increments (decrements) the # of products being produced by 10
different edible crops now have different growth rates and yields. Try experimenting with them!
lower class worker cameos in Work Crew menu will highlight if doing job for the Work Crew's assignment & display current job in tooltip - weed out idlers!
farm growth rates have been completely overhauled. You will have to pay more attention to ramping up you farming as your colony grows, now.
balance: morale tweaks for less scarpering
balance: cooking food no longer gives you 2-for-1 output.
balance: foragable plants take longer to regrow.
maize can now be grown in the New Antipodia biome.
the Farming UI now shows descriptions of plants.
conversations and thoughts that are sufficiently important and not just idle gossip will be displayed, regardless of zoom levels
desires can now be fulfilled by having a memory of doing a thing.
crops now only grow/spoil during the day (because Samut bugged us about doing this again)
various typos and incorrect descriptions corrected
OPTIMIZATION: fog of war rendering
OPTIMIZATION: game does not reload work crew tooltips from disk when regenerating work crew menu
OPTIMIZATION: only regenerate work crew window elements that actually need regenerating, not the entire window
FIXED: lower-class characters now properly inherit skills from their overseer for purpose of determining length of job time
FIXED: favour naturalists are now properly counted as temporary characters
FIXED: job dependencies to get new tools not being filled when a character has a tool, but it is stowed on their back (affects burial, probably some other stalled work crew stuff)
FIXED: workshops getting stuck on jobs that do not correspond to their current entries
FIXED: buried corpses becoming visible after save/load
FIXED: infinite pickup/drop loop trying to build or repair modules that are inaccessible from the current worker position but NOT with invalid access points
FIXED: do not abort a raw food eating job to eat cooked food if the cooked food is locked by somebody else, or not owned by the player
FIXED: child jobs in an assignment would not be shown as being done in the jobs window after save and load, despite being done
FIXED: (41D) Barracks-assigned NCO won't turn themselves into a footsoldier anymore
FIXED: bandit scripterrors (due to groups not being removed from global list)
FIXED: former bandit appeared to re-join colony when dead and buried in grave
FIXED: (41D) cases where character assigned to barracks wouldn't end up as correct profession (cleanup of checks for Military Training trait)
FIXED: people no longer get memories for killing "Unnamed"
FIXED: NCO in military-themed loadout did not have proper military skill
FIXED: brewery description no longer claims that the brewery is a kitchen
FIXED: "Flatten Terrain" is now a construction job
FIXED: (41D) NCOs will no longer "get swole"
FIXED: incomplete gabions will no longer create rubble when "destroyed".
FIXED: you will not longer see "Her Majesty's 11st Regiment"
FIXED: case where soldier would use civilian morale levels to calculate choice to retreat
FIXED: temporary characters can no longer leave your colony without unlocking their jobs first (this could cause frozen jobs!)
FIXED: descriptions for metalworks and ceramics are no longer the same, and are now useful.
FIXED: favour troops will no longer perform all jobs
FIXED: Bandits killed while stealing your stuff will no longer leave commodities hanging in mid-air
FIXED: tutorial for cooking won't maybe launch 10 times.
FIXED: player-ordered butcher job filters aligned (it's just "hunting" now)
FIXED: mundane seed memories for fresh-off-the-airship colonists work now
FIXED: (41D) any work crew with an overseer with the military tag can now be assigned rally points.
FIXED: (41D) workcrews no longer lose their "grayer" background when a game is saved and then loaded.
Have a lovely weekend,
-- Gaslamp Games
REVISION 41D NOW IN THE EXPERIMENTAL BUILD: WHAT IS THIS MADNESS
Revision 41D has now hit the experimental build, containing a pile of tweaks and bugfixes to make your weekend just that much better. In particular, we have fixed a few persistent issues that have plagued the game for awhile, and if you see them after this please let us know ASAP.
CHANGELOG:
- improved tooltips for workshops
- balance: Naturalist's office no longer requires iron plates, Laboratory uses copper plates instead of iron
- balance: overseer acquisition rate has been rebalanced based on player data
- FIXED: people getting stuck returning to civilization
- FIXED: kitchen gets stuck on an assignment
- FIXED: very small, fairly unlikely crash building buildings and then loading them afterwards
- FIXED: scripterror caused by vermin
- FIXED: dormant obeliskian hostility toggling
- FIXED: dead things very specifically can't become hostile now even if they try
- FIXED: favour redcoats won't be demoted to militia anymore
- FIXED: gabion deconstruction (and gabion deconstruction progress bar)
- FIXED: logs/bricks recovered from airshipmast & gabions now properly set to owned by player
- FIXED: planks were being calculated at 1/4 their intended economy value, slowing overseer acquisition
Enjoy your weekend (a long weekend, if you're Canadian),
-- Gaslamp Games
REVISION 41C NOW IN EXPERIMENTAL BRANCH
Revision 41C of Clockwork Empires has now been posted to the experimental branch on Steam. A reminder: since 41A and 41B were, in fact, hotfixes, they will remain in the stable branch; 41C will be posted to the experimental as it is (very) experimental. The Consolidated Changelog:
items may now be forbidden and claimed using the click-drag interface; forbidden items turn red
balance: Naturalists will prioritize player-ordered Mineralogical Surveying over player-ordered Exploration Beacons
balance: crops now output 1 item, dropped immediately to ground
farm field max dimensions doubled
stockpile max dimensions limited to 7x7 (in anticipation of stockpile mechanics improvements)
added military skill to replace "Military Training" trait (more work coming on this)
tooltips now offset to account for cursor size when set to follow the cursor
overhauled work crew window to remove unnecessary information, increase readability, oppress the lower class (in-progress)
edited faction and commodity window sizes
colonists will abort hugging more accurately
added a small pile of new desires for colonists
the "no' option will now be the first option for the "criminal goods" event
removed NCO/Overseer option from middle class immigration
ai_agent missions that target civilization will now aim closer to civilization
added "Idle Suspiciously" job for foreigners
added "mysterious figures" icon to mysterious situations
added Prisoner backgrounds
added Barracks (assign workcrew to conscript them)
added concept of training to barracks: assigned NCO will order militia soldiers to "get swole" so they become proper redcoats
assignment beacons now correctly display the work crew name and subtasks
tooltip over assignment beacon now tells you the name of the job, the work crew doing the job, and the # of tasks remaining in the job
FIXED: non-player ai agents will now correctly delete their carried weapons or items when despawned
FIXED: various issues with Bandit attacks not finding their target
FIXED: corpses thinking they weren't in the world and thus messing up burial jobs
FIXED: non-colonist ai_agents did not interrupt jobs correctly
FIXED: issues with bandits fleeing back to their camp
FIXED: bandit gang defeat scripterror
FIXED: bandit hostility state toggles for ALL bandits on the map whenever a decision is made about them
FIXED: if a tag can be filled by multiple objects with the same utility, we now pick one at random rather than just the last one. (This mainly shows up in the distribution of where people sleep, as well as other issues which hopefully won't stick in loops.)
FIXED: slowdown in work party menu with > 100 colonists
FIXED: item ownership for lots of items
FIXED: items will only stack with other items if they have a common owner (for now)
For Science,
-- Gaslamp Games
REVISION 41A HOTFIX NOW IN DEFAULT AND EXPERIMENTAL BRANCHES
Revision 41A has now been pushed to the default AND experimental branches as a hotfix for Thursday's Revision 41 release. Sometimes this is necessary. Things can go wrong. The Frontier is a dangerous place. There is much that we were not meant to know. That which is not dead cannot et cetera, et cetera, and in strange knowings even thingies may whatsit.
CHANGES:
added higher priority version of beetle-squishing for farmers
moved numerical information on world map over to binary files inside save packet; makes saves faster/better
FIXED: crash caused by runaway iterator in AI preference code
FIXED: infinite loop cancelling assignment jobs
FIXED: foraging requires day to do now
FIXED: soldiers will now actually shoot back against hostile foreigners
FIXED: a bunch of events didn't push hostility/neutrality/friendly states correctly
FIXED: fishpeople group will be tagged hostile upon choosing to "shoot them all"
FIXED: increased ravenous herd hunger so they dont have to get hungrier before eating your crops
FIXED: animals should be tagged with proper hostility flags
FIXED: bandit plundering
FIXED: various issues with bandit gang retreating
FIXED: rare scripterror in Fishperson Butchery Crisis
Yours in unending despair when faced with the meaninglessness of our existence before a vast, malignant cosmos filled with horrors and alien intelligences, that the human mind can barely comprehend,
-- Gaslamp Games
PS. Have a nice weekend!
July Update Now Live for Clockwork Empires: "Sir, Where's Our Colony?"
Our July Update, "Sir, Where's Our Colony?" is now on Steam! Notable changes include:
Starting loadouts!
First implementation of character desires and personal property
Very Serious economic balancing in-action
Started implementation of overworld
UI framework overhaul rollout
Typically our full changelog doesn't fit on these announcements. Indeed, we have come to expect it of ourselves! So it doesn't fit this time either, but this is why we give you the condensed version above! It's like the free chapter on a kindle book, but if it was I think people would have underlined and shared "desires" a bunch. The full change log can be found over on our development blog!
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 made David swear a binding blood pact with our promise to keep you exhaustively updated. He regrets it to this day, but thankfully our incantations are still holding.
Revision 40C of Clockwork Empires has now been posted to the experimental branch on Steam.
Changes:
- animal herds appropriate to biome will randomly show up from edge of map
- fishpeople will react to their friends receiving beatings/execution from colonists
- added major bandit attack event
- added tooltips to bandit event dialogs
- neutral military scouts will now do survey action
- groups doing attack/plunder missions will perform "search area" if they can't find a target for attack/plunder
- cultists in a cult that worships a specific type of horror may now worship that horror if they see one
- cultists in a fish cult will not hassle fishpeople because it goes against their religious beliefs
- fishpeople may become more aggressive if they find a fishperson corpse
- mineralogical survey results will create an alert
- the Ministry Investigation event has had some text clarifications and an alternate outcome added depending on character traits.
- romantically inclined people will occasionally cry over graves.
- characters now have desires and a record of their personal property.
- characters can now claim modules for their use (this is the start of the personal property system, though right now it's still Communism; i.e. people will sleep in any bed, even a claimed one.)
- the Empire will now deliver population milestone rewards to an airship mast, if you have one.
- added new event: A lower-class character may discover they are a member of the nobility.
- mood penalties for characters going hungry have been increased.
- mood penalties for background inter-character behavior have been decreased.
- characters now forget negative memories of hunger if they eat, depending on how hungry they still are.
- characters now appropriately forget memories due to drinking alcohol. Low concentrations remove less important memories, higher concentrations remove increasingly more important memories. (This will likely need balancing.)
- added more names have been added to what will surely one day be the official unofficial Dickensian character generator
- did more UI tweaks to reign in some wandering elements that thought just because we rewrote the UI system they could take a break
- balance: food will no longer count towards The Empire's opinion of your economic progress. (This will affect the rate at which you recieve overseers and the system has been rebalanced accordingly)
- balance: the overseer allocation system will continue giving you additional characters after you have hit the overseer cap if some of your overseers have died. (Note: Temporary overseers are tracked separately, so you can't game this for freebies.)
- balance: made mineshafts slightly cheaper (requires iron ingots rather than iron plates)
- FIXED: some broken job requirements that locked maddened colonists into certain behaviour loops
- FIXED (40B): Logs (& other harvested resources) should now be correctly stockpiled.
- FIXED: when bandits/foreign soldiers/fishpeople drop weapons, they will be added to your commodities list
- FIXED: various issues with agents carrying out missions freezing in place temporarily
- FIXED: Colonists intending to hug fishpeople will no longer hug normal people. Just fishpeople.
As always, please let us know what you think and if you encounter any problems on our forums, either here or on our company forums at gaslampgames.com (2 for 1 appetizers after 5 PM)
Cheers,
Gaslamp Games
REVISION 40B NOW IN EXPERIMENTAL BUILD
Revision 40B is now in the experimental branch on Steam! Please feel free to give it a try and let us know what you think, either here or on our official Gaslamp Games forums. (We also have a book club.)
CHANGES:
soldiers without weapons and sufficient morale will use a knife or sabre or whatever they're holding to fight in melee combat
added Naturalist's Office
workers will wander near their overseer if idle during the day
"Call Favour" event will no longer appear if you can't afford any favours
removed the bit of the tutorial that said you must shoot fishpeople
balance: landmine crafting output tripled
balance: bandit, fishpeople, foreign attacks should no longer show up so early
balance: lowered morale threshold for retreat (requires more negative morale to trigger retreat jobs)
balance: lowered chance of receiving aristocrats during immigration
balance: added 3 pistols to all loadouts that start with supplies
FIXED 40A: scripterrors related to cults and nightfall
FIXED 40A: scripterror related to bandits fleeing
FIXED: sabre used incorrect attack animation
FIXED: cannot clear stumps after tree chopped (broken in 40A)
FIXED: gear for clicking on individual objects sometimes appears in the wrong place
FIXED: some objects cannot be interacted with after save/load
FIXED: issues with stockpile UI
FIXED: issues with office UI
FIXED: issues with scrollable list boxes.
FIXED: various issues with despawned characters
FIXED: you will no longer get middle-class immigrants from the "more immigrants" immigration option
FIXED: people's heads popping off when you conscripted them into the colonial militia
FIXED: ore tutorial won't fire when you mine clay (which is not an ore)
FIXED: characters would stop animating when their model was changed due to skill
Pip-pip,
-- Gaslamp Games
REVISION 40A NOW IN EXPERIMENTAL BUILD
As always, Revison 40A may be found in the Experimental Branch on Steam for your enjoyment and horrific death.
Please Note: The UI code has received a huge overhaul for this patch. If you see any alignment issues or other oddities in the UI, please let us know so we can get them cleaned up. (Sub-note: We know that you can't click on or drag the character portraits in the work crew panel but we did not want to delay the patch. You can still add/remove workers from crews using the +/- buttons. Also we know about the heads thing. You'll see.)
CHANGES:
added various selectable game-start loadouts to the starting screen
added "Prisoner" character type
added "Ravenous Herd" event
added "Foreign Invasion" event
added option to disable tutorials to loadout screen
coconut palms will provide some lumber when removed
cleanup of stockpile handling code performed; prevents duplicate entries being put in the stockpile list
stockpile handling code optimization performed: do an early out from the job handling code once one goods job has been successfully evaluated
Bandits/Fishpeople/Foreigners now have proper tooltips which describe their state as neutral, hostile, or friendly
bandits now walk from edge of map to set up camp rather than teleporting in
bandit camp size now corresponds to number of bandits in gang
bandit gang selection for bandit attack event improved
bandit stealing logic made less dumb
player can now directly order a mineralogical survey
increased materials range on gabions
polished the ui a bit
performed animal job cleanup pass (should eliminate some instances of... weird behavior)
all characters gained by prestige favours are now temporary and will depart after a certain number of days.
balance, prestige favours: prisoner favour now comes with a manager to oversee the prisoners.
balance, prestige favours: artisan favour now comes with high starting skills.
balance, prestige favours: most commodity-granting favours removed
balance, prestige favours: food favour now grants food amount based on current population
balance: Lower-class and middle-class immigration are now separate events. Lower-class will continue to be sent by the empire every few days. Middle-class overseers will come when you reach commodity production milestones.
balance: all starting guns are now pistols
balance: radar favour made to be more consistently useful
balance: musket is now cheaper
balance: pistol -> revolver upgrade is now cheaper
balance: bandits give gifts less often
balance: obeliskians made tougher
balance: naturalist will prioritize mineralogical surveys & survey search range increased
balance: made fishpeople slightly less enthusiastic about destroying your crops
balance: made colonists made less enthusiastic about Fishpeople hassling outside of civilization
balance: made humanoid combatants less enthusiastic about shooting fleeing targets
workshop missing overseer can now be given a reason other than "death"
balance: removed a ton of surface nodes, put in a bunch of hidden ore that requires surveying & underground mining
balance: foreign troops stand up to combat better now
FIXED: slowdown in work crews panel when colony has a high population
FIXED: Naturalist will no longer avoid workshop duty if assigned to a workshop
FIXED: temptools no longer show up in commodity window
FIXED: flax to cloth said it took more flax than it did
FIXED: fishpeople hassling requires being in civilization
FIXED: various typos
FIXED: sleeping people can no longer object to your policies
FIXED: dead bandits can no longer be harvested by fishpeople for infinite longpork
FIXED: possible scripterror from foreigner corpses
FIXED: broken modules should no longer be usable in workshops
FIXED: scripterror when Upper Class Sympathy event fired
FIXED: gabion deconstruction now displays a progress bar
FIXED: first character in your list will not always be the person upset about illegal goods (and various other events will now also pick a character at random correctly)
FIXED: right-clicking to create a shortcut on Steam now actually creates a shortcut with the correct icon
FIXED: characters will no longer discover they are distant relatives of themselves
FIXED: characters will not make friends with themselves, either
FIXED: about 20 instances of "receive" are now spelled correctly
(World generation will be along once it's further along.)