Clockwork Empires cover
Clockwork Empires screenshot
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Genre: Simulator, Strategy, Indie

Clockwork Empires

June Update Now Live for Clockwork Empires: "THE REACTIVATION OF ASSEMBLAGE 14538"



Our June Update, "THE REACTIVATION OF ASSEMBLAGE 14538", is now on Steam! Notable changes:


  • Obeliskians! (What are they? Find out for yourself! It might take some digging.)
  • Foreign military units!
  • Massive save/load stability improvements
  • Deathwurm shoving
  • and more!


The full changelog is once again far too mighty to fit within the paltry character limits of a steam announcement! You can find the full thing 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.

Feel free to discuss the update right here, over on the Steam discussion page, on our official forums, or in the comments of the latest blog post!

Revision 39E Now Posted to Clockwork Empires Experimental Branch

Revision 39E of Clockwork Empires, a game about Clockwork and Empires, has been posted to the experimental branch on Steam.

Changes:

FIXED: random autosave crash and/or memory corruption caused by machine expression timing error
FIXED: various issues when deleting a stockpile, including crashing
FIXED: progress bars and nametags appearing through windows during gameplay
FIXED: emotions and speech bunch up when zoomed out, and all display at once when visible
FIXED: workshop owners will set bad/good workshop names again depending on their madness
FIXED: small typesetting errors in "wrapped text renderer" (putting a period by itself at the end of a newline, etc.)
FIXED: foreign military & bandit weapons will no longer show up in commodities window
FIXED: friendly fishpeople will no longer attack your gabions for no good reason
FIXED: all lower-class colonists are correctly auto-placed in workcrews after immigration
FIXED: conscripted Vicars will no longer do vicar stuff
(FIXED 39D: fishpeople now spawn correctly with gifts/weapons depending on group's mission)
(FIXED 39C: cults with no name should no longer be formed)
FIXED: Script error during "Research Science Crate" event
FIXED: "Butcher Human Corpse" job should no longer be confused between Fishpeople & Human version (this would lead to problems)
Windows: Screenshots are now saved into My Documents\Gaslamp Games\Clockwork Empires.
balance: removed Deathwurms from tropical biome spawn (a handful are spawned via script now, well away from the start location)
balance: tripled beer production
balance: higher skill no longer changes amount produced in any workshop - just time to perform work
balance: immigration event has been revamped to reflect the value of colonists to the player
yield added to butcher corpse jobs (so they don't get cancelled forever in certain cases)
foreign military units now reload like properly trained soldiers
adjusted Foreign Military mission pathing to be less boring
(most) starting items will now arrive pre-stacked
redrew Bucket of Raw Opium icon
fishpeople will now eat dead bandits
butchered bandits will turn into skeletons
added new jobs for mad characters including "Freak out in joy" and "Hug stranger"

As always, feel free to comment on our community website, or here on the Steam Forums.

-- Gaslamp Games

[OUR PREVIOUS GAME, DUNGEONS OF DREDMOR, IS STILL ON SALE. BUY IT ALREADY AND TELL NOBODY YOU SAW THIS SUBLIMINAL MESSAGE. YOU SAW NOTHING...]

Revision 39D Now in Experimental Branch

Revision 39D contains a few minor bugfixes to Revision 39C, including a fix for the module renovations that was broken as a result of the assignment rewrite in 39C. We also fixed the textile workshop. As always, this is only in the experimental branch on Steam.

Changelog:

- FIXED: incorrect equality/comparison operator for gameSimAssignmentHandle class (which was causing all kinds of errors, including "modules being unable to be placed in buildings")
- FIXED: textile workshop crashing

You may now return to your regularly scheduled Steam Sale. (We encourage you to pick up a copy of Dungeons of Dredmor, which is 50% off this sale and costs approximately as much as a mysterious meat pie.)

-- Gaslamp Games

REVISION 39C: NOW IN EXPERIMENTAL BRANCH

A small, but significant improvement to 39B. The main change here is that we rewrote the assignment system and moved it over to flat arrays, in the hopes of improving the crashing problems that users have been experiencing with 39B.

Full changelog below:

- moved assignment system over to flat arrays (this makes everything more stable, better, faster, stronger)
- added new icons for Xenophobe, Brutish traits
- made ingot textures shinier
- balance: weighted mine output slightly more toward ores, if available
- balance: fewer foreign troops will show up early in game (& now require it be daytime to arrive)
- colonists w/ certain traits can now object to fishpeople status quo & propose alternate policies
- cults now form with a specific object of worship ("theme") based on eldritch interactions & personality of cult leader
- farms now output harvest in stack rather than two individual units
- added some new social jobs for people experiencing Madness
- balance: Deathwurms are now shoved further
- FIXED: foreign military units will fight back against Obeliskians
- FIXED: foragables (ie. Coconut Palms) can be cleared from any state of harvest
- FIXED: Stahlmarkians given correct uniforms
- FIXED: upper class should no longer bury corpses (it's beneath them)
- FIXED: confessions are no longer a hollow charade
- FIXED: vicars no longer preach from unfinished altars
- FIXED: "sleep due to sadness" now requires a character be sad (AND is now weighted correctly)
- FIXED: demolishing a farm zone does not correctly clear the farm assignment
- FIXED: workshop job counter not incrementing correctly for "Finish Production" jobs (in 39B)
- FIXED: workshop job ordering buttons (in 39B)
- FIXED: stockpile deletion crash

As always, we'd love to hear what you think!

-- Gaslamp Games

REVISION 39B NOW IN EXPERIMENTAL BRANCH

The latest experimental build of Clockwork Empires is on the experimental branch for those brave or foolish enough to test it. Things to watch out for include:

- Obeliskians (whatever those are)
- Vastly improved workshop job handling!
- (All of the jobs system works way better, actually)

Full Changelog:

- Added Obeliskians (in-progress)
- Workshops: All workshop logic completely rewritten from scratch. Workshops are now evaluated as part of the C++ job loop; we create a workshop assignment when/if we can do the job, and we will now always actually obey the ordering in which jobs are given to the workshop by the user.
- UI: The job which a workshop is currently doing is now displayed in the workshop panel.
- UI: The output that the current work party will produce using the current equipment in a workshop is now displayed in the workshop when mousing over the product.
- animals can make more sounds now
- butchered humans will now leave a skeleton behind
- added "fishpeople butchered human" crisis event
- balance: moved "Make Gunpowder" from Metalworks to Chemist
- balance: when a module breaks, it should become inoperative immediately rather than having an intermediate broken but still working state.
- balance: smithing forge now requires iron ingot rather than iron plate
- balance: Deathwurms on start position are now shoved to the side
- FIXED: crash in gameRequireToolUses if user not holding a tool
- FIXED: smoke now consistently turns off when an oven is complete or a module has finished production.
- FIXED: jobs not correctly removed from assignments in jobs UI window after saving and loading a game; can cause "jobs that are never completed", "multiple people doing the same job", etc.
- FIXED: a second, totally different issue with oven smoking not finishing; this time after a load and save.
- FIXED: crash trying to set up a nuked locked job instance
- FIXED: some character events not firing
- FIXED: game-side commodity count not being saved and loaded correctly (probably causing standing orders to go berserk)
- FIXED: allied military soldiers immediately bayonet each other upon arriving in colony
- FIXED: foreign military will properly retaliate against hostile animals
- FIXED: some foreign military jobs did not properly interrupt low priority jobs
- FIXED: fishpeople will no longer be stuck in buildings if you build one around them (but will now path through doors - sorry!)
- FIXED: lingonberry preserves are now edible again
- FIXED: various minor typos in events
- FIXED: scripterror when cult leader died under certain circumstances
- FIXED: some explosion sounds were only using default sound

As always, please feel free to let us know what you think on our community forums, either here or on the Gaslamp Games website.

39A Now Up in Experimental Branch!

As always, be aware that this is only live in Experimental Branch.

It might not be as stable as default, but it includes more of our in-development features. For more discussion, check out our forums at community.gaslampgames.com

Things To Look For




  • Added foreign military units
  • Mines now output ore based on nearby ore deposits
  • Fishpeople leaders now wear hats


Clockwork Empires rev 39A changelog



<*>added 3 foreign factions: Stahlmark, Republique, Novorus
<*>added foreign military characters, soldiers + NCOs
<*>added foreign military squads w/ mission logic
<*>added foreign military intervention event to spawn foreign military squads
<*>added icons for foreign flags & troops
<*>general cleanup of jobs code (part 1)
<*>replaced direct access to job memory via pointers with new, safer handle class
<*>FIXED: memory leak when a job has a dependency which we later fail to do anything with
<*>FIXED: various misspellings of words
<*>FIXED: incorrect icon in recipe for Blunderbuss & broken icon for Musket
<*>FIXED: scripterror in bandit joining colony event
<*>FIXED: scripterror in "hearExcalamtion"
<*>fishperson vandalism crisis will no longer fire if you're hostile w/ fishpeople
<*>some events will auto-zoom camera to their location (polishing in-progress)
<*>bandit corpse decision event only fired if their bodies are in your colony
<*>bandits will now fight back against hostile animals
<*>balance: reduced # of tents that bandits spawn with
<*>fishpeople leaders now wear hats
<*>Mineshafts will now output ore based on what oreNode clusters were nearby (mining the surface nodes doesn't affect the underground ore)
<*>surface ore nodes will leave a mineralogical survey beacon which can be surveyed by a Naturalist to tell you what product it will output (this is pretty direct right now)
<*>FIXED: error in bandit_wants_to_join_colony
<*>FIXED: error when fishpeople groups are wiped out
<*>fishperson hassle crisis will no longer fire if fishperson policy is set to hostile

May Update Now Posted for Clockwork Empires: "We Built This Colony With Hugs"



Our May Update, "We Built This Colony With Hugs", is now on Steam! Notable changes:


    <*> Commodity stacking for maximum logistical efficiency!
    <*> Progress bars on everything!
    <*> New Fishpeople faction system + interaction events – make friends! make enemies! or just be confusing!
    <*> Added a ton of social behaviours for colonists covering everything from hugging to throttling!
    <*> New hunger/tiredness system for colonists with distinct consequences
    <*> and more!


The full changelog won't fit in the Steam news update, but you can find the full thing 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.

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

April Update Now Posted for Clockwork Empires: "Atlas Ironcog and the Airship Mast"



Our April Update, "Atlas Ironcog and the Airship Mast", is now on Steam! Notable changes:


  • "Seven Dwarves" style colony launching
  • Progress bars on everything!
  • Factions window!
  • More events!
  • Enormous, Ominous-Looking Airdrop Signalling Masts
  • and more!


The full changelog won't fit in the Steam update, but you can find the full thing 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.

Feel free to discuss the update right here, over on the Steam discussion page, on our official forums, or in the comments of the latest blog post!

Clockwork Empires March Update: Don't Tell The Ministry!



Our March update is now up on Steam! Significant improvements to performance and overall smoothness of the game over February's update. Major Features:

  • lots of engine, rendering, and AI optimizations
  • new character skill system (& character models set by highest skill)
  • revamped resource harvesting UI (with more to come)
  • lots of new cult & bandit events
  • icon added for single bottle of rum


The full changelog won't fit in the Steam update, but you can find the full thing 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.

Feel free to discuss the update right here, over on the Steam discussion page, on our official forums, or in the comments of the latest blog post!

Clockwork Empires February Update: The Mists of Antipodea!



Our February update is now up on Steam! The game has evolved and improved significantly in the six months we've been at this. Highlights of today's patch include:

  • Fog of war (if your colonists can’t see it, it becomes shrouded in dark fog!)
  • Character-driven events
  • Job balance overhaul (especially social and combat jobs)
  • Start of significant improvements to cult system



We did it! The changelog is once again too long to fit on a Steam update! If you want to find out what else we have been up to, you can find it on the dev blog here.

The development progress page has also been updated, with exhaustive notes on the status of the project.

Feel free to discuss the update here, over on the Steam discussion page, on our official forums, or in the comments of the latest blog post!