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Alpha 50D of Clockwork Empires has now been posted to the experimental test branch on Steam. Actually, we posted it last night and forgot to put up the Steam post. We are blaming this oversight on... uh, Eurovision. Major Changes for 50D: - workshop jobs are now queued per-module and are much more clear about what is going on - added first pass of advanced machines; these are useful - added event arcs; things can go Terrifically Wrong in fun new ways - added first take on Quality of Life emotion effects for characters - lots of UI improvements Consolidated 50D Changelog: - all workshop code rewritten to queue jobs per module rather than per workshop - did first pass of UI for module based recipe selection - added building upgrade ability: create the required modules per building, and upgrade your building - added ability for characters doing certain workshop jobs to pick up stacks of materials as opposed to dragging logs to their workshop one at a time (currently only Power Saw, Iron Charcoal Kiln) - character info panel now has images for skills and skill levels - added framework for Quality of Life system - added sleep, crowdedness to Quality of Life system - added event director system - added The Fishy Idol event arc - added Foreign Invasion event arc - added Meteor Shower event arc - added advanced machine modules to relevant buildings (costs/recipes are heavily WIP) - updated all building recipes to work with the new recipe system - replaced outdated/nonexistent Stone Charcoal Kiln in the smithing loadout with a mineshaft module - a bunch of workshop jobs can now haul stacks of things if they are being requested by a batching module - character health now represented in the character info panel as hearts because who doesn't love hearts - scroll speed controls exposed to the config file for internal testing reasons, but players can now mess with this too if they want (100 is default, 50 for half, 200 for 2x, etc.) - removed redundant or unused code from lower class character info panels - tooltips now have an actual style applied to them - balance: all mines will produce some stone - balance: rebalanced sleep job requirements & effects - balance: minor emotion balance edits - balance: middle class characters now start with one level of a random skill because it's just more fun. - FIXED: scripterror in immigration event - FIXED: raw cabbage will no longer be treated as a cooked meal when eaten - FIXED: several bugs with preaching - FIXED: lingonberry crop scripterror - FIXED: Planets Align event scripterror - FIXED: glow shader - FIXED: a few crash bugs - FIXED: game crash manually switching to module placement mode after creating a building - FIXED: afternoon icon was very slightly misaligned - FIXED: broken art in "find artifact" event - FIXED: people getting stuck trying to talk to fishpeople - FIXED: people will no longer pray at unbuilt wall shrines - FIXED: bandits_amnesty scripterror - FIXED: tooltip text on crop destruction alert - FIXED: grapes couldn't be made into stew - FIXED: scripterror when bandits (or any agent) attacks buildings w/o a weapon - FIXED: pub wouldn't serve booze - FIXED: rare error when agent attempts to drop stuff - FIXED: another rare error when selenians die - FIXED: report spectre scripterror - FIXED: mine in mineshaft item drop logic - FIXED: can't spam missions in Foreign Office by mashing button - FIXED: added protections against scripterror in drop_item_for_trade_mission - FIXED: expand buttons for individual work crews weren't responsive when the entire work crew UI window was short enough that it wouldn't scroll - FIXED: FYI and choice alert windows inside event arcs wouldn't expand properly -- Gaslamp Games
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