





CLOCKWORK EMPIRES BETA 52E NOW ON EXPERIMENTAL BRANCH
[ 2016-07-20 00:30:32 CET ] [ Original post ]
Beta 52E of Clockwork Empires is now on the Experimental Branch on Steam. As always, this is experimental so expect it to not be quite as stable as the "stable" branch. This patch is a doozy. Major Changes
- added 2x speed button (a thousand voices cheer out from the Steam Forums)
- added harvest stamp commands to collect resources from the map
- fixed module placement limits (can't place modules in invalid buildings or on top of one another)
- various UI and mechanics related to upkeep improved, bugs fixed, balancing done
- civilians can now fight
- added new buttons for spawn points
- added currently selected highlighting to lists of offices/housing, changed visual style slightly.
- new emotion value display added to characters
- added 2x simulation button! HOLY VORPULON
- reduced # of points on world; optimized world gen a bit
- added embarkation button icon biome detection code
- players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
- removed "chop down", "mine surface node", "forage", "clear terrain" and replaced them with assignment stamping tools
- added Upkeep display to workshops
- modules disabled by lack of upkeep will no longer lose production queues
- housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
- various improvements added to ranged and melee attack logic
- did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
- improved FYI alert UI style
- added disturbance counter. It counts disturbances. WHAT COULD THOSE BE
- removed starting NCO
- removed field promotions
- added civilian combat AI
- reduced animals spawned at start of game (they were crowding things)
- rebalanced off-shift social jobs to hopefully make things more interesting
- added new event for reaching the 150 char population cap
- added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
- added new trait: Light Sleeper. Can only sleep in beds.
- added new trait: Heavy Sleeper. isn't woken by preaching/gunfire/etc.
- traits: Adaptable trait now gives bonus to skillgain of best 3 skills
- traits: Brutish trait gives a bonus to melee damage
- traits: Materialistic colonists are harder to please with house quality
- traits: Reclusive colonists don't make friends on spawn
- traits: Scholarly trait gives bonus to science skillgain and penalty to all others
- traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
- traits: Patriotic overseers give a bonus to empire diplomacy point gain
- traits: epiceureans learn cooking skill faster
- traits: removed Voracious trait
- traits: Hale and Hearty trait grants a bonus to HP
- added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
- added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
- added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
- added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
- balance: added clay to Tropical Dry Forest
- balance: upkeep timers are tracker per-building rather than globally
- balance: Novice and Artisan upkeep trunk recipes now give 2 trunks for 1 resource
- FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
- FIXED: beetles eating longpork will no longer transform it into charred meat
- FIXED: colonists will no longer drink booze that doesn't belong to them
- FIXED: crashed airship ending scripterror (in certain cases)
- FIXED 52D: items stuck to hands due to job interrupts
- FIXED 52D: gridAddItem error, for real
- FIXED 52D: grimoire scripterror when no vicar present
- FIXED: grammar error in the airship crash event
- FIXED: Scrap Iron can now be smelted into iron bars
- FIXED: players cannot place modules on top of other modules
- FIXED: productionWindow not initialized after save/load and may contain garbage
- FIXED: various typos
- FIXED: house demolish button
- FIXED: colonists no longer only wander into the woods when afraid
- FIXED:mining surface nodes took more than twice as long as intended
- FIXED: removed some unpathable cliffs in temperate swamp
[ 2016-07-20 00:30:32 CET ] [ Original post ]
Clockwork Empires
Gaslamp Games, Inc.
Developer
Gaslamp Games, Inc.
Publisher
2016-10-26
Release
Game News Posts:
27
🎹🖱️Keyboard + Mouse
Mixed
(790 reviews)
The Game includes VR Support
Public Linux Depots:
- Clockwork Empires Linux [1.4 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Take on the role of a Junior Bureaucrat (Colonial Grade), sent forth to seek fame, promotions, and natural resources to feed the ravenous maw of Imperial Industry & Commerce. Build a prosperous colony, fill it with magnificent factories worked by oppressed labourers, and harness the awesome power of steam through fearsome machines invented by determined men and women of Science! History is yours to seize for fame and fortune, for Science, and for the Queen and the glory of the Clockwork Empires!
Features
Features
- Colonists are simulated with individual personalities, memories, and will be happy or miserable depending on your management.
- Free-form building: Design your own floorplans & arrange machines, furniture, and decorations as you see fit. (Or stuff everyone into bunkhouses.)
- Mine ore, chop trees, farm cabbage, brew beer, tin weird caviar and try to keep your people from eating one another!
- Weird horrible things: Menacing Fishpeople, cults, cannibalism, and more await your colonists.
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