





CLOCKWORK EMPIRES BETA 53B NOW ON EXPERIMENTAL BRANCH
[ 2016-08-20 00:31:36 CET ] [ Original post ]
Beta 53B of Clockwork Empires is now on the Experimental Branch on Steam. Major Changes:
- added lights
- Naturalist's office overhauled (not quite done): Naturalists can be set to Scout, Hunt, or Survey Minerals. Related: ore vein distribution on map has been redone.
- colonists with high despair will now cease to work and do despairing things (there are various methods to alleviate this, esp. via Pub and Chapel)
- upkeep costs significantly reduced, various bugs fixed, and "Advanced Workbench" added which can produce upkeep trunks (and other things) en masse
- added ability to attach lights to static props (& tool support for this)
- added lights to a number of existing modules
- you can now build lampposts
- added a first pass at game over screen
- the building commands menu is now split into more subcategories
- added Rogue Artist event
- new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
- rewrote a number of building descriptions to make their usage clearer
- Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
- a Scouting Naturalist can see extremely far, modified by naturalism skill
- a Hunting Naturalist will hunt - and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
- a Mineral Surveying Naturalist surveys minerals in a normal way
- animal butchery now returns stacks of meat, like other resource-exploitation jobs
- removed Cot from Barracks
- updated some icons
- more traders won't show up if some traders are already visiting your colony
- requesting traders via Foreign Office requires that no traders be on the map already
- steppe biome now uses lower hill generator
- camera tutorial now mentions that spacebar pauses the game
- booze commodities are now crates when not being drunk
- Booze Vats now required to increase Pub drink stock capacity
- foreigners who die inside your colony will now automatically receive burial
- despairing colonists will cure themselves using Laudanum distributed from the Pub
- balance: added opium to traders
- balance: further upkeep nerfing (deal with it)
- balance: nerfed upkeep costs EVEN MORE
- balance: animal meat output increased
- balance: killing for the first time gives a harsher emotional impact
- balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
- FIXED: all instances of gathering materials for construction now require that you own said materials
- FIXED: error in controlling skill for Foreign Office work
- FIXED: you can un-designate trade goods and the green outline will disappear
- FIXED: Public House will no longer be stocked with booze you do not own
- FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
- FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
- FIXED (53A): scripterror doing QoL string creation after drinking tea
- FIXED: traders will no longer appear w/o trade goods in their hands
- FIXED 53A: House UI wonkiness corrected
- FIXED 53A: upkeep tooltip displays brought in line with actual upkeep values
- FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
- FIXED: trade goods now correctly un-designate
- FIXED: tooltip info persists across save/load
- FIXED: an issue where for initial pause tooltips for characters were broken
- FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of "No Assignment")
- FIXED: large, complicated race condition
- FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn't picked it up yet
- FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don't know how this happens either but we handle it now
- FIXED: a bug that was preventing colonists from getting memories sometimes
- FIXED: "you need a barracks" warning firing when you already have a barracks
- FIXED: button bug with mines
- FIXED: mine output bug in deeper stratum
- FIXED: infinite new ore veins in mine
- FIXED: weird occasional scripterror when creating something in a workshop
- FIXED: bug in "Stahlmark Smithing Prowess" event where it failed to track how many iron bars you had made
- FIXED: unified name of all the variables for despair
- FIXED: weird one-off script error with pathfinding not aborting correctly
[ 2016-08-20 00:31:36 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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