Since Gaslamp Games shut down regular operations at the end of 2016, and as PC gaming hardware and software has changed since Clockwork Empires’ release, we feel that we can no longer adequately support the game. We’re going to cease the sale of Clockwork Empires on Steam or any
Since Gaslamp Games shut down regular operations at the end of 2016, and as PC gaming hardware and software has changed since Clockwork Empires’ release, we feel that we can no longer adequately support the game. We’re going to cease the sale of Clockwork Empires on Steam or any other platform shortly.
If you have purchased Clockwork Empires you will not lose access to the game or your files, this move will simply remove the ability for new customers to purchase the game.
Thank you for your support over the years. Gaslamp Games
We've pushed the 1.0D experimental patch of Clockwork Empires live to the Experimental branch! To access this experimental patch, right-click on Clockwork Empires, select "properties", find the "BETAS" tab, and select "Experimental". Beware though, we will change this version of
We've pushed the 1.0D experimental patch of Clockwork Empires live to the Experimental branch!
To access this experimental patch, right-click on Clockwork Empires, select "properties", find the "BETAS" tab, and select "Experimental". Beware though, we will change this version of the game more often so if weird stuff happens or a new experimental is released, you may lose your progress. On the other hand, there's lots of cool stuff, like so:
Full changelog for 1.0D:
added REDACTED
barracks will stock more ammo of a type if they have more weapons
lockers for that ammo type
incoming Steam Knights will have area around their arrival made visible even before they arrive
added 10 new achievements (and fixed an old one)
if you make peace with an enemy faction while an invasion is in-progress - but before enemy troops arrive - the invasion will be aborted
added acknowledgement for various failure states for the Mad Carpenter event
if a Steam Knight is stuck inside a building for more than 30 seconds, it will shove itself outside
traders will place trade goods into Trade Office itself rather than on ground nearby
made tooltip display for Brewed versus Distilled booze more clear about which will be served in Public House depending on mode selected
animals will now shove themselves outside of structures if they get stuck inside
added a timer to make Fishpeople less enthusiastic about intimidating your colonists
added alert for first horror corpse disposal
rewrote Mysterious Ore event to be more clear about its gameplay effects
added "witnessed descent into madness"
improved behaviour of fish cult
improved behaviour of dominant foreign faction
added the Steam Knight MK1, a more advanced steam knight that costs more to create (Removed gun from steam knight prototype. Massively buffed steam knight melee damage.)
made slight improvement to chapel functionality; preaching will now only be done once per day (per chapel) and gives everyone in the colony positive memories
added new event arc: Mystery Herb
Arguing Rivals will now tell you if you have an NCO/Bartender/Vicar but can't use them in the event because they're one of said rivals
Ominous Dreams event now has a number of additional possible endings/rewards
Family Tree Research is now an event arc
Fey Mood event arc will now tell you what item was made at the end
did small fix to Empire Times event strings
added Advanced Workbench to the chemistry workshop
FIXED: Fancy Bookshelf and Vacuum Chamber recipes
FIXED: Gun Lockers now have proper trade values
FIXED: chicha and pulque recipe display
FIXED: a large number of events will no longer consider dead people eligible to participate in them
FIXED: crashes with leyden guns
FIXED: farms/graveyards/roads/zones no longer have rendering issues after flatten terrain operations are performed
FIXED: minimap no longer takes you to a location if you right click on it or mousewheel over it accidentally
FIXED: various typos, grammatical errors, extraneous alerts
FIXED: objects placed by "organized finds supplies" was swapped with "science assistance"
FIXED: Lord Palmerstoke will give science rather than construction related rewards
FIXED (1.0C): resupply tag fix affecting Public House & Naturalist's Office
FIXED: more typos
FIXED: dead arguing rivals
FIXED: coffee
FIXED: more overflowing memory names
FIXED: more unclaimed REDACTED spores
FIXED: error during Foreign Invasion event if player colony is near edge of map
FIXED: mineshafts can only be occupied by one worker at a time
FIXED: buildability not saved/loaded correctly (oops)
FIXED: another really obscure error case in cult events
Enjoy! And please let us know if anything goes wrong. -- GG
A band of steampunky colonists lands on foreign shores. Their task: to build houses, chop trees, and civilize these barbaric pastures for cog and country. As they expand their settlement they upset the soil, every footfall in danger of waking The Things Beneath. Steampunk and Lov
A band of steampunky colonists lands on foreign shores. Their task: to build houses, chop trees, and civilize these barbaric pastures for cog and country. As they expand their settlement they upset the soil, every footfall in danger of waking The Things Beneath.
Steampunk and Lovecraftian horror is such a lovely combination I m shocked it doesn t show up in games more often. Clockwork Empires smashes these two seemingly contradictory genres together one optimistic, one nihilistic surveys the wreckage, and points: Now build a town on top of it!
The brilliance of the setting makes the end result more disappointing. After years on Steam Early Access, the 1.0 release of Clockwork Empires is buggy, unwieldy, and hamstrung by the most baffling UI I ve ever seen in the city-building/town-managing genre. Clockwork Empires is a parade of otherworldly horrors, but it s not the fun kind.
The Elder Sods
These are dark days for our little colony. Monsters lurk in the swamps around town, and yesterday one of them attacked a woodcutter. Captain Dunnage, our only military officer, shot the creature and has been looking haunted and vacant ever since. Merle Brazenthatch, the chemist, reckons he can whip up some laudanum to help the good captain sleep at night. All he needs is a chemistry workbench. Well! That should be pretty simple.
Thus begins our trial. Clockwork Empires looks like any city-building or sim-management game, and I love that every good and service in town is individually modeled to an absurd degree. I love that my administrative center needs to be supplied with rugs on the floors, desks to work on, paper to write on, and ink for the pens. That s an economy worth modeling! But it just doesn t work.
The result is exasperating, constant handholding of a group I m ultimately powerless to command.
Underneath the steampunk and Cthulhu, all city-builders are about 1) telling people to do stuff and 2) people doing the stuff. You, chop that tree. You, build that house.
But I can t command anyone in Clockwork Empires. I can only suggest. I suggest someone should mine that rock for iron, I say, and eventually someone (I can t decide who) may get around to it. I can flag a tree for harvesting, but I can t tell the lumberjack to just keep those planks coming. The result is exasperating, constant handholding of a group I m ultimately powerless to command.
Dwarf Fortress is also absurdly complex and features indirect unit control, but the difference is in the AI and my options for setting rules. I can trust the dwarfs to keep wood on the fire and food on the table while I m tending to other things. In Clockwork Empires, a builder who runs out of wood is happy to stand around and complain instead of chopping down a tree to finish the job.
On top of that, only a minority of my population is of real use. People in Clockwork Empires are divided along class lines: commoners are Laborers, and gentlefolk are Overseers. Every task, from chopping wood to distilling medicine, has to be managed by an Overseer, while Laborers can only assist. This structure slashes the effective working population.
It s frustrating to think that the extra 20 percent stone-mining speed Laborers contribute to a job might be added by a technology upgrade for a pickaxe in another game. I always have 20 different jobs that need doing before everybody ends up dead, but instead of 20 able bodies, I only have seven functional Overseers, with thirteen extra Laborers.
As I wait for the third glass bottle to be blown, Captain Dunnage wanders into the woods and dies.
The small effective population is ill-equipped to handle the rigid, linear structure of Clockwork Empires economy. Captain Dunnage s laudanum prescription is a good example: To make a chemistry workbench, Merle needs wood planks and glass bottles. For bottles, Harvey Square needs to pour glass, but in order to make glass, Cecil Thompburn has to build a brick ceramics kiln. Bricks to build a brick kiln require a stone ceramics kiln. Matthias Trinket says he can make a stone kiln if he has more stone. Hildred Hattemper is cutting stone, but she s too scared to work at the quarry with monsters nearby. By chance, Hildred asks, could Captain Dunnage come provide security?
At this point, my excitement for an intricate economy has evaporated. With so many jobs required to be filled for the inflexible supply chain and so few upper-class twits available to fill them, every act of creation is a grind. As I wait for the third glass bottle to be blown, Captain Dunnage wanders into the woods and dies. The lucky bastard.
As easy as Kaajh'Kaalbh
This problem has been solved since the age of the floppy disk, and I don t see any advantage in this new approach.
Layers of economic complexity and granular detail can be a lot of fun, though. The best city-builder games revel in complexity in addition to Dwarf Fortress, I m thinking here of managing firewood stores in Banished or analyzing traffic throughput in Cities: Skylines. But crucially, these other, better city-builders have great user-interfaces to manage complexity.
Every action in Clockwork Empires involves a journey through a series of nested menus. Sometimes these menus are contradictory or redundant, but they are always hard to read and impossible to find. There s one menu tree for different buildings, and an entirely different menu tree for all of the equipment and gear that can go into those buildings. There s a hidden sub-sub-menu inside the second menu tree for all of the ways you can decorate those different buildings!
If you ve suggested that some Overseer somewhere should chop down some trees, you may want to send some help to bring home the lumber. Assigning extra laborers is a simple matter of opening the phonebook of every Overseer in the colony, scrolling until you find their name (names are not in alphabetical order), and clicking to assign the extra hands. When those laborers are no longer needed, do the same thing to unassign them, then do it again to send those workers somewhere else.
Worse, there are no hotkeys. Not for buildings, not for goods, not for calling extra laborers, not for signaling an attack by an angry cult, not for anything. How is this possible? These are thoroughly solved problems. Even if we accept that the Overseer/Laborer division is crucial to this game, we ve been left-clicking characters and right-clicking on jobs since Warcraft. This problem has been solved since the age of the floppy disk, and I don t see any advantage in this new approach.
To look at Clockwork Empires UI is to stare into madness, to gaze at the inconceivable, to view corrupted windows that no man dares name, drop-down menus that pound with the sound of the drums, the drums, the drums.
A most un-analytical engine
I m really shocked to say this after how carefully crafted, clever, silly, and colorful I found Gaslamp Games last project, Dungeons of Dredmor, but Clockwork Empires does not look good. Textures are muddy, animations are choppy, I experienced frequent screen-tearing, and characters faces are angular and blocky enough to cut firewood. This could be an issue of adjusting video settings, but I wouldn t know: other than starting resolution and fullscreen/windowed modes, there are no video options. Forum posters are complaining about long load times, technical issues and framerate drops. I m not alone in seeing a few crashes back to desktop.
What should have been an organic saga landed for me as a flop.
The AI isn t quite the storyteller I d hoped for, either. Like Dwarf Fortress, Clockwork Empires hoped to fill this world with personal drama. Much was made of how citizens would have personalities and make friends or enemies. It s a great trick if you can spin it, but here it either doesn t work or doesn t matter. Nosing around and reading all of my citizens diaries, I found that no one had made a friend that returned their affection, and no one had made an enemy that was aware of their hatred. What should have been an organic saga landed for me as a flop.
Inevitable run-ins with Lovecraftian horror were also supposed to be one of Clockwork Empires' big attractions, but I found the encounters flat and rote. The first time a fishman wanders through the workshop I can build ceramic pistols, but a lock is beyond me is the same as the tenth time it happens. More terrestrial enemies like bandits also walk right in to cause the same amount of trouble, sapping any mystique the fishmen had left.
Disturbing the world by felling a tree or building a house is supposed to be a tough choice in Clockwork Empires, because every action brings you closer to awakening the Old Ones. But the thing is, I don t care. There s not a damn thing Azathoth can do to me tomorrow that would be worse than starving to death today. The new farm is going up, and if Shub-Niggurath Herself has a problem with it, She can take a number.
I noted many bugs, but citizen behavior is so erratic that I can t be completely sure if Mr. Ezekiel Uxter refused to leave his house because of a deep existential depression or because he had glitched through the floor. Occasionally, bugs are as apparent as they are hilarious: while Mildred Steelcog and Titus Whistecotter shoveled earth to level a small hill, they stood opposite each other and moved dirt into one another s pits. I had a good laugh while they leveled and un-leveled the ground beneath them, enjoying this unintentional recreation of a Three Stooges skit, and then the game crashed.
Gaslamp seems to be involved and invested in continuing to improve Clockwork Empires, so future updates might overhaul the UI and solve a lot of the bugs and performance problems. Still, future support is no excuse for launching an Early Access game when it s this rough, and that makes me worry about its future prospects. For now, I don t recommend joining this expedition.
We've just switched on Steam Trading Cards and all the little bits and bobs that come along with them for Clockwork Empires. So now you may find: fun badges to display your affection for colonial management emoticons for important concepts like fishpeople, cannibalism, and longpo
We've just switched on Steam Trading Cards and all the little bits and bobs that come along with them for Clockwork Empires. So now you may find:
fun badges to display your affection for colonial management
emoticons for important concepts like fishpeople, cannibalism, and longpork
peculiar steam backgrounds
and of course cards to trade (presumably) with Foreign Nations
Just a few minor things to clean up before we get back to more substantial patch content! FIXED: some incorrect tooltip descriptions for ingredients required for producing certain modules FIXED: possible to get into a state where tutorial won't advance if too much time passes bef
Just a few minor things to clean up before we get back to more substantial patch content!
FIXED: some incorrect tooltip descriptions for ingredients required for producing certain modules
FIXED: possible to get into a state where tutorial won't advance if too much time passes before conditions for advancement are met
FIXED: removed mention of assigning overseers to stockpiles from tutorial (this can't be done)
FIXED: gold reward bar now defaults drops at start position rather than map center
FIXED: various text typos
FIXED: a certain type of REDACTED will no longer get stuck inside buildings
Cleaned up the embark screen a bit.
FIXED: crash demolishing a house
FIXED: some achievements
Thanks to everyone for letting us know about these issues so we could sort them out quickly.
Could it be that Clockwork Empires , a town management sim concerning a life of toil and struggle against nightmarish entities on a strange new frontier, is so dedicated to its theme that is has deliberately conspired to drive me mad? The thought occurred to me often, as I gibber
Could it be that Clockwork Empires [official site], a town management sim concerning a life of toil and struggle against nightmarish entities on a strange new frontier, is so dedicated to its theme that is has deliberately conspired to drive me mad? The thought occurred to me often, as I gibbered and bellowed at my screen in frustration. Was I, too, becoming like one of its colonists, their psyches fraying as they behold death, monstrous transformation and yet another fungus-based dinner?
Alas, not for me the sweet embrace of carefully-designed insanity. My struggles strictly relate to how powerfully frustrating Clockwork Empires is to play.
Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe
Clockwork Empires version 1.0 has emerged, glistening, from its development-spore and launched on Steam! We are out of Early Access and into the wild frontier that calls for Colonial Bureaucrats to manage bustling colonies and chop down all the trees and maybe start a cult maybe for Progress and Civilization! You can purchase Clockwork Empires through Steam for a 10% discount for the next week!
The Development Progress Report has been updated with a full annotated changelog for version 55A to version 1.0. We’ll put the full changelog at the end of this post for those interested in seeing what the last month month of Early Access has brought to the game.
This is not, of course, the end of work on Clockwork Empires. We shall be continuing support for game stability and bugfixes, and we have a list of additional content and some features we’d like to add post-release.
Major player-facing additions this month:
performed a huge UI improvement pass for release
also a huge balance pass, including making the later biomes more difficult
added the Steam Knight Manufactory!
added Achievements
much stability & polish
oh yeah, we’ve released the game to 1.0 with all that entails!
As always, the full development progress report can be found here: https://clockworkempires.com/development.html and the full changelog is below.
Thank you for your support during two years of Early Access! We hope you enjoy Clockwork Empires version 1.0, and please stay tuned for what's next...
Full Changelog for Beta 55->Version 1.0B Below:
Colonist Behaviour
awkward hugging made less likely to cause errors
“Drunkard” trait now additionally causes happier memories from drinking
“Hale and Hearty” trait now additionally causes barbershop treatments to heal more
“Mushroom Lover” trait now additionally gives happy memories when eating fungus-based foods
when deciding initial feelings toward other colonists, Overseers will now consider Labourers beneath their notice for friendship/rivalry unless said Overseer has the Common Mingler trait
made colonist auto-burial timer check itself more often (colonists are not given automatic burial orders if hostile enemies are nearby; this will now be checked upon every new workshift.)
colonist traits now affect certain climate quality of life effects
added booze vat pathing check to get drink / fill vat jobs
vicars can now convince cultists to leave their cult
“Made a friend/rival” memories will now have the name of said friend or rival
balance: Steam Knight presence now affects safety QoL
balance: added more despair and anger overall
balance: made people slightly more upset in general
balance: when your colonists die it will now decrease your empire standing a bit
FIXED: scripterror when using Leyden weapons
FIXED: military holding commodities while fighting
FIXED: characters would occasionally get stuck and stop moving when the entity “thinklocking” them would disappear w/o releasing the thinklock (in particular, if a spectre talked to a colonist then disappeared due to sunlight, the lock would not be released.)
FIXED: enraged characters will no longer build buildings
FIXED: Safety quality of life calculation for colonists was incorrect on days 2 through 5
FIXED: if a scientist is enhanced due to REDACTED their lab will properly update its skill display
FIXED: murder
FIXED: scripterror in military_interrogation_event.fsm
FIXED: some eldritch memories didnt give (enough) despair
FIXED: spectres should no longer freeze people in place forever under certain rare conditions
FIXED: slightly incorrect string compilation in conversation memories
FIXED: edge case error in ai_damage
Non-colonist characters
doubled trader mission time
Occult Inspector now inspects buildings more intelligently
made dormant spores more Fun
FIXED: steam knights freezing!
FIXED: possible steamknight issues with placement /not/ into buildings
FIXED: added safety check to fishpeople group deletion notification
General Gameplay Balance
changed overseer workplace cap modifier to scale w/ number of overseers
balance: adjusted incidence of bad guys in biomes according to difficulty scheme
balance: made certain enemies send more dudes when you’re later in game
balance: reduced Fishpeople incidence in desert biome
balance: non-temperate biomes impose various and increasing QoL penalties from tropics, desert, to cold as most penalized
balance: more vicious will spawn in non-temperate biomes
balance: biomes with extreme weather may produce unpleasant memories
balance: military interrogation has been made less effective by 50%
balance: doubled trade crops value
balance: added extra bandit spawning in desert + cold
balance: bandits in more difficult biomes now get better gun loadouts
balance: decor object trade value updated
FIXED: overvalued steam radiator (and other decor items)
FIXED: Bricabrac now has a trade value
Workshop/Buildings
added the Steam Knight Manufactory. Have fun!
more workshop interior textures changed
optimized Laboratory science refresh function
science has undergone a massive overhaul: The number of techs has roughly doubled. A number of advanced modules now require research before they can be built.
balance: Overseer house has had the windows requirement moved to its 2nd bonus condition
Assembly Workbench now has 2 access points (down from 4)
added naturalist’s office info to module descriptions
the Trade Office now has a module todo list that will determine how many traders arrive. Range is currently 4 – 14. (Traders will always use the best office in your colony to determine how many to send, rather than adding multiple offices together)
added some new options for increasing standing to the Empire via the Foreign Office
added more feedback to Foreign Office when changing standing
FIXED: ammo recipes now all make 1 ammo as intended
FIXED: a large number of incorrect recipe costs
FIXED: that typo in the laboratory
FIXED: house demolition crash
FIXED: invisible buildings
FIXED: airship masts work again
FIXED: rare door scripterror when a door was built before its parent building (or something)
FIXED: missing Steel Plates recipe
FIXED: connected components would fail to be computed correctly when creating a building with weird shapes (the actual problem is more detailed than that, but let’s go with that one)
FIXED: various path stutters related to the new connected component code, involving animals not correctly finding corrected components that ignored doors, various other issues with aquatic entities, etc.
FIXED: building can no longer consist of two discontiguous blueprints
FIXED: steam knight chassis recipe output is no longer world’s most expensive landmines
FIXED: incorrect recipe ingredient info for various products
FIXED: dismantle objects assignment beacon now works correctly
Events
replaced Sunny Day event with much more varied “Unusual Weather” event w/ unique effects per-biome
some events that spawned characters now properly allow clicking their event popups to zoom to those characters
made major eldritch events more Fun
re-added Ominous Dreams as event arc
Novorous Logging moratorium now checks for larch/bamboo farming
added Arguing Rivals event
if your Empire standing gets low enough the Ministry will limit and eventually entirely halt immigration until you pull it back up
balance: made Foreign Invasion redcoats not take > 7 days to despawn
balance: removed revolver locker chance from ministry supplies in foreign invasion event
balance: made disturbance points at slightly higher at low end of scale
balance: made cults easier to trigger
balance: adjusted weights of various events
balance: doing airship crash research now gives standing reward
FIXED: scriperrors in certain cases in “arguing rivals”
FIXED (55J): scriperror in cult art, fishperson cult arc
FIXED: scripterror with criminal work crew foreign office event
FIXED: some buildings would say you didn’t have required modules when eventlocked
FIXED: bureaucrat desk couldn’t be used for event arcs
FIXED: rare crash when using Aerial Surveillance
FIXED: order to kill all fishpeople now works correctly
FIXED: grimoire event had ending error if researcher died
FIXED: scripterror in Above 30 Population event
FIXED: scripterror in certain cases in Arguing Rivals
FIXED: possible scriperror in Mad Carpenter
UI / UX / Text
performed a major overhaul of the Colonial Handbook; all pages have images and have been reformatted to be easier to read
replaced many intrusive pop-ups with alerts
tooltips for missions (in Foreign Office) are now minimum sized and shouldn’t overrun container
added descriptions for sub commands (in bottom left menu)
improved alert tooltips (for pop-up alerts on right side of screen)
improved visibility of colonist traits via gameplay and fluff fields (ie. traits that affect workshop are highlighted)
rewrote a bit of the “wrapped label widget” to make the constructors more sensible
mineral survey waypoints now use assignment beacons (which is very nice)
consistency: any string that says “Cheap Cabinet” has been set to “Simple Cabinet”
Mine will give alert if assigned an owner and it has no supplies to operate
Naturalist’s Office will give alert if set to a different mode w/o Overseer assigned
Naturalist’s Office will give alert if set to a work mode w/o supplies for that mode
all instances of “citizenry” changed to “colonists”
adjusted Safety Quality of Life description so having a low rating doesn’t (necessarily) say that you have few soldiers (it’s possible to get a low rating due to other factors)
exclusive windows (ie. history log) now make a noise when they close
improved load screen UI
overhauled Trade Office interface
improved layout for character info panel
edited embark screen to show biome difficulty of site selection
added cancel button to the load screen
added per-workshop backgrounds to Overseers window (makes it much easier to see which overseer is assigned to which workshop)
made expression widget bgs round for thought/dialog
added better tooltips to Workshop production menu
polished up character info panel
moved “Unassign Overseer” to the top of the overseer assignment element (in building panels)
added detailed tooltips for terrain objects
added informative tag icons to map objects
did better tooltip requirement visualization for buildings
added hitpoints, quality to building tooltips
proposing and cancelling trades now work properly and update the UI on time
removed zoom to worksite button for character panel (it did not really work)
FIXED: shortened some more overflowing memory names
FIXED (really this time): cancelling a gabion creation job no longer leaves ghosts
FIXED: farms now display their farm type in the office creation menu
FIXED: dead colonists will no longer display a job as if they were alive
FIXED: changing the order of the workshop modules in the workshop didn’t work properly
FIXED: some more memory name ui overflow
FIXED: minor typos
FIXED: some minor text overflow in the foreign office
FIXED: work crew UI now uses disabled scrollbar thumb properly
FIXED: the label for “sleep” wasn’t showing in the character info panel
FIXED: crashing the game when viewing the credits
FIXED: flashing character nametags
FIXED: new tooltip code no longer crashes the game if a product has no explicit definitions in data files
FIXED: overflow of recipe tooltip for product details in workshops
FIXED: farm overseer assignment display updating
FIXED: overflowing tooltip in house dialog
FIXED: blank tooltip on overseer in overseers panel
FIXED: embark icons flickering to incorrect states when switching between them
FIXED: clicking on the minimap while zoom-to is selected will now correctly reset it
Biomes / Nature Objects
adjusted ground textures in alpine terrain to look colder
added some more difficult stuff to provide Fun / blood for the blood god in harder biomes
renamed “Lacquer Tree” to “Lacquer Plant” (to imply that “Chop Tree” is not an appropriate tool to use with them)
mine survey point visuals redone
added informative tag icons to map objects
balance: non-temperate crops made more difficult
balance: increased vermin spawn and animal spawn timers (for less spam)
balance: forage output and regrowth time increased
FIXED: vermin will not spawn in invalid positions (caused pathing errors)
Engine/Tech/???
optimized connected component code to fix stuttering when flattening/building
FIXED: stutter when placing gabions, buildings, or flattening terrain
FIXED: scaling issues on fullscreen for Windows if the aspect ratio of your monitor exactly matches your suggested resolution (unngh)
FIXED: Longpork pie used incorrect model
"Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning."
Clockwork Empires , the Lovecraftian colony management game from the creators of Dungeons of Dredmor, has been swelling like a fungal bloom in the cellar of Early Access. Today, it’s ready to emerge. It’s the kind of game I’m surprised to realise I haven’t already spent fifty hou
Clockwork Empires [official site], the Lovecraftian colony management game from the creators of Dungeons of Dredmor, has been swelling like a fungal bloom in the cellar of Early Access. Today, it’s ready to emerge. It’s the kind of game I’m surprised to realise I haven’t already spent fifty hours playing but I haven’t touched it at all yet. This weekend looks like the right time to visit the damp, diseased frontier of a clockwork kingdom. Yes. My Halloween game shall be a management sim this year. … [visit site to read more]
The neo-Victorian Cthulhu colony simulator Clockwork Empires comes out tomorrow, which means we have just one more chance to watch a video of digital settlers working toward a happy, prosperous life, only to fall prey to incompetent middle management and the otherworldly clutches
The neo-Victorian Cthulhu colony simulator Clockwork Empires comes out tomorrow, which means we have just one more chance to watch a video of digital settlers working toward a happy, prosperous life, only to fall prey to incompetent middle management and the otherworldly clutches of unearthly horrors. Enjoy!
Clockwork Empires is pretty much exactly what the trailer makes it out to be. It starts off as a relatively straightforward pseudo-Industrial Age city building/management sim, but eventually confronts players with what you might call "non-standard" problems, like babbling Fishmen, cannibalistic colonists, and tentacled obsidian beasts from beyond the fourth dimension.
It's good to have an armored corps to call on when things go sideways, but even that effort sounds almost doomed to failure. As Gaslamp Games said when the launch date was announced, you can struggle to save your colony or you can let it all go to Hell: "Either way, in true Bureaucratic fashion, you will bring Glory to the Clockwork Empire."
Clockwork Empires is available now as an Early Access title on Steam, ahead of its full launch tomorrow as a real game. Find out more at clockworkempires.com.
Dungeons of Dredmor devs Gaslamp Games are almost ready to launch their next game, Clockwork Empires . I see you turn to your pal and tap your temple in a crude “the old dear’s off her nut” gesture, because you remember it came out years ago, but nah that’s all been ‘ earliest ac
Dungeons of Dredmor devs Gaslamp Games are almost ready to launch their next game, Clockwork Empires [official site]. I see you turn to your pal and tap your temple in a crude “the old dear’s off her nut” gesture, because you remember it came out years ago, but nah that’s all been ‘earliest access‘ then early access. Come October 26th, it’ll be properly out, ready for all to start building a steampunk colony on a frontier teeming with Lovecraftian nfluences. Enjoy watching your little townsfolk fend off fishmen, form cults, lose their minds, and maybe turn to cannibalism. Still, survival’s survival?
Clockwork Empires , the "colony explosion simulator" that mashes together The Sims and Cthulhu in a strange, steampunk world, has been in Early Access for a couple of years now. It's undergone a number of updates over that span, including one in which Frontier Naturalist and Man
Clockwork Empires, the "colony explosion simulator" that mashes together The Sims and Cthulhu in a strange, steampunk world, has been in Early Access for a couple of years now. It's undergone a number of updates over that span, including one in which Frontier Naturalist and Man of Science Amon Chalkbracket unearths a strange artifact, turns into a fishman, and runs away to the sea (which I mention mainly because of his fantastic name). A beta began in May, and today developer Gaslamp Games announced that it will go into full launch on October 26.
At its core, Clockwork Empires is a sandbox colony management sim in which you must establish, maintain, and grow an Imperial outpost on rugged, untouched lands. Strip the resources, feed the machines, drive industry and progress and then deal with the dread consequences of awakening that which waits, dreaming.
"Every colonist is a unique simulated individual with their own personality, motivation, secrets, and peculiar desires which must be satisfied lest they invite Terrible Consequences ranging from occult ritual to delicious cannibalism," Gaslamp said. "When terrible things go Too Far, eldritch Horrors may be unleashed leaving colonists in chaos, confusion, and occasionally Oddly Transformed amidst burning wreckage, from which only you can save them (maybe). Do your job well, or let it all crumble into a pile of misery and start over in the next spot over; either way, in true Bureaucratic fashion, you will bring Glory to the Clockwork Empire."
The nice thing about the Early Access release is that even though Clockwork Empires won't technically be released until later this month, you can buy it and start playing right now if you want. There's also a website with more details at clockworkempires.com, and you can lay your eyes on some screens below.
A few small problems have been addressed in Beta 55A via your friend, and mine, the Hotfix. This has been pushed to the default branch, so you should not need to switch to the experimental branch on Steam. Changes: added disturbance tooltip balance: Bricabrac Prices of certain wa
A few small problems have been addressed in Beta 55A via your friend, and mine, the Hotfix. This has been pushed to the default branch, so you should not need to switch to the experimental branch on Steam.
Changes:
added disturbance tooltip
balance: Bricabrac Prices of certain wall modules have increased in preparation for Things
FIXED: bandits now make better decisions when placing tents
FIXED: foreign_relations_correction would correct in wrong direction in certain cases
FIXED: public house will correct booze count when drinks are used up
FIXED: a few more bugs with flattening terrain not rebuilding everything correctly
FIXED: regenerate all height map passability when loading a new game
FIXED: a bunch of incorrect recipes including Vacuum Chamber
FIXED: Wine Recipe + Made it available on Mechanical Brewing Vats
FIXED: bug with emotion values in workshop QoL effects
FIXED: upkeep display on airship mast
FIXED: a bunch of typos
FIXED: spice rack / hanging pots quality
I'm just a bill, I'm only a bill, and I'm sitting there on Capitol Hill,
Beta 55 of Clockwork Empires, "ONWARD! FOR QUEEN AND EMPIRE", is now available on Steam. Major player-facing additions this month: implemented an Office Supply system to replace the upkeep system added biome unlocking redid guns & ammo (pew pew) added madness and enraged stat
Beta 55 of Clockwork Empires, "ONWARD! FOR QUEEN AND EMPIRE", is now available on Steam.
Major player-facing additions this month:
implemented an Office Supply system to replace the upkeep system
added biome unlocking
redid guns & ammo (pew pew)
added madness and enraged states
and made enormous improvements to UI all over the place
Begin the full Beta 55 changelog!
UI
text input boxes now have a caret
keybinding widget now works in Configuration screen
added Serpent Bell icon
UI for all offices has been given a polish
UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
mine UI now displays more information
added visual cue to indicate that a module must be affixed to a wall
all recipes should now grey out correctly depending on your materials
all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
added/improved tooltips on a large number of constructions and buildings
renamed some office UI to try and make it a bit more clear
added more info to character panel tooltips
fixed order strings so they now also work on the filter buttons on the module placer UI
added randomized start backgrounds
added command tooltip details
did polish changes to where tooltips show up
made improvement to tutorial controls image
did major update to all tutorial text
redid a number of building tutorial images
wrote all Colonial Handbook help files
removed a mysterious sound that played when nothing happened
workshop button now turns red when commodities are unavailable for a production that is set for a job
area designation stamps now highlight what objects can be selected
“Designate Building” dialog now attaches to blueprint for confirmation once it is drawn out
lack of booze for Public House will generate alerts
Fishperson-related alerts should have sounds more consistently now
added product listing to mine tooltip
failure states for workshop jobs now show properly
added parent container code for office UI buttons
Quality of Life is now a first class element in the character info panel
Combat tooltips pared down significantly
building quality display improved
can now add widgets to the front of a container’s stack
scrollbar track clicks are now more useful (sorry track clickers, i never do it, didn’t realize what a sorry state that was in)
improved nametag code, incorporated alert icons into nametags
made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren’t seeing them at all, so this should improve their visibility.
all instances of “work crew” have been changed to “overseer” to make difference between LC/MC chars clearer
you will now be alerted if you build a building with no door
FIXED: static buttons for work crews
FIXED: finally fixed our scrollable vert boxes so they don’t do weird things with scrolling too far and their padding isn’t horrible. Finally. After i think 2 years of this bug.
FIXED: edge cases for the building confirmation window
FIXED: offset so that modules menu isn’t below the screen
FIXED: progress bars with “0” percent in them still showed some percent
FIXED: lock up in character screen when character had maxed out skill tree or zero skill
FIXED: bug where unassigning an overseer wouldn’t immediately update the window.
FIXED: Tutorial FYI text boxes can now expand properly.
FIXED: tooltips being basically everywhere.
FIXED: image buttons not pushing their size appropriately
FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
FIXED: a bunch of bad button typecasting
FIXED: a number of bugs in production menu grey-outs
FIXED: loading bay door claiming to add -1 quality in tooltip
FIXED: scrollbars not sizing correctly on OS X
FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
FIXED: long-standing issue with wrapped text
FIXED: janky scrollbar movement while the game is unpaused
FIXED: wacky QoL tooltip offset
FIXED: workplace limit display not being reset properly on save/load
FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
FIXED: discrepancy of carpentry icon in command button vs. module category
Economy/Offices/Workshops
upkeep removed as-such; it’s being replaced with Office Supplies!
Naturalist’s Office now uses ammo for hunting, paper for surveying (scouting is free)
Foreign Office now requires paper to do bureaucracy
Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat’s Desk
Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
Chapel now requires Iron Cogs as votive material to perform religious services
Academy now requires paper to do training; if ink is supplied, it will double speed of training
Mine now requires trusses to operate
Laboratory now requires Science Materials to perform research
added a number of new commodities and workshop recipes to support the new office overhaul
added sugarloaf to traders
added additional safety aborts to consume supply calls in fsms
made artifacts tradeable
added small vs. large stockpiles
added a new mining tech
clarified bric-a-brac display names
“Workbench” is now “Assembly Workbench” and is used only to make modules, except in the kitchen
added new module: Decor Workbench. Makes all relevant decor items for that workshop
removed module recipes from ceramics/carpentry workbench
removed decor recipes from all modules that aren’t Decor Workbench
Mine now caps depth if you don’t have modules required to dig deeper
removed basic brew, added back individual brewing recipes
added Workplace system
sulphur made more easily mined
naturalist now requires musket locker to hunt
“Explore” command now works (from Naturalist ui)
Naturalist’s Office can now do targeted “Survey” and “Hunt” commands
product of fishpeople butchering humans no longer (always) auto-claimed by player
balance: Chemical Works has been moved earlier in the game progression (for ammo)
balance: changed cost tiers of a vew buildings to streamline the early game
balance: lowered quality bonus from rugs since they don’t block walkspace and are therefore superior to normal decor
FIXED: increased range of Naturalist survey for minerals job so they wouldn’t get stuck in the middle of the map doing nothing
FIXED: scientists will now only use equipment inside their own laboratory
FIXED: added check so traders won’t leave and never come back, forever
FIXED: Pub did not stock booze until ordered to
FIXED: sometimes modules would suddenly stop working until demolished and rebuilt
FIXED: Larch farms would grow orange cubes
FIXED: various cost/quality display on various modules
FIXED: Bureaucrat’s desks properly count as desks in the foreign office UI
Characters
removed skill effects on tree chopping/foraging
added better feedback to early safety Quality of Life rating
made reactions to horrors more expressive
foreign civilians will properly flee from horrors
added “Cry over Body” job
made Occult Inspectors slightly more expressive
hunger emote now more expressive
balance: QoL effects adjusted to have more effect but not be completely extreme
balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
balance: Chapel effects now emphasize lowering despair
balance: Pub effects now emphasize lowering anger
FIXED: attempt_emote.fsm
FIXED: scripterror in building name change
FIXED: some food was tagged as both overseer and labourer-preferred
FIXED: added check for scripterror when bandit group self-deletes
Jobs/Assignment
construction assignments will now always be prioritized over other work assignments
rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as… works…
moved flatten terrain to assignment beacon, so it can be cancelled etc.
Flatten terrain target height now displays in tooltip
added a safety check for if you removed a worker from the academy while they were working
removing forageables can be done via left-click, per object
FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)
Biomes
added new ore distribution – varies based on climatic zone
added locking and unlocking of embark locations by biome type
removed the Alone loadout
added details for unlocking biomes
balance: added more high ground in temperate swamp biome
balance: added more guaranteed starting surface clay/stone
Military/Combat
Barracks now displays weapon stats & otherwise has a useful UI
Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
weapon power/damage/range rebalanced
military may now do “cull troublesome animal”
Steam Knights made more reactive to threats
gave better icons to most military techs
updated/improved costs of all gun lockers (can now build “Improvised Muskets” in Carpentry Workshop, can build “Ceramic Tripistols” in Ceramics Workshop)
“Rally” command now works (from Barracks ui)
balance: fishpeople made weaker
balance: bandits given worse weapons
FIXED: obeliskian_melee error
FIXED: military culling of bad animals
FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character
Events
balance: increased starting food amounts
a huge number of events now trigger sounds on firing
made significant improvements to Meteor Shower event arc
fix to Event Arc-related science jobs
fix to Event Arc-related selenian AI
added airdropcrate pos test
minor cosmetic improvement to Artist event arc
added more cult stuff
improved more cult stuff
added additional safety checks to Rogue Stahlmarkian start
supplies requested via the foreign office will now take a bit of time to arrive
balance: changed arc point build + some arc mindays + costs
FIXED: added safety check for scripterror in fishperson cult arc
FIXED: added safety check for scripterror in rogue stahlmarkian
FIXED: Mysterious Ore drop position
FIXED: issue in tutorial that prevented it from progressing
FIXED: player didn’t get ownership of bar of gold gift
FIXED: incorrect action text on bandit spawn FYI alert
FIXED: incorrect Novorusian text
FIXED: bug where minimum number of immigrants could be 0
FIXED: crashed airship event weirdness
FIXED: dead cultists will no longer offer assassination services
Engine/Renderer
crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
rewrote assignment beacon rendering code to fix floating outline ugliness
added terrain decal scene graph to render assignment beacons and other “zone-like constructions” after terrain but before objects
FIXED: crash deleting a stockpile
FIXED: crash deleting a house
FIXED: crash deleting a workshop
FIXED: in the event that the game didn’t crash while deleting a thing, it would appear with a graphical artifact glitch
FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
FIXED: disappearing modules
FIXED: crash deleting farm and building new farm
FIXED: misc other crashes
FIXED: crash deleting modules (again)
As always, the full development report is available on http://www.clockworkempires.com - feel free to give us feedback on our forums at http://www.gaslampgames.com/ or here on Steam.
Beta 54C of Clockwork Empires has now been posted to the experimental branch on Steam. Amongst other things, this fixes the bug where modules will mysteriously stop working in workshops, which I know has plagued many of you: we finally got a save game where this showed up and wer
Beta 54C of Clockwork Empires has now been posted to the experimental branch on Steam. Amongst other things, this fixes the bug where modules will mysteriously stop working in workshops, which I know has plagued many of you: we finally got a save game where this showed up and were able to puzzle it out. This also includes many fine improvements and bugfixes:
construction assignments will always be prioritized over other work assignments
scrollbar track clicks are now more useful (sorry track clickers, we never do it, didn't realize what a sorry state that was in)
changed more incidences of the term "work crew" to overseer
reduced thought icon size so at high populations they're not just basically everywhere.
improved nametag code, incorporated alert icons into nametags
made interactive objects like rocks and trees have tooltips that are anchored and show up instantly rather than being on the cursor and having a delay. Some new players weren't seeing them at all, so this should improve their visibility.
all instances of "work crew" have been changed to "overseer" to make difference between LC/MC chars clearer
updated/improved costs of all gun lockers (can now build "Improvised Muskets" in Carpentry Workshop, can build "Ceramic Tripistols" in Ceramics Workshop)
you will now be alerted if you build a building with no door
naturalist now requires musket locker to hunt
added additional safety checks to Rogue Stahlmarkian start
hunger emote now more expressive
building quality display improved
"Rally" command now works (from Barracks ui)
"Explore" command now works (from Naturalist ui)
Naturalist's Office can now do targeted "Survey" and "Hunt" commands
FIXED: increased range of Naturalist survey for minerals job so they wouldn't get stuck in the middle of the map doing nothing
FIXED: a number of buildings that displayed the wrong cost in the buildings menu have been fixed
FIXED: long-standing issue with wrapped text
FIXED: janky scrollbar movement while the game is unpaused
FIXED: wacky QoL tooltip offset
FIXED: workplace limit display not being reset properly on save/load
FIXED: scientists will now only use equipment inside their own laboratory
FIXED: added check so traders won't leave and never come back, forever
FIXED: Pub did not stock booze until ordered to
FIXED: added check for scripterror when bandit group self-deletes
FIXED: modules would suddenly stop working until demolished and rebuilt
FIXED: crash in stamp area designation mode when an interactive object in the area is deleted (such as, say, setting fire to a mushroom)
FIXED: misc other crashes
FIXED: discrepancy of carpentry icon in command button vs. module category
FIXED: Larch farms would grow orange cubes
As always, please report feedback to us either here on Steam, or via our own forums at http://www.gaslampgames.com where there is also weekly blog reports and pie.
Clockwork Empires Beta 54B has now been posted to the Experimental Branch on Steam. Major changes include the removal of repair trunks, and... well, honestly, a heck of a lot of things - we're not even sure where to summarize; however, it's a heck of a lot better. As always, expe
Clockwork Empires Beta 54B has now been posted to the Experimental Branch on Steam. Major changes include the removal of repair trunks, and... well, honestly, a heck of a lot of things - we're not even sure where to summarize; however, it's a heck of a lot better. As always, experimental builds are opt-in on Steam.
Changes below:
text input boxes now have a caret
keybinding widget now works in Configuration screen
crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
upkeep removed as-such; it's being replaced with Office Supplies!
Naturalist's Office now uses ammo for hunting, paper for surveying (scouting is free)
Barracks now displays weapon stats & otherwise has a useful UI
Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
Foreign Office now requires paper to do bureaucracy
Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat's Desk
Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
Chapel now requires Iron Cogs as votive material to perform religious services
Academy now requires paper to do training; if ink is supplied, it will double speed of training
Mine now requires trusses to operate
Laboratory now requires Science Materials to perform research
UI for all offices has been given a polish
UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
weapon power/damage/range rebalanced
added Serpent Bell icon
added new ore distribution - varies based on climatic zone
added a new mining tech
added a number of new commodities and workshop recipes to support the new office overhaul
military may now do "cull troublesome animal"
mine UI now displays more information
rewrote assignment beacon rendering code to fix floating outline ugliness
added terrain decal scene graph to render assignment beacons and other "zone-like constructions" after terrain but before objects
added visual cue to indicate that a module must be affixed to a wall
all recipes should now grey out correctly depending on your materials
all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
a huge number of events now trigger sounds on firing
made significant improvements to Meteor Shower event arc
added/improved tooltips on a large number of constructions and buildings
fix to Event Arc-related science jobs
fix to Event Arc-related selenian AI
renamed some office UI to try and make it a bit more clear
removed skill effects on tree chopping/foraging
added sugarloaf to traders
more info for character info tooltips
Ordering strings for commands and for buildings and modules.
fixed order strings so they now also work on the filter buttons on the module placer UI
added locking and unlocking of embark locations by biome type
randomized start backgrounds
added command tooltip details
some small changes to where tooltips show up so that they look less like garbage
added additional safety aborts to consume supply calls in fsms
added better feedback to early safety rating
added airdropcrate pos test
made artifacts tradeable
removed the Alone loadout
added a safety check for if you removed a worker from the academy while they were working
made improvement to tutorial controls image
did major update to all tutorial text
redid a number of building tutorial images
wrote all Colonial Handbook help files
removed a mysterious sound that played when nothing happened
minor cosmetic improvement to Artist event arc
workshop button now turns red when commodities are unavailable for a production that is set for a job
added details for unlocking biomes
added more tooltip stuff
area designation stamps now highlight what objects can be selected
rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as... works...
moved flatten terrain to assignment beacon, so it can be cancelled etc.
Flatten terrain target height now displays in tooltip
"Designate Building" dialog now attaches to blueprint for confirmation once it is drawn out
added more cult stuff
improved more cult stuff
Steam Knights made more reactive to threats
made reactions to horrors more expressive
foreign civilians will properly flee from horrors
added "Cry over Body" job
lack of booze for Public House will generate alerts
removing forageables can be done via left-click, per object
added small vs. large stockpiles
clarified bric-a-brac display names
made Occult Inspectors slightly more expressive
"Workbench" is now "Assembly Workbench" and is used only to make modules, except in the kitchen
added new module: Decor Workbench. Makes all relevant decor items for that workshop
removed module recipes from ceramics/carpentry workbench
removed decor recipes from all modules that aren't Decor Workbench
Mine now caps depth if you don't have modules required to dig deeper
removed basic brew, added back individual brewing recipes
gave better icons to most military techs
improved a bunch of tooltips
Fishperson-related alerts should have sounds more consistently now
changed all civilopedia references of "citizens" to "colonists"
added product listing to mine tooltip
added Workplace system
failure states for workshop jobs now show properly.
added parent container code for office UI buttons
Quality of Life is now a first class element in the character info panel
Combat tooltips pared down significantly
can now add widgets to the front of a container's stack
balance: QoL effects adjusted
balance: fishpeople made weaker
balance: increased starting food amounts
balance: surface stratum of mine now includes sulphur
balance: Chemical Works has been moved earlier in the game progression
balance: bandits given worse weapons
balance: changed cost tiers of a vew buildings to streamline the early game
balance: lowered quality bonus from rugs since they don't block walkspace and are therefore superior to normal decor
balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
balance: Chapel effects now emphasize lowering despair
balance: Pub effects now emphasize lowering anger
balance: added more high ground in temperate swamp biome
balance: added more guaranteed starting surface clay/stone
FIXED: static buttons for work crews
FIXED: finally fixed our scrollable vert boxes so they don't do weird things with scrolling too far and their padding isn't horrible. Finally. After 2 years of this bug.
FIXED: edge cases for the building confirmation window
FIXED: offset so that modules menu isn't below the screen. My bad.
FIXED: attempt_emote.fsm
FIXED: added safety check for scripterror in fishperson cult arc
FIXED: added safety check for scripterror in rogue stahlmarkian
Beta Build 54 of Clockwork Empires, "Yes, Inspector", is now available on Steam! MAJOR PLAYER-FACING CHANGES: added a new Mine system improved Naturalist’s Office improved Public House added a Training Academy lights! many UI improvements vast & sweeping Upkeep rebalancing Ga
Beta Build 54 of Clockwork Empires, "Yes, Inspector", is now available on Steam!
MAJOR PLAYER-FACING CHANGES:
added a new Mine system
improved Naturalist’s Office
improved Public House
added a Training Academy
lights!
many UI improvements
vast & sweeping Upkeep rebalancing
Game Over stats
The Larch
FULL CHANGELOG:
Mining
Mining interface completely overhauled; depth now unlocks deeper strata which the player may choose from when mining. Different stratum combine with nearby resource points to result in different sets of products when mining. Deep mines may find interesting things.
added 3 new Mine modules: Dewatering Pump for mines, Ventilation Unit, and Steam Distributor
rewrote ore vein distribution
FIXED: button bug with mines
FIXED: mine output bug in deeper stratum
FIXED: infinite new ore veins in mine
FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines
Offices
added new office type: “Training Academy” (your overseers can learn skills here faster than normal)
overhauled Public House (can select booze type to serve, booze type appearance is preserved when serving, colonists can self-serve, pub given larger effect on memories/QoL)
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
Pubs will serve tea if they are out of everything else
removed Cot from Barracks
Naturalist’s Office given better tooltips
Pub: Booze Vats now required to increase Pub drink stock capacity
added Bureaucrat’s Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
FIXED: can no longer reset research in lab with fewer points than advertised
FIXED: various incorrect utility caps in office jobs leading to unexpected behaviour with certain office workcrews
FIXED: science skill display in Laboratory
FIXED: header on Laboratory points filled alert
FIXED: various issues with Foreign Office jobs not being carried out correctly under some circumstances
FIXED: bug with mining techs
FIXED: changing research category in Laboratory could mark projects as “already researched”
FIXED: lab techs displayed “researched” after switching programs
FIXED: error in controlling skill for Foreign Office work
FIXED: Public House will no longer be stocked with booze you do not own
FIXED: “you need a barracks” warning firing when you already have a barracks
Characters
added unique icons to some of the new traits
added tech to boost quality of life for outdoor workers
foreigners who die inside your colony will now automatically receive burial
despairing colonists will cure themselves using Laudanum distributed from the Pub
balance: halved the maximum number of characters you can receive from a single immigration wave
balance: beds now restricted by character social class
balance: Cots and Lower Class Chairs no longer require upkeep
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: friendship scripterror
FIXED: rare resetWeapon scripterror
FIXED: scripterror in “get swole” if overseer job was changed rapidly and thus anim name was lost
FIXED: eating fishperson pie is no longer considered cannibalism
FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
FIXED: a bug that was preventing colonists from getting memories sometimes
FIXED: unified name of all the variables for despair
FIXED: weird one-off script error with pathfinding not aborting correctly
FIXED: military morale check was backwards
FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
FIXED: military will no longer butcher corpses unless exceptional circumstances prevail
Economy/Workshops
new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
characters picking up a stack of m things from a stack of n items no longer play their animation m times; they play the animation once and pick up the entire stack, all at once
minor tag updates to a few commodities/foods
animal butchery now returns stacks of meat, like other resource-exploitation jobs
meat from when animals ‘butcher’ a corpse inside civilization will automatically be claimed by player
added The Larch (to research and then grow for a source of timber)
Workshop upkeep jobs are now handled by the workshop work crew, if a workshop work crew is available
booze commodities are now crates when not being drunk
balance: military modules now require upkeep
balance: reduced upkeep costs across the board, but especially for low end modules
balance: further upkeep nerfing (deal with it)
balance: nerfed upkeep costs EVEN MORE
balance: animal meat output increased
balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
FIXED: not saving/loading workshop module attached to a job between saves would cause production menu to occasionally not update when a job was complete
FIXED: commodities disappearing from stockpile when two containers are merged (again!)
FIXED: all instances of gathering materials for construction now require that you own said materials
FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
FIXED: weird occasional scripterror when creating something in a workshop
FIXED: some module costs
FIXED: can no longer hit demolition many times on a building and cause errors
FIXED: beetles wouldn’t drop lacquer
Trade
if traders are already in your colony, additional traders will no longer appear until the existing traders have left
requesting traders via Foreign Office requires that no traders be on the map already
balance: traders will now always have some repair trunks and basic materials on them
balance: added opium to traders
FIXED: you can un-designate trade goods and the green outline will disappear
FIXED: Boxed rare paintings are now tradable
FIXED: traders will no longer appear w/o trade goods in their hands
FIXED: crash when opening trade office menu
FIXED: trade goods in stacks now correctly un-designate too
FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders
Events
added a first pass at game over screen
added an Occult Inspector event
added Rogue Artist event
“singing terrain” event arc effect increased
Sunny Day now starts during the day (because it’s weird to start this at night)
made rogue stahlmarkian starting position more random
event arcs made smarter about pushing information to ticker history
Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office events are now tracked using the event arc system
balance: cultist murderer option now easier to access
FIXED: more instances of empty-handed traders
FIXED: alert for angering bandits appearing when no bandit witnessed your desecration of their foul tents
FIXED: bug in “Stahlmark Smithing Prowess” event where it failed to track how many iron bars you had made
FIXED: scripterror in rogue artist event
FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
FIXED: broken icon in alert for favour_redcoats
FIXED: broken fishperson job loop under certain circumstances
FIXED: math error in disturbance points that made them higher than intended
UI/UX
the building commands menu is now split into more subcategories
assignment beacons are now grayed out when their assignments are disabled
rewrote a number of building descriptions to make their usage more clear
foreign relation state changes now handled as FYI-style alerts
tooltips can now be anchored to screen position
added wrapped text overload constructor to cut down on illusion code lines
object tooltips now show how many of a thing are owned, show tags
character tooltips are now anchored to bottom right, and are starting to show useful information
upgraded some core building icons to be more visually distinct
camera tutorial now mentions that spacebar pauses the game
character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place
added Quality of Life ratings from 1 to 5 (& more info in the pipe)
added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it
Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character’s state
added a little icon for whether characters are currently on-shift to the tooltip
population list window has been edited to show more information, the filters have been temporarily removed
FIXED: title of “aristocratic manor” command no longer says “A”
FIXED: typography on j and other characters
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: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they’re currently farming.
FIXED: some bad widget deletions causing Bad Things
FIXED: some memory handling issue with UI elements
Engine & Others
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
horror corpses can now be destroyed by damage
steppe biome now uses lower hill generator
added more terrain softening between alpine clearing and temperate swamp
added new acceleration code for closest lambda queries (optimization!)
FIXED: combat music cues should only fire for combat involving your colonists
FIXED: depressingly complicated scene graph loading bug causing crashing on save games
FIXED: another, different, save game crash
FIXED: loading the save game you just saved causes colonists to re-appear twice in the colonists list
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: crash when clicking on module button rapidly
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. And pictures of our pets. You know you want to see cute animals.
Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!
Always remember to cooperate with Local Purging Authorities,
Beta 53C of Clockwork Empires is now on the experimental branch on Steam! On a... Thursday. Hmm. This is basically a release candidate for a Full Release tomorrow, so please bludgeon it to death and send us those bug reports. Changes: meat from when animals 'butcher' a corpse ins
Beta 53C of Clockwork Empires is now on the experimental branch on Steam! On a... Thursday. Hmm. This is basically a release candidate for a Full Release tomorrow, so please bludgeon it to death and send us those bug reports.
Changes:
meat from when animals 'butcher' a corpse inside civilization will automatically be claimed by player
Naturalist's Office given better tooltips
event arcs made smarter about pushing information to ticker history
added Quality of Life ratings (& more info in the pipe)
added more functionality to the character tooltip (more to come): Will show more information about why a character is not doing something useful and what to do about it. This will be improved for the subsequent patch. Also shows some info about their Quality of Life, and this will be more quantified and clear in the next update.
Quality of Life attributes for characters are more closely attached to specific emotional states in order to make it easier to provide clear solution steps via the UI for a character's state.
added a little icon for whether characters are currently on-shift to the tooltip
character tooltip info now visible in the work crew screen and the population list UI elements, because we all wanted them there in the first place.
population list window has been edited to show more information, the filters have been temporarily removed (but will likely be back once we have some more testing of the default state).
added Bureaucrat's Desk: These can be built in the foreign office as an upgrade over Standing Desks to speed up your diplomacy point acquisition.
Novorus Logging Moratorium and Stahlmark Smithing Prowess foreign office
events are now tracked using the event arc system
added new acceleration code for closest lambda queries (optimization!)
added more terrain softening between alpine clearing and temperate swamp
balance: cultist murderer option now easier to access
balance: halved the maximum number of characters you can receive from a single immigration wave
balance: failed upkeep now makes work take ~8x as long rather than completely shutting down workshops
FIXED: workcrew UI for farms no longer forgets that a work crew is assigned to a farm unless they're currently farming.
FIXED: some bad widget deletions causing Bad Things.
FIXED: military morale check was backwards
FIXED: crash when clicking on module button rapidly
FIXED: some memory handling issue with UI elements
FIXED: some module costs
FIXED: horrifying infinite loop bug when acquiring 2nd bonus ore vein in mines
FIXED: scripterror in rogue artist event
FIXED: female armoured bandit did not have class-based anim defs leading to very rare errors that would freeze colonists in place forever under certain conditions
FIXED: scripterror in Rogue Stahlmarkian if rare conditions occur
FIXED: can no longer hit demolition many times on a building and cause errors
FIXED (53B): skill values (with strong practical applications to Laboratory)
FIXED: stacks not un-trade designating
FIXED: subtle errors in Foreign Office to do with missions that involve requesting traders
FIXED: beetles wouldn't drop lacquer
FIXED: broken icon in alert for favour_redcoats
FIXED: broken fishperson job loop under certain circumstances
FIXED: math error in disturbance points that made them higher than intended
FIXED: military won't butcher corpses unless exceptional circumstances prevail
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
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
Consolidated Changelog for Beta 53B:
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
Beta Build 53 of Clockwork Empires, "A Juncture Most Unnatural", is now available on Steam! MAJOR PLAYER-FACING CHANGES: added many event arcs, including REDACTED civilians will now fight to protect themselves (just not as well, or as long, as soldiers) added upkeep to buildings
Beta Build 53 of Clockwork Empires, "A Juncture Most Unnatural", is now available on Steam!
MAJOR PLAYER-FACING CHANGES:
added many event arcs, including REDACTED
civilians will now fight to protect themselves (just not as well, or as long, as soldiers)
added upkeep to buildings (& multitude of systems and balance changes to support this)
changed UI for creating on-map assignments to “stamp” system
many other UI improvements done to improve information available to player and improve control over game systems
significant optimization of game speed, save size, save/load speed
… which let us add a 2X game speed button
housing and immigration systems much improved
This is our single largest changelog to date for a monthly patch. If you are prepared, step forth and read the
FULL CHANGELOG:
UI/UX
added list of workshops/offices/houses to click on when the menu is open
added new buttons for spawn points to embark screen
added currently selected highlighting to lists of offices/housing, changed visual style slightly.
new, improved emotion value display added to character window
removed “chop down”, “mine surface node”, “forage”, “clear terrain” and replaced them with assignment stamping tools
added Upkeep display to workshops (still TODO: Offices & Houses)
did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
improved FYI alert UI style
added disturbance counter.
added current/max population widget to UI
the population counter now correctly reflects your starting pop in all loadouts
“I have altered the tooltips on population capacity. Pray I don’t alter them further.”
added production menu coloring feedback for stuff you don’t have the ingredients for
fiddled about with a lots of UI (cleaning out extra elements, making standard tooltips and displays consistent between buildings)
moved all workshops, offices, housing over to workshops, offices, housing panel
swapped position of trade office and naturalist office in the offices submenu
added alert for if traders attempt to visit but no trade office is built
modules slated for dismantling will display an icon to show that they have been so designated
text numbers for commodities in module placement tooltips turn red if that material requirement can’t be fulfilled
module placement button grays out when material requirements can’t be fulfilled
added “?” box tutorial for farms
standard welcome event should overflow the text box less often
made module menu glass buttons a bit more opaque
added smarter tooltip anchoring code
added anchored tooltips for emotion bars which should cause fewer issues.
Graveyards are now use fixed zone size system (like farms)
2x button, workshops, offices, houses, and commodities buttons now highlight when in use
the Barbershop now notifies you in its UI when it is nonfunctional because of a lack of chairs
broken (due to lack of upkeep) module UI elements should no longer permit mouse events
added confirmation windows on all exit without saving options
FIXED: productionWindow not initialized after save/load and may contain garbage
FIXED: house demolish button
FIXED: when farms are removed they will be correctly deleted from Offices list
FIXED: Cancel button works for building creator
FIXED: explore waypoints can now be properly cancelled
FIXED: module tooltips now persist across save/load
FIXED: tutorial window sticks around when game is shut down, causing crashes
FIXED: no longer allow player to click individual trees for harvesting (will fill this need via TODO improvement)
FIXED: deleting null ptr when regenerating work crew selection box
Events/NPCs
added a major cult crisis or two
cleaned up various edge cases in Trader group behaviour
removed trader item drop on flee (avoids weird edge cases)
Bandits will become enraged (and an alert will appear) if you forage their tents when they’re nearby
added sounds to a number of steam knight animations
airships now crash in more varied locations
non-player agents who get stuck on the map will self-despawn if they fail pathing too many times
balance: immigration is more likely to give you lots of characters if you have significant excess capacity
FIXED: crashed airship ending scripterror (in certain cases)
FIXED 52D: grimoire scripterror when no vicar present
FIXED: grammar error in the airship crash event
FIXED: various typos
FIXED: bandits could be set to double-plunder your settlement, which was confusing
FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
FIXED: Stahlmark special traders no longer use Novorusian flag
FIXED: steam knights will now never land inside buildings or in water
FIXED: in several cases, traders would not find a valid trade office
FIXED: “You recieved 1 immigrants” grammar issues
FIXED: Rogue Stahlmarkian could stay in your colony forever
FIXED: various edge cases that would cause traders to be stuck in player’s colony
FIXED: dormant obeliskian could attack people in very rare case where its dormancy sequence was interrupted by combat
FIXED: “Suspicious Goods” event now uses the proper start position
FIXED: foreign-office triggered traders were not showing up
Buildings/Economy
added building upkeep
Repair Trunks are now craftable (for upkeep)
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
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.)
added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
farm harvests are now output in stacks rather than individually
foraging collects stacks rather than single units (as applicable)
“Chop Tree” job will place output stack into chopper’s hands & will return to stockpile if available
“Mine Surface Node” jobs will place output of up to 3 items in miner’s hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
doors can now be properly dismantled
added support features for multi-item system being used by upkeep trunks
added (deliberately) overdramatic particle effect to modules when they need upkeep. This may be toned down later.
added unique gun locker models
stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted (!!!)
added some new techs to mining
sugarcane can be brewed into booze
buckets of agave syrup may now ignite if set on fire
dissecting horrors now has a chance to increase science points in random lab
modules will now return their materials when deconstructed
buildings will return their construction materials when dismantled
changed “Bricabrac” to “Bric-a-brac” upon order of the Dept. of Pedantry
added unique model for moonshine
Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
balance: time it takes to chop tree and mine surface node have been changed
balance: added one MC and one LC character to all loadouts
balance: max science points for lab now determined by Overseer science skill level
balance: added upkeep trunks to starting loadout supplies
balance: added upkeep trunks to traders’ potential goods
balance: inactive workshops/offices do not require upkeep
FIXED: Scrap Iron can now be smelted into iron bars
FIXED: players cannot place modules on top of other modules
FIXED: construction jobs did not use closest materials
FIXED: pickling a certain type of fungus could lead to problems (and not the Fun kind)
FIXED: issue with healing afflictions in Barbershop
FIXED: display cost of mechanical mixing tank
FIXED: pickling chillies
FIXED (52A): chilli stew in Iron Oven
FIXED: did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
FIXED: smelt gold ingots
FIXED: label on bottle laudanum job
FIXED: icon on brick charcoal kiln
FIXED: brick charcoal kiln construction requirement
FIXED: barber job weighting
Map/Biomes
animals will now eat forest meat
reduced # of points on world; optimized world gen a bit
reduced map size and dealt with The Consequences Of These Actions (this has added benefit of provided great optimization to game speed, save/load time, save file size, etc.)
reduced animals spawned at start of game (they were crowding things)
scaled the terrain generator parameters to altered map size
added a new biome generator for alpine forests
balance: added clay to Tropical Dry Forest
balance: added clay to Boreal Forest
balance: the area immediately surrounding the starting location is now guaranteed to be flat
FIXED: removed some unpathable cliffs in temperate swamp
Characters
overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House.)
rebalanced off-shift social jobs to make things more interesting
improved “shoo animal” job; it will work more effectively now
added new event for reaching the 150 char population cap
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
decreased priority of idling when off-shift
added additional error checking in “vicar_take_confession” fsm
“Ceramics” skill is now “Stoneworking” (In future builds its scope will be expanded to include mining)
Steam Knights now contribute significantly to colonists’ feeling of safety
the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
added smarter abort case to carrying corpse job
balance: made drinking booze make colonists slightly happier
balance: made combat memories more fearful to civilians
balance: colonists must drink booze in a pub. They may not drink booze outside the pub. To do so would be Uncivilized.
balance: made some QoL bonus/malus changes (generally making these less forgiving as other game systems mature)
balance: all starting characters start with “Pioneering Spirit” trait
balance: civilian colonists will get more negative memories from combat
balance: seeing eldritch horrors is now more terrifying
FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
FIXED: colonists will no longer drink booze that doesn’t belong to them
FIXED 52D: items stuck to hands due to job interrupts
FIXED: colonists no longer only wander into the woods when afraid
FIXED:mining surface nodes took more than twice as long as intended
FIXED: dipping into trade-food required only half the hunger it was supposed to
FIXED: corrected more memories with non-player facing display names
FIXED: fixed up “slapped_other” type memory names
FIXED: “Repair Module” job now restriction to workcrews with “construction” enabled
FIXED: sermon-giving issues
Combat/Military
added civilian combat AI
removed starting NCO and field promotions
added a number of new military techs
made people smarter about keeping guns loaded
FIXED: attacking with a quill would freeze character
Engine & Etc.
added 2x simulation button! HOLY VORPULON
FIXED: save game crash after starting new game, quitting, starting new game again
FIXED: replays not saving work orders for workshops, causing determinism break
FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
FIXED: a couple of crashes switching in and out of building creation modes
FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
FIXED: crash bug with the work crew selection widget
FIXED: beetles eating longpork will no longer transform it into charred meat
FIXED 52D: gridAddItem error, for real
FIXED: forest meat rides again
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. And pictures of our pets. You know you want to see cute animals.
Let us know what you think! We may not respond to everything but we DO read everything. Feel free to discuss the update right here, over on the Steam discussion page, or on our official forums!
Beta 52F of Clockwork Empires is now on the experimental branch on Steam. Consolidated changelog for Beta 52F added smarter tooltip anchoring code added anchored tooltips for emotion bars which should cause fewer issues. added a major event arc Graveyards are now use fixed zone s
Beta 52F of Clockwork Empires is now on the experimental branch on Steam.
Consolidated changelog for Beta 52F
added smarter tooltip anchoring code
added anchored tooltips for emotion bars which should cause fewer issues.
added a major event arc
Graveyards are now use fixed zone size system (like farms)
improved "shoo animal" job; it will work more effectively now
airships now crash in more varied locations
2x button, workshops, offices, houses, and commodities buttons now highlight when in use
"Ceramics" skill is now "Stoneworking" (In future builds its scope will be expanded to include mining)
the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
balance: immigration is more likely to give you lots of characters if you have significant excess capacity
balance: civilian colonists will get more negative memories from combat
balance: seeing eldritch horrors is now more terrifying
balance: inactive workshops/offices do not require upkeep
FIXED: module tooltips now persist across save/load
FIXED (52E): immigration count errors
FIXED (52E): foreign office not resetting missions
FIXED: Rogue Stahlmarkian would stay forever
FIXED: tutorial window sticks around when game is shut down, causing crashes
FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again