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
- FIXED: obeliskian_melee error
- FIXED: incorrect Ceramics Workshop tech modifier display
- 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: progress bars with "0" percent in them still showed some percent
- FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
- FIXED: lock up in character screen when character had maxed out skill tree or zero skill
- FIXED: disappearing modules
- FIXED: bug where unassigning a work crew 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: crash deleting farm and building new farm
- FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
- FIXED: a bunch of bad button typecasting
- FIXED: Mysterious Ore drop position
- FIXED: issue in tutorial that prevented it from progressing
- FIXED: a number of bugs in production menu grey-outs
- FIXED: scripterror in building name change
- FIXED: military culling of bad animals
- FIXED: you may now place the Lower Class Rug
- FIXED: player didn't get ownership of bar of gold gift
- FIXED: loading bay door claiming to add -1 quality in tooltip
- FIXED: military culling of bad animals
- FIXED: lc rug
- FIXED: incorrect action text on bandit spawn FYI alert
- FIXED: incorrect Novorusian text
- FIXED: foreign office error
- FIXED: trade bool on dormant spore
- FIXED: Boxed Macroscope constuction
- FIXED: bug where minimum number of immigrants could be 0
- FIXED: some food was tagged as both overseer and labourer-preferred
- FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character
- FIXED: crashed airship event weirdness
- FIXED: scrollbars not sizing correctly on OS X
- 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)
As always, feel free to report changes either here on our forums at www.gaslampgames.com!
Cheers,
-- GG