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
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: incorrect Ceramics Workshop tech modifier display
- FIXED: you may now place the Lower Class Rug
- FIXED: foreign office error
- FIXED: trade bool on dormant spore
- FIXED: Boxed Macroscope constuction
- 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.
No Time for Love, Dr. Jones,
-- Gaslamp Games