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September Update Now Live for Clockwork Empires! "The Terrible Truth"

Our September Update, "The Terrible Truth" is now on Steam! Notable changes include:

  • Added workshifts & changing light throughout the day
  • Overhauled memory, emotion, and madness
  • redid character info UI (more to go)
  • new office feature infrastructure

Lots of standout work here in the Character and Economics portions of the game, so I'll put the economics section of our full changelog here, but you should check out the full changelog below!

Economy & Logistics

  • colonists now can be assigned workshifts, and players can now force them to work overnight, which makes them very unhappy
  • stockpile logic adjustment: when a character is free to do a hauling job, they will first check all stockpiles for mismatched filter objects, removing them; then objects in the same stockpile which can be combined, combining them; then filling any empty space with an object that can fill the space which doesn't currently correspond to a stack in the stockpile space.
  • stockpiles: characters now assess the closest stockpile to them at all times
  • stockpiles: if a character can merge an incoming item with a container already in a stockpile, they will do so rather than dropping and doing it en route (as it were)
  • added new “Basic Food” recipe to kitchens that merges stew, meat, and many other recipes into a single button (and removed recipes now made extraneous by Basic Food)
  • crops will now reach their “mature” model one stage earlier so you can actually admire them for a bit
  • crops will sparkle when harvestable
  • workshops: a character will now do the next available workshop job to them at all times, rather than waiting for the current product type to complete; this also strictly obeys the workshop job order on the production list
  • added warning when burial job cannot complete due to full graveyard (a common problem)
  • balance: slowed down growth/spoilage rate of, and reduced labor required to grow, cabbages and chillies
  • FIXED: containers would forget to go back in a stockpile after being removed from a stockpile
  • FIXED: animal carcass meat output, when butchered by a player-owned colonist, is now reported as being owned by the player. (And is forbidden otherwise – player must manually ‘claim’ to have colonists stockpile the meat.)
  • FIXED: you can click directly on a mine survey point OR drag a box around it to order a survey done (also gave the job a proper icon)
  • FIXED: The Fleshcube is now a valid ingredient
  • FIXED: optimized stockpile code when you have a lot of goods that need to be stockpiled
  • FIXED: bricks will now be stacked

These and the rest of the full change log can be found over on our development blog!

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. There was no cat picture this month because, well, we've run out of cats to add. We thought about getting some more just to keep it going, but we decided by committee that this was not a Smart Choice.

Feel free to discuss the update right here, over on the Steam discussion page, on or on our official forums!