The latest experimental build of Clockwork Empires is on the experimental branch for those brave or foolish enough to test it. Things to watch out for include:
- Obeliskians (whatever those are)
- Vastly improved workshop job handling!
- (All of the jobs system works way better, actually)
Full Changelog:
- Added Obeliskians (in-progress)
- Workshops: All workshop logic completely rewritten from scratch. Workshops are now evaluated as part of the C++ job loop; we create a workshop assignment when/if we can do the job, and we will now always actually obey the ordering in which jobs are given to the workshop by the user.
- UI: The job which a workshop is currently doing is now displayed in the workshop panel.
- UI: The output that the current work party will produce using the current equipment in a workshop is now displayed in the workshop when mousing over the product.
- animals can make more sounds now
- butchered humans will now leave a skeleton behind
- added "fishpeople butchered human" crisis event
- balance: moved "Make Gunpowder" from Metalworks to Chemist
- balance: when a module breaks, it should become inoperative immediately rather than having an intermediate broken but still working state.
- balance: smithing forge now requires iron ingot rather than iron plate
- balance: Deathwurms on start position are now shoved to the side
- FIXED: crash in gameRequireToolUses if user not holding a tool
- FIXED: smoke now consistently turns off when an oven is complete or a module has finished production.
- FIXED: jobs not correctly removed from assignments in jobs UI window after saving and loading a game; can cause "jobs that are never completed", "multiple people doing the same job", etc.
- FIXED: a second, totally different issue with oven smoking not finishing; this time after a load and save.
- FIXED: crash trying to set up a nuked locked job instance
- FIXED: some character events not firing
- FIXED: game-side commodity count not being saved and loaded correctly (probably causing standing orders to go berserk)
- FIXED: allied military soldiers immediately bayonet each other upon arriving in colony
- FIXED: foreign military will properly retaliate against hostile animals
- FIXED: some foreign military jobs did not properly interrupt low priority jobs
- FIXED: fishpeople will no longer be stuck in buildings if you build one around them (but will now path through doors - sorry!)
- FIXED: lingonberry preserves are now edible again
- FIXED: various minor typos in events
- FIXED: scripterror when cult leader died under certain circumstances
- FIXED: some explosion sounds were only using default sound
As always, please feel free to let us know what you think on our community forums, either here or on the Gaslamp Games website.