Details for this torrent 


Clockwork Empires Build 32
Type:
Games > PC
Files:
1
Size:
812.44 MB

Tag(s):
Clockwork Empires

Uploaded:
Oct 21, 2014
By:
Nimbleton



Clockwork Empires Build 32

Run setup & play!


Patch Notes:

Clockwork Empires v32 update: “Midnight Defence of Skullswamp Arsenal”

Major Gameplay Changes

    Added a new building module placement system (and re-enabled renovation)
    Added player control over which workcrew works in a workshop
    Stew can be cooked without having to intently watch the boiling pot!
    Added an ammunition system (and landmines!)
    Improved combat AI

That’s just a taste, we fully expect through playing the game you’ll discover a lot of little things that make playing the game easier (and at the same time, perhaps, rather more challenging as well).

Characters

    FIXED: buried corpses will no longer upset people
    FIXED: consume_food hooked up properly
    FIXED: colonists will no longer have conversations with cultist murderers
    Made upsetting things in general slightly more maddening
    spruced up death descriptions
    FIXED: people fleeing from dead murderers
    hunting requires bullets; hunters will acquire & use bullets; civilians will drop bullets when not hunting
    bullet amount now displayed in civilian text paragraph
    cleaned up glitches on pickup and drop ammo animations
    FIXED food memories weren’t working correctly
    balance: made alarm range almost exactly flee range (so you don’t get people running from fishpeople without raising alarm)
    balance: a first friend is easy to make, every subsequent friends requires double the positive interactions for friendship
    items held by characters are dropped when they die
    FIXED carried bodies are dropped when people are killed
    characters create alarm waypoint via “Raise Alarm” job when a “hostile_entity” is nearby. There’s only ever one alarm beacon per hostile_entity ever.
    made “Eat Food” more important to hungry people (by a lot)

Military/Combat

    Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.
    assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)
    balance: Assembling Gabions will never be prioritized over fighting
    Soldiers will now run to pick up their weapon in all cases
    “Military Training” will encourage soldiers to value fighting more
    Gabions and crops now have hitpoints
    FIXED: ai_damage was double inherited, leading to all kinds of problems (notably, doubled damage in combat)
    added an ammunition system
        ammo crates hold 100 bullets, remaining bullets displayed in tooltip
        characters can hold up to 20 bullets, bullets held displayed in info panel
        bullets are needed to fire guns
        soldiers without bullets are more likely to flee
        civilians will not automatically collect bullets
        added alerts for not having bullets
    FIXED: corpses can no longer set off landmines
    “assemble gabion” job will choose closest logs
    some soldier jobs now better modified by health/bullets/morale/civilization proximity
    soldiers slightly more into pulling bullets from bullet crates that have already been opened
    bullets now drop off dead people if said people have any bullets
    FIXED: crate of ammunition was tagged as “pistol” for some reason
    landmines now trigger properly on hostile entities
    landmines will detonate if enemy is in adjacent tiles
    balance: shrapnel does very little damage to objects
    created “respond to alarm” job that summons soldiers toward “alarm waypoint”
    added tooltip to gabion
    health is now a factor in whether soldiers choose to fight or flee
    made soldiers less likely to attack things on their own (to avoid the ‘one guy hunting down fishpeople across the whole map’ thing)
    made soldiers weighted more to fighting near civilization (see above)
    added melee attack jobs for soldiers
    overhauled counterattacking (including for civilians)
    overhauled weighting of most combat jobs (flee vs. shoot vs. melee vs. counterattack)
    added Jezail rifle
    made starting military supplies random
    FIXED combat jobs not interrupting “Respond to Alarm” properly
    FIXED landmine scriptErrors
    rebalanced combat job utility values
    dead things now don’t take damage

Buildings/Agriculture/Economy

    workcrews can be assigned to workshops manually
    some jobs now only require being initiated by a worker (kitchen jobs in particular; so stew doesn’t require someone intently staring at it to cook)
    FIXED: coconut curry now properly requires chillies
    FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.
    balance: sugar can now be eaten raw
    FIXED: several variations on crop errors when attempting to harvest spoiled/corrupted crops
    FIXED: animals are no longer attracted to human civilization
    FIXED: chance to plant evil crops was out of whack with intended
    Farming job utilities more or less equalized
    Misc. chair/table improvements
    Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed.
    FIXED: cooking and recooking longpork tag error
    added ability to flatten terrain & flatten terrain job
    added Iron Charcoal Kiln / Iron Ceramics Kiln
    added Brick Charcoal Kiln / Brick Ceramics Kiln
    added Stone Smelting Crucible
    added Stone Charcoal Kiln / Stone Ceramics Kiln
    added gibs to gabions
    added pfx and sfx for destroying crops, gabions
    balance: change some crop growth times
    removed extra “raw_food” tag on wheat flour
    changed industrial_kiln to charcoal_kiln
    FIXED: spoiled crops tooltip now says crops are spoiled
    added “Make Landmine” job to arsenal
    various foliage textures cleaned up
    added low-tech brewing vat (w/ unique animations)
    gunpowder production moved to Arsenal from Chemist
    Terrain Flattening implemented
    new module placement prototype implemented (new workflow for placing blueprints then modules; can filter modules by categories)
    some decor content reactivated (now that we have filters)
    you can place windows on buildings!
    FIXED: window model alignment
    FIXED: various decor alignment

Cults

    FIXED: cult_power variable typo meant cults were powerless
    FIXED: eldritch transformation cannot be interrupted
    Cultists can build stone OR wood shrines
    shrinebuilding & transformation gives notification
    people will run away from murderers
    shrines are now randomly rotated
    balance: cultist murderers get automatic Frontier Justice
    balance: cultist murder requires madness
    balance: cultist murder requires having built a shrine
    balance: shrine building requires madness
    balance: shrine building reduces shrine counter (so we don’t all just build shrines all the time)
    balance: death of a cultist will reduce cult_power (Frontier Justice!)
    balance: reduced madness requirement for some cultist acts
    a log ticker entry is now created when a cultist murder begins murdering
    cultists have to go to a shrine, pray, and summon a dagger before performing murder (it’s now a two stage process)
    cultists will now try to use a dagger to murder (rather than an axe)
    balance: cultist murder requires more murder points
    balance: eldritch transformation will drain cult power
    shrines now for real actually get rotated randomly! (seriously!)
    improved Eldritch Transformation effects
    “Eldritch Transformation” may no longer interrupt itself

Animals

    Giant Beetles are now “armoured”.
    balance: reduced Giant Beetle hitpoints
    added more animals to biomes (as in, a greater number of the existing animal types now spawn)
    FIXED animals no longer double-inherit ai_damage (now effectively have 2x hitpoints from before)
    certain herd herbivores will rampage if attacked (aurochs, giant beetle)
    large animals will slowly regen health
    player can give orders to hunt particular animals & this will display icon
    FIXED: butchering animals and fishpeople can be ordered by click & drag
    added rampage and herd rampage ability to certain herd animals (aurochs, giant beetle)
    herbivores will graze again
    adjusted herbivore wandering

Fishpeople

    Cleaned up Fishpeople butchering/eating humans
    FIXED: butchering fishpeople at all
    Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)
    Fishpeople can destroy gabions
    Alerts generated when fishpeople destroy crops or gabions
    Reduced absurdly high search range for the Fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh”
    Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists
    fishpeople attack event reports raider # in log
    balance: a fishperson will only attack walls a limited number of times (so they breach walls rather than get stuck doing demolition duty)
    balance: added randomness to fishpeople choosing to attack objects so they’re less singleminded about property destruction
    balance: slightly lowered fishperson health
    made landmine explosions quite scary to fishpeople in a large radius

Events

    added landmines to weapon supply drop
    size of supply drops now based on prestige
    immigration event gives more feedback via text log
    balance: every weapon drop is guaranteed to have one crate of ammunition

World Objects

    FIXED: stumps from chopped trees can be cleared properly now.
    foragesource visuals now more consistent
    FIXED clear_object scriptErrors
    removed spam from tree

UI

    fixed typos in tutorial
    updated tutorial slightly
    tutorial now pauses the game when tutorial messages appear
    added more unique module icons
    added some new icons (landmine, special_category, airdrop crate, negative prestige, sulphur lump)
    FIXED: Extra windows properly dismissed on game start/load
    FIXED: Command icons now not doubled on new game/load game
    FIXED: Un-disabled main menu buttons on returning to main menu
    module category filters added
    cleaned up some UX for module placement

Save/Load

    save games now properly saves rally points (and other beacons)
    save games now properly saves filters
    save games now properly saves fog of war
    save games now properly restores tooltips
    saving will now create notifications in text log
    various other fixes to save/load

Engine/Scripting

    Full screen rendering made much easier to switch in/out of application and use with Twitch
    Fixed an recurring error where the game would crash on sending messages to an object in the process of being deleted
    Adding more checking for above conditions
    Enabled event dispatch from scripts