This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress report!

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Major player-facing additions this month Steam Knights!

Barracks control over military squad loadout

Exciting Event Arcs!

A Better Economy

All sorts of UI bits and bobs! If you’re in a hurry, that should cover it. But if you find yourself with the inexplicable urge for more, you’re in luck, we’ve got the full changelog posted below — or the extra special annotated changelog in the Clockwork Empires Development Report.

Begin the full Beta 52 changelog!

Military, Barracks, & Combat

added Steam Knights (accessible via Foreign Office & an event arc)

added some new Steam Knight animations

the weapon loadout of a military squad is now controlled by its Barracks; default is pistols

additional weapon loadouts in Barracks can be enabled by installing new weapons lockers

civilian hunters no longer conflict with your military’s weapon use

combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly

injured people will use injured walk (this affects combat massively)

added Day/Night workshift control button to Barracks

adjusted Bandit combat decision balance slightly

balance: lowered bandit desire to smash buildings

balance: bandits/foreigners no longer drop free weapons for you

balance: made soldiers slightly less excited about chasing down fleeing enemies

FIXED: bandits will no longer fire at people while holding bread

FIXED: fishpeople won’t hit people with meat anymore

FIXED: temporary military chars should no longer be assignable to buildings

FIXED: foreign traders will now flee the map if their leader is attacked (at all); this should fix ‘stuck’ traders unable to arrive at depot due to their leader lacking trade goods

Jobs/Workshops/Offices/Economy

moved “Clear Terrain” jobs into the building construction job if they are automatically spawned by building construction

added “On-Shift/Off-Shift” status to the names of idle jobs

added Grinder module and Grinder recipes

“basic food” has been removed and replaced with a small number of 1-food recipes.

added new barracks gun modules (with placeholder models)

added more high-tier modules to the game

removed “Roast Coffee Beans” from workbench (it’s still on the oven) (this prompted lengthy discussion about the process of coffee-making)

added EVERY WORKSHOP RECIPE IN THE GAME to the new multi-item pickup code

removed “make/assemble” etc from all workshop recipe names (to reduce text overflow)

balance: roughly halved time to construct buildings

balance: added cap (1/3 of a day) on time to construct a building

balance: adjusted output of stone from surface nodes

FIXED: “Make stone smelting crucible” now moved over to new multistack system

FIXED: picking up a multistack from the stockpile now correctly decrements the stockpile counter

FIXED: Distil Rum

FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)

FIXED: removing a module will now (immediately) push effects of its removal to parent building

FIXED: Maize not being usable in vegetable recipes

FIXED: some jobs that were missing job time data

FIXED: commodity drop will always hide the object at the end of the merge container cycle

FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy

FIXED: if a workshop job is aborted, trash the job and don’t attempt to restart/yield it.

FIXED: don’t let a workshop job start with a deleted module

FIXED: some vegetables weren’t usable in vegetable related recipes

FIXED: opium was impossible to research

FIXED: kitchen workbench and metalworks workbench did not display some recipe commodity names

FIXED: various typos and incorrect descriptions

FIXED: “Harvest Coffee Beans” job renamed “Roast Coffee Beans”

FIXED: smelting brass ingots wanted “timber” rather than “fuel”

FIXED: plank output display was half of what it should be

FIXED: cash crops as trade goods consistency

FIXED: Rum distilling (was brewable)

FIXED: Mezcal recipe

FIXED: brewing and distilling jobs now add to cooking skill

FIXED: long clothes line required 1 less bricabrac than advertised

FIXED: “make tin exotic caviar” job for workbenches, removed from ovens

FIXED: “make chemistry workbench” job

FIXED: Moved brick kilns and iron smelting crucible to multiobject system (should fix build failure)

FIXED: steel ingots looking for wrong object

FIXED: Public House crash

FIXED: perennial crops would only output harvest once

FIXED: when merging containers, ensure that the dead container is correctly removed from the container manager (may have caused issues)

FIXED: always set containers to visible when something is put into them in a stockpile (workaround for a mystery bug)

FIXED: Sulphur Tonic job said it makes Fertilizer when it really makes Tonic

FIXED: doing science now increments Science skill

FIXED: player-ordered hunting jobs won’t be lost

FIXED: chilli stew & molasses output corrected

UI

blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again

added # of chairs display to Barbershop

changed commodity filter categories

did more iteration on UI responsiveness

added better UI input handling code for windows that have recently been redrawn (This was causing responsiveness issues with offices in 51C.)

added optional code for FYI-style alerts to display images

traders will send an alert when they leave the Trade Depot

updated UI framework for minimized windows

work shift panel now visible on all buildings (& removed old message code)

added improvements to escape key sequencing (more work to do there)

added more icons to hunger Quality of Life for greater expression of granularity

added Grenade Launcher icon

re-enabled chair/standing desk display on relevant offices

optimized code from widget manager which greatly speeds up work crew menu

FIXED: alert stubs not registering themselves with event arcs

FIXED: minor bug when clicking the top pixel of a UI window

FIXED: a bunch of minor tooltip style issues

FIXED: memories will no longer blank out after save/load

FIXED: mineshaft now displays its full name in UI

FIXED: alert title for full Diplomatic Points was incorrect

FIXED: scrollable elements now properly detect mouseover states

FIXED: fence icons

FIXED: typo in work quality of life description

FIXED: mine products display is more readable

FIXED: Foreign office wasn’t displaying building quality correctly

FIXED: Pulque icon

FIXED: ESC when entering module mode and then not selecting anything would incorrectly hide all tooltips.

Characters

workshop Quality of Life value updated when assigned/unassigned from workshop

food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day

added “Hermit” and “Gregarious” traits

work shifts are now assigned per-building instead of directly controlled by the player. rest breaks are now more evenly spread out in most buildings’ schedules.

assignment of workcrew to service job should adjust their work schedule appropriately

balance: reduced sleep time

balance: adjusted relationship of happiness to work shifts

balance: slightly increased nighttime sight radius

FIXED: minor fix to naturalism surveying animation

FIXED: variable walk/run speeds among different entities

FIXED: Naturalists will now increment skill when performing naturalism work

FIXED: talking to fishperson could freeze colonist (temp. removed this job)

FIXED: workers will no longer try to walk to be near their overseer if their overseer is in an underground mine and therefore technically off-map

FIXED: characters would sometimes not work during the first shift of their workshift

FIXED: The posessive and objective forms of gender-neutral pronouns were reversed

FIXED: doing science now increments Science skill

FIXED: interactions on corpses now correctly reset after butchery by fishpeople

Events

added some new event arcs

added ability for events to lock building for special work (& UI to support this)

increased range on animal_repopulate spawn (so they don’t get stuck on the edge of the map)

if a chapel is given a “special event project”, it will boot out anyone waiting for confession

added alerts for Foreign Intervention events

“Palmerstoke’s Choice” loadout now includes lacquered planks

balance: reduced incidence of bandit/fishperson attacks

FIXED: various minor scripterrors

FIXED: various typos in events, descriptions

FIXED: bandits_amnesty event error

FIXED: scripterror in dead overseer replacement event

FIXED: small issues w/ tutorial text and grammar

FIXED: various text re. “Mechanique” vs “Mecanique” and “L’Autodictatuer” consistency

FIXED: if you attempt to send Bandits false information but no bandits exist on-map, alert will inform you of this fact

FIXED: tutorial would appear after game start; it no longer does

FIXED: players should not be attacked before they finish the tutorial

FIXED: in certain rare cases items given to player by events would not be set as owned by player

Engine / Scripting / Save &Load

added “save and exit to main menu”, “exit to main menu without saving” buttons

rewrote commodity tracking code

FIXED: consume_food will no longer leave data in the game spatial dictionary. (In general, if bogus data IS in the Spatial Dictionary, we just clean it up and move on rather than screaming out a giant terrible script error.)

FIXED: persistent events are now persistent enough to consistently persist through save/load.

FIXED: several crash fixes

FIXED: more cleanup of phantom objects

FIXED (OSX): crash on embark screen whenever you generate an ocean biome

FIXED (OSX): crash in rendAssignmentBeacon handler

FIXED (OSX): some other misc. crashes

Other Stuff Generally Resulting From Having Too Many Beers At A Summer Barbecue And Leaving The Meat On Too Long