Suddenly an UPDATE appears! We’re on to v35, filled with mostly a bunch of completely random little things which aren’t easily summarized in a tagline. But we assure you, they probably won’t explode! Unless they’re meant to. Onward-

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

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

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

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Patch Notes:

Significant Features of Note:

Dustier Dust!

Mines and module maintenance!

Lots of UI/UX improvements!

A multitude of fixes, listed below, which embody a perhaps semi-successful attempt to make the “theme”, if you will, of this monthly update the fact that we didn’t focus on one easy-to-describe feature!

Engine

FIXED: rendering errors on particle systems

job system performance improvement

FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think)

FIXED: rendering errors on particle systems

Events

starting supplies now drop from the sky (look out!)

balance: immigration and favour events fire less often

FIXED: supply drop event will no longer inform you that you’ve requested zero items when you forgo a supply drop

balance: made colonists less hungry on gamestart (unless they’re criminals)

FIXED: when you call a Naturalist via favour, you actually get a naturalist now rather than an artisan

Human Characters

FIXED: Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.

FIXED: starvation was checking a value 10x what it should have been

FIXED: soldiers now actually move to rally beacons

FIXED: colonists no longer believe that raw coconuts are a cooked food

added Zzz particles to sleeping

balance: removed starting naturalist (you must earn one via favour)

removed extra pouches from the Scientist models (with apologies to Rob Liefeld)

FIXED: “forage due to starvation” job wasn’t triggering

started overhaul of job balance

(added new internal tool for balancing job requirements and utilities; this is super cool for us and will ultimately mean a better-balanced game experience for you).

FIXED: disappearing hair bug

cleanup of character hair models & model defs (more varieties of hair will show up)

unique macroscope use animations added

FIXED: de-assigned science workers wouldn’t give up their uniforms

FIXED incorrect icons for eating human flesh

FIXED: hunger no longer goes negative after character eats when not very hungry

Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings.

made artisans less interested in doing paperwork at night

removed “idle in chair” so that there will be free chairs for people to eat in, ever

Naturalists will form work crews (though labourers assigned to naturalist work crew don’t do anything special yet)

Combat & Military

All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit.

soldiers do pushups

FIXED: colonists would beat up dead bandits, calling it a “melee counterattack”

Animals, Monsters

balance: made animals less hungry on gamestart

(started on burrowing animals but it’s not player-visible)

Buildings, Zones, Modules, Jobs

FIXED: lag when placing buildings or creating modules.

FIXED: civilization maps now computed correctly

FIXED: Doors now render 1OU above the building footprint as ghosts, so they won’t clip through the building any more.

FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials)

FIXED: typo in “Make Gunpowder” job

added sounds to airdrop crate

renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven )

added bamboo farming (for timber)

added module damage: after a module is used a number of times it will become damaged and require repair using a random material used to build the module

if a damaged module is used enough, it will become inoperative and require repair before it can be used

FIXED: “not enough logs to build gabions despite having lots of logs” bug

added “walls down” building display mode

FIXED: current building display mode now apply to newly created buildings

Biomes & Terrain

FIXED: bamboo (in the wild) wasn’t using “small” variation

balance: added more timber to tropical biome

balance: reduced clumping of ore nodes in certain jungle biome

Multiplayer / Scripting System

Ownership: objects can now be marked (internally) as being “owned” or “not owned” by a player ( or other group, i.e. bandits )

FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code

UI/UX

added loading screen.

Right-clicking a stockpile filter will enable ONLY that filter.

Right-clicking a work crew filter will enable ONLY that filter.

Added debug messages to try and catch more save game issues

Q and E now rotate the camera left and right

SHIFT-Click now places multiple modules at once.

clicking workshop icons in workshop window now zooms to workshop location

FIXED: work crew panel slowdown, take II (the work crew UI should not slow down the game anymore)

FIXED: colonist panel slowdown (related to above)

FIXED: building grid disappears when switching between two building types

FIXED: “Show all commodities” filter now toggles to “Hide All Commodities” as well

FIXED: UI gets cut off in work party menu switching from all workers to military sometimes

Right-clicking a stockpile filter will enable ONLY that filter.

Right-clicking a work crew filter will enable ONLY that filter.

Other Art

dust particles effects made more dusty

fix-up pass through particle effects done

Have fun and let us know through our portal or forum if anything explodes that shouldn’t explode!