At the bottom of a strange glowing crater we discovered that –

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

We have also updated our Clockwork Empires: Development Progress Report! It contains the voluminous annotated changelog.

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

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Major Changes

We added a variety of new biomes! Select your embarkation point on the map at the start of the game, then discover what challenges and Fun awaits you in your new settlement.

REDACTED

Enemies will now destroy your precious buildings. Protect them well!

Various UI improvements have been improved, and will improve more.

Full Changelog for Alpha 50

Biomes

added different day/night lighting sets per-biome

populated new biomes with terrain textures, game objects, biome transition definitions

added Desert Fox, Snow Fox, various Tortoises, Wooly Aurochs, Arctic Dodo

added wild grapevines that can foraged for grapes which can be made into wine

balance: massive farm rebalance; nearly all crops changed

added a bunch of new crops for new biomes

all crops are now restricted to respective biome sets.

added Pulque, Mezcal recipes

added Grapevine crop

added crops: Agave, Prickly Pear

added Mezcal, Agave Syrup, Prickly Pear Bushel

placed crops into proper climate zones

FIXED: player no logner allowed to embark in 100% water

FIXED: embarks that would dump you in 100% water will now place you on land

FIXED: terrain side texture scaling now set to 100% universally

FIXED: biome moisture/temp defs so all intended biomes appear on generated map

FIXED: random crash starting new game in biome loader

FIXED: Saguaro stumps ill-defined

Colonists

added ability for Vicar to perform last rites on bodies, buried or not. This comforts the living and ensures the dead rest peacefully.

balance: improved emotional effect of food eating memories

balance: colonists will wait until they are hungrier before resorting to eating trade food

balance: colonists will get better memories from eating trade food

FIXED: dead colonists will never try to set revolt icon on themselves

FIXED: people thought they blamed themselves for the woes of the colony when someone else blamed them

FIXED: all agents will now ignite correctly from environmental fire

FIXED: military will no longer use invisible guns after training sessions

FIXED: agents not correctly having their hostile bit set, or having hostile bits reset

FIXED: people would be creeped out by their own creepy whispering

FIXED: people whispering creepily wouldn’t animate

FIXED: issue with the “get up from doing pushups” animation

FIXED: gossip action was not creating meaningful emotional reactions

FIXED: hostility state of newly arrived colonists now updates correctly vs. foreign factions

FIXED: missing “Staunch Traditionalist” workcrew names added

FIXED: sleeping people would appear to stand up if crew/assignment is changed while they’re sleeping

Events / Trade / Factions

streamlined the following events to work with the new mini-event system: Bandit Corpses, Bandit Wants to Join Colony, Fishpeople Caravan, Fishpeople Patrol Beach, Fishpeople Send Raiders, Organized Citizen Finds Supplies, Ravenous Herd, Research Family Tree, Scholar Report

added code support for events that spawn items to list the items spawned in the text of the event.

the “Hale & Hearty Recovery” event has been updated and is re-enabled

significantly delayed the onset of the “Colonists want chapel” event.

added Strange Meteor event

added event and special benefit for reaching maximum reputation with the Republique Mechanique

added event and special benefit for reaching maximum reputation with the Novorus Imperiya

added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark

improved default placement of agent groups to account for new variation in map topography; moved logic to a central function for most cases

balance: bandit camp site selection made to ignore very center of map

simplified some over-complicated group mission events eg. fishpeople egg stuff, patrols

FIXED: Colonists denounce cowardice event scripterror

FIXED: Republique invalid trade item

FIXED: animal_repopulate event fixed to work with new climate zones (and placement function)

FIXED: fishpeople given explicit attack order could not be butchered

FIXED: bandits couldnt be ordered buried after ordered shot

Engine

optimized save game saving and loading

FIXED: crash starting new game or creating world on UNICODE systems or systems with weird write permissions

FIXED: crash loading a save game under really weird, gross circumstances

FIXED: “unable to find dependencyParentJob name MT: Shoot At Entity (first loop, reload)”

FIXED: crazy weirdo crash in rendTradeGoodUIManager::Update (usually manifesting as either a random crash or a crash when changing workcrew)

Science

a number of crops will now require researching before they can be planted

balance:increased cap on science points to 50

balance: some agriculture tech now requires previous tech before it will become available

NPCs

enemies can now attack buildings; no more walling your town off with very long bunkhouses!

FIXED: bandit combat w/ items in certain situations did not require dropping held commodity

FIXED: ForceDropEverything error due to invalid trade item spawn

FIXED: Bandit corpse scripterror

FIXED: traders stealing guns

UI/UX

added first implementation of minimap

added images for several “?” help screens that were missing them

crops you can’t currently plant (due to biome or research) will not be visible on the crop menu

FIXED: mineral beacon tooltip

Modules/Buildings

added building destruction

added HP display on buildings

added Fences

Combat

FIXED: blunderbuss wasn’t doing correct AoE damage

REDACTED

added REDACTED

added infrastructure for REDACTED infestation mechanics

Assets