Features
- Colonists are simulated with individual personalities, memories, and will be happy or miserable depending on your management.
- Free-form building: Design your own floorplans & arrange machines, furniture, and decorations as you see fit. (Or stuff everyone into bunkhouses.)
- Mine ore, chop trees, farm cabbage, brew beer, tin weird caviar and try to keep your people from eating one another!
- Weird horrible things: Menacing Fishpeople, cults, cannibalism, and more await your colonists.
A new experimental build of Clockwork Empires, Beta 51D, has been posted to the experimental branch on Steam. Major changes:
- 51C lockups fixed!
- Military squad weapons are now assigned through their Barracks (additional weapon loadouts can be unlocked by placing weapons lockers in the Barracks)
- Weapons are no longer individually constructed; you can produce a boxed weapons locker and place that in a barracks to equip a squad with a type of weapon
- Combat improved in various, ongoing ways via various fixes/additions to animation logic and combat jobs
- 'basic food' has been replaced by individual recipes
- advanced machines have been added to the game
Consolidated changelog for Beta 51D:
- injured people will use injured walk (this affects combat massively)
- improved aesthetics of REDACTED slightly
- 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
- "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
- updated UI framework for minimized windows
- work shift panel now visible on all buildings (& removed old message code)
- added framework for barracks changes
- added improvements to escape key sequencing (more work to do there)
- FIXED: a bunch of minor tooltip style issues
- FIXED: temporary military chars should no longer be assignable to buildings
- FIXED: small issues w/ tutorial text and grammar
- FIXED: minor fix to naturalism surveying animation
- FIXED: opium being impossible to research
- FIXED: variable walk/run speeds among different entities
- FIXED (51C): lock up after loading games from 51C
- FIXED (51B): smelt brass ingots (and various issues in metalworks recipes)
- FIXED (51C): bricabrac output amount incorrect, took zero time
- FIXED (51B): research_family_tree scripterror
This space at the bottom of the patch notes is available for rent at reasonable prices,
-- Gaslamp Games
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