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Beta 51F of Clockwork Empires is now available on the experimental branch on Steam. It turns out you probably didn't want it; it kind of crashed a bit. Beta 51G did nothing to resolve the crashing. The people wept. Beta 51H should, now, be the beta you want, and is hopefully full of that tangy, zippy, down-home taste that the growing street urchin craves, and also sawdust. CHANGES: - added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout) - added some new Steam Knight animations - added "On-Shift/Off-Shift" status to the names of idle jobs - added Grinder module and Grinder recipes - added # of chairs display to Barbershop - added some new event arcs - added "save and exit to main menu", "exit to main menu without saving" buttons - added ability for events to lock building for special work (& UI to support this) - rewrote commodity tracking code - changed commodity filter categories - did more iteration on UI responsiveness - added optional code for FYI-style alerts to display images - increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map) - traders will send an alert when they leave the Trade Depot - if a chapel is given a "special project" it will boot out anyone waiting for confession - balance: reduced incidence of bandit/fishperson attacks - FIXED: charred meat ownership is set correctly - FIXED: Distil Rum - FIXED: various minor scripterrors - FIXED: various typos in events, descriptions - FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon) - FIXED: fishpeople won't hit people with meat anymore - FIXED: bandits will no longer fire at people while holding bread - FIXED: bandits_amnesty event error - 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: scripterror dead overseer replacement event - FIXED: commodity drop will always hide the object at the end of the merge container cycle - FIXED: alert stubs not registering themselves with event arcs - FIXED: minor bug when clicking the top pixel of a UI window - FIXED: crashing introduced in 51F when flattening terrain. Well, that was a thing, -- Gaslamp Games
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