Clockwork Empires Wiki
Advertisement
Beta 53B
Experimental
Version Date 19 August 2016

Version chronology


Previous Version Next Version
Beta 53A Beta 53C

External links


Beta 53B on gaslampgames.com

Major changes[ | ]

  • added lights
  • Naturalist's office overhauled (not quite done): Naturalists can be set to Scout, Hunt, or Survey Minerals. Related: ore vein distribution on map has been redone.
  • colonists with high despair will now cease to work and do despairing things (there are various methods to alleviate this, esp. via Pub and Chapel)
  • upkeep costs significantly reduced, various bugs fixed, and "Advanced Workbench" added which can produce upkeep trunks (and other things) en masse

Consolidated changelog for Beta 53B[ | ]

  • added ability to attach lights to static props (& tool support for this)
  • added lights to a number of existing modules
  • you can now build lampposts
  • added a first pass at game over screen
  • the building commands menu is now split into more subcategories
  • added Rogue Artist event
  • new module: Advanced Workbench; allows creation of upkeep trunks, bricabrac, boxed modules in bulk
  • rewrote a number of building descriptions to make their usage clearer
  • Naturalists now can be set to various modes including: Scouting, Hunting, Mineral Surveying
  • a Scouting Naturalist can see extremely far, modified by naturalism skill
  • a Hunting Naturalist will hunt - and will attempt to find game if none is visible (only Naturalists & crew may hunt now)
  • a Mineral Surveying Naturalist surveys minerals in a normal way
  • animal butchery now returns stacks of meat, like other resource-exploitation jobs
  • removed Cot from Barracks
  • updated some icons
  • more traders won't show up if some traders are already visiting your colony
  • requesting traders via Foreign Office requires that no traders be on the map already
  • steppe biome now uses lower hill generator
  • camera tutorial now mentions that spacebar pauses the game
  • booze commodities are now crates when not being drunk
  • Booze Vats now required to increase Pub drink stock capacity
  • foreigners who die inside your colony will now automatically receive burial
  • despairing colonists will cure themselves using Laudanum distributed from the Pub
  • balance: added opium to traders
  • balance: further upkeep nerfing (deal with it)
  • balance: nerfed upkeep costs EVEN MORE
  • balance: animal meat output increased
  • balance: killing for the first time gives a harsher emotional impact
  • balance: colonists with over 50 despair will start freaking out and cease to work until their despair is under 20 (If possible they will avail themselves of pub/chapel services to speed up recovery)
  • FIXED: all instances of gathering materials for construction now require that you own said materials
  • FIXED: error in controlling skill for Foreign Office work
  • FIXED: you can un-designate trade goods and the green outline will disappear
  • FIXED: Public House will no longer be stocked with booze you do not own
  • FIXED: added additional check during character damage calc due to scripterror after attempt to damage deleted character
  • FIXED: logic error in upkeep job creation causes building with exactly 1 upkeep cost to not perform upkeep correctly
  • FIXED (53A): scripterror doing QoL string creation after drinking tea
  • FIXED: traders will no longer appear w/o trade goods in their hands
  • FIXED 53A: House UI wonkiness corrected
  • FIXED 53A: upkeep tooltip displays brought in line with actual upkeep values
  • FIXED: uncommon scripterror upon shiftchange for unfinished building when left unfinished for a very long time
  • FIXED: trade goods now correctly un-designate
  • FIXED: tooltip info persists across save/load
  • FIXED: an issue where for initial pause tooltips for characters were broken
  • FIXED: Work crew panel now displays the name of a workshop/assigned zone if there is one (instead of "No Assignment")
  • FIXED: large, complicated race condition
  • FIXED: game locks up suspending or closing a job where a job is being cancelled, but the FSM hasn't picked it up yet
  • FIXED: weird crash loading save games where you have a beacon with an interactive object with no message receiver, and no I don't know how this happens either but we handle it now
  • FIXED: a bug that was preventing colonists from getting memories sometimes
  • FIXED: "you need a barracks" warning firing when you already have a barracks
  • FIXED: button bug with mines
  • FIXED: mine output bug in deeper stratum
  • FIXED: infinite new ore veins in mine
  • FIXED: weird occasional scripterror when creating something in a workshop
  • FIXED: bug in "Stahlmark Smithing Prowess" event where it failed to track how many iron bars you had made
  • FIXED: unified name of all the variables for despair
  • FIXED: weird one-off script error with pathfinding not aborting correctly
Advertisement