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Version History
NOTE: This page is being split into a number of pages, one for each revision. This page contains patch notes from all patches that were open to public in some way, in chronological order from -
Alpha 44
Our use of “offices” refers to workshops that don’t take in commodities to produce other commodities. Rather, they’re building that a work crew is assigned to so that it may carry out a -
Beta 55
UI[] text input boxes now have a caret, keybinding widget now works in Configuration screen, added Serpent Bell icon, UI for all offices has been given a polish, UI for all offices now has various -
Beta 54
Mining[] Mining interface completely overhauled; depth now unlocks deeper strata which the player may choose from when mining. Different stratum combine with nearby resource points to result in different sets of products when mining. Deep -
Beta 53
UI/UX[] added list of workshops/offices/houses to click on when the menu is open, added new buttons for spawn points to embark screen, added currently selected highlighting to lists of offices/housing, changed -
Alpha 43
Major features[] added workshifts& changing light throughout day, overhauled memory, emotion, and madness, redid character info UI (in progress), new office feature infrastructure implemented The Engine[] gave some shaders a stern look -
Quickstart guide
Current as of Alpha 48A. Welcome to The Colonies, bureaucrat! The Empire salutes your dedication to Progress. -
Beta 52
Major changes[] Steam Knights!, Barracks control over military squad loadout, Exciting Event Arcs!, A Better Economy, All sorts of UI bits and bobs! Military, Barracks,& Combat[] added Steam Knights (accessible via Foreign Office& an event -
Beta 51
Major changes[] New Workshop order system: jobs are queued per work module (it’s super easy!), New Event Arc system to chain interesting events together to produce Interesting Times, Colonists can now carry stacks of -
Alpha 45
Major player-facing additions this month[] Building quality mechanics! Add decor to make your workshops& houses more pleasant (or don't!), Revamped military AI! Soldiers will consistantly rally and follow orders with our newer, stronger -
Revision 42
Major features[] agriculture update: crop choice is really important now!, a massively improved Work Crew UI, added the Barracks to conscript& train military, and we fixed a million things! The Engine[] FIXED: crash caused by -
Revision 41
Major features[] starting loadouts!, first implementation of character desires and personal property, Very Serious economic balancing in-action, started implementation of overworld, UI overhaul rollout The Engine[] moved occupancy, occupancy border, and a few other -
Revision 39
The Engine[] autosaves are in, set to autosave every 10 minutes., autosave now alternates between two files (stability improvement), fixed some capitalization issues (linux compatibility), removed water vertical motion (for now, ominously), FIXED: buffer overflow -
Revision 36
Major Features[] fog of war (if your colonists can’t see it, it becomes shrouded in dark fog!), new building cost system (buildings cost much more and use a variety of materials), character-driven events -
Alpha 49
Major changes[] Enormous UI improvements, Overhauled Farming system, The Economy Subtly Grows UI[] changed main window text ticker to have three sizes, default is middle size, added confirmation dialog on changing work crew times (will -
Alpha 48
Major changes[] Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!, Added happiness-to-workshift system: Now emotions matter -
Revision 40
Major Features[] Obeliskians! (What are they? Find out for yourself! It might take some digging.), Foreign military units!, Massive save/load stability improvements, Deathwurm shoving The Engine[] various stability improvements!, windows: Screenshots are now saved -
Version 1.0
Version 1.0 is the release version of Clockwork Empires coming out of Early Access. Colonist behaviour[] awkward hugging made less likely to cause errors, "Drunkard" trait now additionally causes happier memories from drinking, "Hale -
Alpha 50
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 -
The sad, strange tale of Josiah Nuptin
The sad, strange tale of Josiah Nuptin - a work of Salacious Bawdy-Fiction Composed on the Type-Writing Device with Erotic Daguerrotypes by Mr. David Baumgart. Ah, yes. New Smugbuffer, the latest frontier in the -
Metalworks
The Metalworks is a multipurpose workshop that your colonists use to create materials and weapons for your colony. Here they can smelt the ingots from the ore, smith pipes, plates and cogs, produce ammo and -
Assembly Workbench
The Assembly Workbench is a module which can be placed into various workshops. It is mostly used to create modules and items from processed goods such as Planks or Bricks. See also[] Power Saw -
Trade Office
Trade Office enables trading with other factions or with Clockwork Empire traders. This office does not use a workplace slot and you don't need to assign a Work Crew to it. You will need -
Revision 34
Big features[] Naturalists will now explore, study nature, and find weird artifacts!, Added Laboratories and Scientists to study weird artifacts& do Science!, (Coincidentally) your colonists might transform into (more) monsters if certain conditions are met -
Revision 35
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
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