Version 1.0 "Long Live the Empire" | ||||||||||||
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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 and Hearty" trait now additionally causes barbershop treatments to heal more
- "Mushroom Lover" trait now additionally gives happy memories when eating fungus-based foods
- when deciding initial feelings toward other colonists, Overseers will now consider Labourers beneath their notice for friendship/rivalry unless said Overseer has the Common Mingler trait
- made colonist auto-burial timer check itself more often (colonists are not given automatic burial orders if hostile enemies are nearby; this will now be checked upon every new workshift.)
- colonist traits now affect certain climate quality of life effects
- added booze vat pathing check to get drink / fill vat jobs
- vicars can now convince cultists to leave their cult
- "Made a friend/rival" memories will now have the name of said friend or rival
- balance: Steam Knight presence now affects safety QoL
- balance: added more despair and anger overall
- balance: made people slightly more upset in general
- balance: when your colonists die it will now decrease your empire standing a bit
- FIXED: scripterror when using Leyden weapons
- FIXED: military holding commodities while fighting
- FIXED: characters would occasionally get stuck and stop moving when the entity "thinklocking" them would disappear w/o releasing the thinklock (in particular, if a spectre talked to a colonist then disappeared due to sunlight, the lock would not be released.)
- FIXED: enraged characters will no longer build buildings
- FIXED: Safety quality of life calculation for colonists was incorrect on days 2 through 5
- FIXED: if a scientist is enhanced due to REDACTED their lab will properly update its skill display
- FIXED: murder
- FIXED: scripterror in military_interrogation_event.fsm
- FIXED: some eldritch memories didnt give (enough) despair
- FIXED: spectres should no longer freeze people in place forever under certain rare conditions
- FIXED: slightly incorrect string compilation in conversation memories
- FIXED: edge case error in ai_damage
Non-colonist characters[ | ]
- doubled trader mission time
- Occult Inspector now inspects buildings more intelligently
- made dormant spores more Fun
- FIXED: steam knights freezing!
- FIXED: possible steamknight issues with placement /not/ into buildings
- FIXED: added safety check to fishpeople group deletion notification
General gameplay balance[ | ]
- changed overseer workplace cap modifier to scale w/ number of overseers
- balance: adjusted incidence of bad guys in biomes according to difficulty scheme
- balance: made certain enemies send more dudes when you're later in game
- balance: reduced Fishpeople incidence in desert biome
- balance: non-temperate biomes impose various and increasing QoL penalties from tropics, desert, to cold as most penalized
- balance: more vicious will spawn in non-temperate biomes
- balance: biomes with extreme weather may produce unpleasant memories
- balance: military interrogation has been made less effective by 50%
- balance: doubled trade crops value
- balance: added extra bandit spawning in desert + cold
- balance: bandits in more difficult biomes now get better gun loadouts
- balance: decor object trade value updated
- FIXED: overvalued steam radiator (and other decor items)
- FIXED: Bricabrac now has a trade value
Workshop/buildings[ | ]
- added the Steam Knight Manufactory. Have fun!
- more workshop interior textures changed
- optimized Laboratory science refresh function
- science has undergone a massive overhaul: The number of techs has roughly doubled. A number of advanced modules now require research before they can be built.
- balance: Overseer house has had the windows requirement moved to its 2nd bonus condition
- Assembly Workbench now has 2 access points (down from 4)
- added naturalist's office info to module descriptions
- the Trade Office now has a module todo list that will determine how many traders arrive. Range is currently 4 - 14. (Traders will always use the best office in your colony to determine how many to send, rather than adding multiple offices together)
- added some new options for increasing standing to the Empire via the Foreign Office
- added more feedback to Foreign Office when changing standing
- FIXED: ammo recipes now all make 1 ammo as intended
- FIXED: a large number of incorrect recipe costs
- FIXED: that typo in the laboratory
- FIXED: house demolition crash
- FIXED: invisible buildings
- FIXED: airship masts work again
- FIXED: rare door scripterror when a door was built before its parent building (or something)
- FIXED: missing Steel Plates recipe
- FIXED: connected components would fail to be computed correctly when creating a building with weird shapes (the actual problem is more detailed than that, but let's go with that one)
- FIXED: various path stutters related to the new connected component code, involving animals not correctly finding corrected components that ignored doors, various other issues with aquatic entities, etc.
- FIXED: building can no longer consist of two discontiguous blueprints
- FIXED: steam knight chassis recipe output is no longer world's most expensive landmines
- FIXED: incorrect recipe ingredient info for various products
- FIXED: dismantle objects assignment beacon now works correctly
Events[ | ]
- replaced Sunny Day event with much more varied "Unusual Weather" event w/ unique effects per-biome
- some events that spawned characters now properly allow clicking their event popups to zoom to those characters
- made major eldritch events more Fun
- re-added Ominous Dreams as event arc
- Novorous Logging moratorium now checks for larch/bamboo farming
- added Arguing Rivals event
- if your Empire standing gets low enough the Ministry will limit and eventually entirely halt immigration until you pull it back up
- balance: made Foreign Invasion redcoats not take > 7 days to despawn
- balance: removed revolver locker chance from ministry supplies in foreign invasion event
- balance: made disturbance points at slightly higher at low end of scale
- balance: made cults easier to trigger
- balance: adjusted weights of various events
- balance: doing airship crash research now gives standing reward
- FIXED: scriperrors in certain cases in "arguing rivals"
- FIXED (55J): scriperror in cult art, fishperson cult arc
- FIXED: scripterror with criminal work crew foreign office event
- FIXED: some buildings would say you didn't have required modules when eventlocked
- FIXED: bureaucrat desk couldn't be used for event arcs
- FIXED: rare crash when using Aerial Surveillance
- FIXED: order to kill all fishpeople now works correctly
- FIXED: grimoire event had ending error if researcher died
- FIXED: scripterror in Above 30 Population event
- FIXED: scripterror in certain cases in Arguing Rivals
- FIXED: possible scriperror in Mad Carpenter
UI/UX/text[ | ]
- performed a major overhaul of the Colonial Handbook; all pages have images and have been reformatted to be easier to read
- replaced many intrusive pop-ups with alerts
- tooltips for missions (in Foreign Office) are now minimum sized and shouldn't overrun container
- added descriptions for sub commands (in bottom left menu)
- improved alert tooltips (for pop-up alerts on right side of screen)
- improved visibility of colonist traits via gameplay and fluff fields (ie. traits that affect workshop are highlighted)
- rewrote a bit of the "wrapped label widget" to make the constructors more sensible
- mineral survey waypoints now use assignment beacons (which is very nice)
- consistency: any string that says "Cheap Cabinet" has been set to "Simple Cabinet"
- Mine will give alert if assigned an owner and it has no supplies to operate
- Naturalist's Office will give alert if set to a different mode w/o Overseer assigned
- Naturalist's Office will give alert if set to a work mode w/o supplies for that mode
- all instances of "citizenry" changed to "colonists"
- adjusted Safety Quality of Life description so having a low rating doesn't (necessarily) say that you have few soldiers (it's possible to get a low rating due to other factors)
- exclusive windows (ie. history log) now make a noise when they close
- improved load screen UI
- overhauled Trade Office interface
- improved layout for character info panel
- edited embark screen to show biome difficulty of site selection
- added cancel button to the load screen
- added per-workshop backgrounds to Overseers window (makes it much easier to see which overseer is assigned to which workshop)
- made expression widget bgs round for thought/dialog
- added better tooltips to Workshop production menu
- polished up character info panel
- moved "Unassign Overseer" to the top of the overseer assignment element (in building panels)
- added detailed tooltips for terrain objects
- added informative tag icons to map objects
- did better tooltip requirement visualization for buildings
- added hitpoints, quality to building tooltips
- proposing and cancelling trades now work properly and update the UI on time
- emoved zoom to worksite button for character panel (it did not really work)
- FIXED: shortened some more overflowing memory names
- FIXED: cancelling a gabion creation job no longer leaves ghosts
- FIXED: farms now display their farm type in the office creation menu
- FIXED: dead colonists will no longer display a job as if they were alive
- FIXED: changing the order of the workshop modules in the workshop didn't work properly
- FIXED: some more memory name ui overflow
- FIXED: minor typos
- FIXED: some minor text overflow in the foreign office
- FIXED: work crew UI now uses disabled scrollbar thumb properly
- FIXED: the label for "sleep" wasn't showing in the character info panel
- FIXED: crashing the game when viewing the credits
- FIXED: flashing character nametags
- FIXED: new tooltip code no longer crashes the game if a product has no explicit definitions in data files
- FIXED: overflow of recipe tooltip for product details in workshops
- FIXED: farm overseer assignment display updating
- FIXED: overflowing tooltip in house dialog
- FIXED: blank tooltip on overseer in overseers panel
- FIXED: embark icons flickering to incorrect states when switching between them
- FIXED: clicking on the minimap while zoom-to is selected will now correctly reset it
Biomes/nature objects[ | ]
- adjusted ground textures in alpine terrain to look colder
- added some more difficult stuff to provide Fun / blood for the blood god in harder biomes
- renamed "Lacquer Tree" to "Lacquer Plant" (to imply that "Chop Tree" is not an appropriate tool to use with them)
- mine survey point visuals redone
- added informative tag icons to map objects
- balance: non-temperate crops made more difficult
- balance: increased vermin spawn and animal spawn timers (for less spam)
- balance: forage output and regrowth time increased
- FIXED: vermin will not spawn in invalid positions (caused pathing errors)
Engine/tech/???[ | ]
- optimized connected component code to fix stuttering when flattening/building
- FIXED: stutter when placing gabions, buildings, or flattening terrain
- FIXED: scaling issues on fullscreen for Windows if the aspect ratio of your monitor exactly matches your suggested resolution (unngh)
- FIXED: Longpork pie used incorrect model