Version 1.0

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Version 1.0
"Long Live the Empire"
Version Date 26 October 2016

Version chronology

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Beta 55A Version 1.0B

External links

Version 1.0 on

Version 1.0 is the release version of Clockwork Empires coming out of Early Access.

Colonist behaviour[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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/???[edit | edit source]

  • 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