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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Alpha 50C of Clockwork Empires has now been released on the experimental branch on Steam. Changes:
new alert code framework for events and non-event alerts
close alerts button, history button, both moved to appropriate places, ticker moved to history window
hooked tooltips to stubs for a bit more info on those
bug with choice windows spawning on the other side of the alert and thus out of the game window
madness removed, character state calculations simplified, despair implemented to combine sadness and madness
corrected some typos in the new memory aggregator function
refactoring of emotion names to separate emotion names "anger, fear", from actual moods "angry, afraid" which was making writing things really awkward.
changes to UI layout of emotion window
implemented the first pass on the bricbrac system: Bricabrac can be crafted in most workshops using different resources, and is used to make decor modules. Decor now contributes an amount of quality to buildings based on its bricabrac cost.
removed building quality from all outdoor wall modules because it was exploitable and didn't make a whole lot of sense
added "Quality: X" tooltip to all relevant modules now that module quality is a variable number
added bricabrac as a potential reward in a few events
changed name of "Decent Cabinet" to "Practical Cabinet"
added building fancy names to a few places in the UI
made grapes and prickly pears basic-cookable
re-enabled Planets Align event
military units will not immediately disband after the death of their NCO, but rather some other member of the crew will assume control.
first implementation of fences
clicking the minimap will now move the camera
added sand to the desert
added charred meat
added ability to repair buildings
rather than beating hostiles to death with trade goods, traders will now flee from combat while their guards fight
made bandits far less likely to spawn directly in the middle of the player's town
FIXED: embarking on an area near water will have dramatically more water than indicated by the original map
FIXED: some tiny memory leaks
FIXED: scripterror with food delivery from empire
FIXED: reloading guns is now essential to being able to fire them
FIXED: guns now use reload times per gun type and reloading animations will loop if total reload time exceeds anim length
FIXED: unbuilt building that is somehow destroyed will now unlock its building materials
FIXED: faction relations now cannot exceed 100 on the scale of -100 to +100.
FIXED: in certain rare cases people would attempt to intimidate a fishperson who died while they were running over to the fishperson
FIXED?: stone smelter assembly job took in infinite stone
FIXED: invisible cactus
FIXED: spawning of NPC groups is now much more robust
-- Gaslamp Games
We've pushed another hotfix for Alpha 50 of Clockwork Empires, which fixes various things that the first hotfix didn't fix:
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