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CLOCKWORK EMPIRES - DISPONIBLE LA VERSIÓN 45

24/11/2015

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Clockwork Empires ha presentado la actualización correspondiente a Noviembre que incluye una gran mejora en la IA de nuestras tropas.

Además la mecánica de construcción de estructuras se ha cambiado, añadiendo objetos decorativos y también se han incluido eventos siniestros, entre otras cosas >>>
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¡Esta actualización estará disponible para cada jugador de Clockwork Empires a través de Steam!

También hemos actualizado nuestros informe de progreso de Clockwork Empires

(¿No tienes el juego? Clockwork Empires se pueden comprar en ClockworkEmpires.com través Humble o en Steam.)

¿Quieres conocer todo tipo de actualizaciones vía e-mail, y recibir imágenes tontas del desarrollo? Suscríbete al boletín aquí.

Principales caracterísitcas jugables de este mes
¡Mecánica en la calidad de la construcción! Añade decoración para hacer tus talleres y casas más agradable (¡o no!)
¡IA del ejército mejorada! Los soldados se reunen consistentemente y seguen las órdenes con nuestra más nueva, y más fuerte infraestructura inteligencia artificial.
​¡Espectros frecuentes! Son espeluznantes.
¡Oportunidades adicionales para la locura y el oculto!
¡Puntos de luz! Trae una cierta alegría a esas oscuras y espeluznantes noches.
Asesinato mejorado.
Recuerdos de los personajes depurados, ampliados, y con un registro a largo plazo en la interfaz de los personajes.

(Conoce más del trabajo realizado en Cosas secretas, profundas y oscuras)
Alpha 45 Full Changelog (no anotado, para la versión anotada ir aquí)

Notas del parche (en inglés)
Engine, misc
  • FIXED: OS X crashes when cancelling assignment via assignment beacon
  • FIXED: OS X crashes when crops are finished being harvested
  • FIXED: some leaking memory (what a mess!)
  • replaced dynamic allocations for moving tags about in the game space dictionary with a static pool of memory and a large buffer
  • replaced dynamic allocations of particle system VBOs and memory during the render frame with a pool of VBO resources to draw from; eliminates a memory leak and General Badness with drivers that do not like you creating/deleting VBOs on the fly all that much, and should also provide a modest speed increase.
Save/Load
  • FIXED: Display of work schedule data is no longer reset on load.
  • FIXED: environmental light values now set correctly after save/load
Combat AI / Decision Tree
  • added a bunch more code to the decision tree parser, specifically “enough code to make it work” and “enough code to unbreak the editor.”
  • replaced all old military logic with military decision tree code (it is smarter! also: should fix rallying)
  • FIXED: require_work_party_rally_point not firing consistently
Renderer / Lighting Rewrite
  • added dynamic point lights! they can be attached to a model placer for rigid body and skeletal models
  • lights can now be attached to/removed from placers; UPM version 2.9 created
  • the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
  • renderer now does lighting in a completely different way for the two existing lights, but this will probably be invisible to the user. It is, however, necessary for everything else.
  • things can now cast shadows on farms (and other decal-type zones)
  • increased transparency of semi-transparent building walls.
Spectres 
  • added Haunting Spectres
  • added Vengeful Spectres
  • added job for Vicar to confront spectre (+ticker message is created when vicar confronts spectre)
  • added spectre report event (spectres can be reported once per night)
Building Quality / Workshops
  • added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
  • and added building quality display on UI for workshops/houses
  • buildings now robustly track modules they contain.
  • added 14 new decor modules
  • appropriate decor has been added to all buildings’ default module lists
  • many modules have been renamed
  • many modules have new descriptions
  • performed reorganization of our workshop edb to be actually legible
  • added icons for mounted aurochs/rhino heads
  • balance: build costs on all decor have been adjusted
  • FIXED: orientation/placement on a number of previously unused models
  • FIXED: script error when building clotheslines
  • FIXED: issue w/ some decor modules not deconstructing correctly
  • FIXED: footprint size on carpets
Madness
  • balance: added various eldritch means which help sustain madness levels
  • added evil book prop
  • added madness sustaining memory creation for colonists w/ cult_seed tag
  • added madness-sustaining effect for colonists w/ occult_mark_black_magic
  • made vermin corpses last longer to encourage Beetle Curses
  • Increased weighting on many madness jobs
  • balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
  • FIXED: rare scripterror when attempting to spawn eldritch artifact
Cults
  • added ability to order shrines destroyed
  • added attack_object_until_destroyed.fsm
  • cultists will become upset if your order shrines destroyed, especially at whoever destroyed the shrine
  • balance: slightly increased chance to perform cult recruitment
  • added cultist madness-sustaining memories + new icons for some of them
  • balance: many more experiences can now trigger “cult seed” depending on character traits
  • balance: more strange/terrible events may now provoke cult formation
  • FIXED: possible error cases when cultist leader dies
  • FIXED: cult leadership now transitions correctly when leader dies
  • FIXED: cult group ending due to lack of sufficiently enthusiastic leadership scripterror
  • FIXED: cultist preaching was pushing memory to wrong party in conversation
Offices (Chapel, Pub, Barber)
  • Pub jobs cleaned up to be vastly more efficient at actually stocking and serving drinks
  • Barber/Pub/Chapel: if a colonist seeks treatment/confession/a pint of beer and can’t find a barber/vicar/pub worker nearby, they will abort waiting and create an alert
  • cleaned up confession fsm to not be a huge mess, and thus
  • FIXED: vicars giving confession will no longer permanently paralyze colonists
Religion
  • colonists will now pray at wall shrines
  • added access point to wall shrines
  • made praying at wall shrines something both Spiritually Inclined and Staunch Traditionalists can do
Murder
  • made significant improvements to how colonists decide to engage in murder
  • added Beetle Curse (murder)
  • added Tree Curse (murder)
  • added Occult Murder witnessed event
  • killing someone for the first time will now record their name in the memory
  • cleaned up memories for killing and killing memory creation
  • FIXED: murder due to hunger
Death
  • balance: corpses will only spawn vermin after being left out for a day
  • made a ForceDropEverything receiver in ai_agent.go which drops every damn thing being held; all agents now call this upon death
  • as such, removed a bunch of extra ForceDropTools calls from all the agent scripts
  • therefore FIXED: commodity drops upon character death
  • corpses will now only reset their burial job at sunrise rather than every 10 seconds (it was spammy)
Memories & Character
  • can now query LEQ or GEQ on happy, sad, angry, fearful (for internal scripting)
  • did more memory creation cleanup in citizen.go
  • cleanup: moved creation of building quality memories into citizen.go
  • cleaned up defs for bunch of data back-end for memory events
  • balance: tweaked many some memory descriptions & values
  • did an audit of all memory icons and changed/updated/fixed where necessary
  • memories will now use greater range in icons
  • re-added conscription/de-conscription memories
  • cleaned up more food memories
  • cleaned up immigrant & bandit seed memories
  • re-jiggered all damage/murder memories & frontier justicing & murder witnessing
  • reworked food memory creation to more cleanly use makeMemory function
  • did more memory creation cleanup in citizen.go; changed lots of previously hardcoded memory values to read from histories.edb
  • cleanup: removed a bunch of memory creation / justice tagging from ai_damage.go and put it in citizen.go where it belongs
  • FIXED: minor starvation scripterror in citizen.go
  • FIXED: some memories were not being triggered correctly
  • FIXED: some more broken memory creation logic
  • FIXED: some broken memory icons
  • FIXED: some broken icons in thoughticons.xml
UI Misc
  • removed all UI filters for military crews except for hunting (Hauling is not a suitable job for the brave troops of Her Majesty’s 40th Civil Engineering Brigade)
  • re-added friendship ticker notification
  • stockpile UI edited for better usability
  • added new code hooks for building UI windows
  • new Office UI code refactored to apply generally to all buildings
  • did framework code for skill progression info on character.
  • did fixes to various minor bugs in UI element sizing
  • did fix to tooltip searching in UI code
  • did fixes to icon -> tag lookup table
  • made gabions log warning refer to “logs” rather than “timber” and say it may be a range problem
  • polished up some icons, added some other new icons. Just a good bunch of icons.
  • FIXED: was possible to order dissection of an Obeliskians more than once on the same specimen
  • FIXED: various crashes in character info panel, hopefully without breaking anything
  • FIXED: various broken icons
Typos
  • fixed various event typos
  • fixed typo in memories
  • FIXED: various typos & grammar (farm text, immigration event)
  • FIXED: various typos
Events, MISC
  • audited and improved spawn locations for all fishperson events
  • added one-time bailout event if you have more workers than you can allocate to all of your overseers
  • below 3 chars bailout only gives overseers now and is somewhat rewritten
  • some events have been given more detailed descriptions for number of ai agents involved
  • doubled timeout length for all events
  • updated job filters tutorial
  • contextual tutorials will no longer fire if the main tutorial is still going
  • balance: reduced max bandits that major bandit attack can send
  • FIXED: scripterror in certain decision case of “Colonists Denounce Cowardice Vs Bandits”
MISC
  • Small code cleanup to Colonists Denounce Cowardice
  • increased log search range for half-size gabions (it was super low)
  • hunger incrementing moved to evening instead of night
  • balance: fishpeople made less likely to turn murderous when intimidated by soldiers
  • FIXED: aborting a “Gather Building Materials” job due to an explosive injury would put the job in the wrong assignment, causing it to be completed infinitely
  • FIXED: “isObjectInRadiusWithTagReverseMustOwnTwoTags” function never checked the second tag
????
  • added Grape Vine crop (commented out)
  • added Wine commodity & production (commented out)
  • drew grapes + wine icons, attached to commodities (commented out)
  • re-added poetic memories to use hearExclamation (Poets just don’t spawn right now)
  • cleaned up some junk code from bandit.go
  • started some defs for Obeliskian tech/commodities
  • adding infrastructure for obeliskian forge (not fully implemented)
  • added Nicholas’s new Arcane Symbols to the documentation on spacial maps (I have no idea what this means)
 

 

 

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