Los chicos de Gaslamp Games han presentado una nueva versión de Clockwork Empires que eleva el juego a la beta 53.
En este parche, entre otros, se han realizado cambios en la interfaz del juego, mejoras en el sistema de inmigración, se ha añadido a la opción de doble velocidad para la partida y el mantenimiento de edificios >>> |
Principales añadidos para el jugador este mes:
Lista tota del cambios de la Beta 53
UI/UX
- Añadidos muchos eventos en arco, incluyendo OCULTOS
- Los civiles ahora lucharán para protegerse a sí mismos (pero no tan bien, o tanto, como los soldados)
- Añadido el mantenimiento a los edificios (y multitud de sistemas y cambios de equilibrio para ello)
- Cambios en la interfaz de usuario para la creación de tareas sobre el mapa con el sistema "timbrado"
- Muchas otras mejoras en la einterfaz para mejorar la información disponible para el jugador y mejorar el control de los sistemas del juego
- Optimización significativa de la velocidad del juego, la velocidad y tamaño de guardar/cargar
- ... con lo que vamos a añadir un botón de velocidad 2x de la partida
- Los sistemas de alojamiento y de inmigración se han mejorado mucho
Lista tota del cambios de la 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 visual style slightly.
- new, improved emotion value display added to character window
- removed “chop down”, “mine surface node”, “forage”, “clear terrain” and replaced them with assignment stamping tools
- added Upkeep display to workshops (still TODO: Offices & Houses)
- did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
- improved FYI alert UI style
- added disturbance counter.
- added current/max population widget to UI
- the population counter now correctly reflects your starting pop in all loadouts
- “I have altered the tooltips on population capacity. Pray I don’t alter them further.”
- “Delete Module” command renamed “Dismantle Module”
- new building construction command tooltips added
- disabled some empty UI containers
- updated tutorial to reference new immigration
- added production menu coloring feedback for stuff you don’t have the ingredients for
- fiddled about with a lots of UI (cleaning out extra elements, making standard tooltips and displays consistent between buildings)
- moved all workshops, offices, housing over to workshops, offices, housing panel
- swapped position of trade office and naturalist office in the offices submenu
- added alert for if traders attempt to visit but no trade office is built
- modules slated for dismantling will display an icon to show that they have been so designated
- text numbers for commodities in module placement tooltips turn red if that material requirement can’t be fulfilled
- module placement button grays out when material requirements can’t be fulfilled
- added “?” box tutorial for farms
- standard welcome event should overflow the text box less often
- made module menu glass buttons a bit more opaque
- added smarter tooltip anchoring code
- added anchored tooltips for emotion bars which should cause fewer issues.
- Graveyards are now use fixed zone size system (like farms)
- 2x button, workshops, offices, houses, and commodities buttons now highlight when in use
- the Barbershop now notifies you in its UI when it is nonfunctional because of a lack of chairs
- broken (dueto lack of upkeep) module UI elements should no longer permit mouse events
- added confirmation windows on all exit without saving options
- FIXED: productionWindow not initialized after save/load and may contain garbage
- FIXED: house demolish button
- FIXED: when farms are removed they will be correctly deleted from Offices list
- FIXED: Cancel button works for building creator
- FIXED: explore waypoints can now be properly cancelled
- FIXED: module tooltips now persist across save/load
- FIXED: tutorial window sticks around when game is shut down, causing crashes
- FIXED: no longer allow player to click individual trees for harvesting (will fill this need via TODO improvement)
- FIXED: deleting null ptr when regenerating work crew selection box
- added a major cult crisis or two
- cleaned up various edge cases in Trader group behaviour
- removed trader item drop on flee (avoids weird edge cases)
- Bandits will become enraged (and an alert will appear) if you forage their tents when they’re nearby
- added sounds to a number of steam knight animations
- airships now crash in more varied locations
- non-player agents who get stuck on the map will self-despawn if they fail pathing too many times
- balance: immigration is more likely to give you lots of characters if you have significant excess capacity
- FIXED: crashed airship ending scripterror (in certain cases)
- FIXED 52D: grimoire scripterror when no vicar present
- FIXED: grammar error in the airship crash event
- FIXED: various typos
- FIXED: bandits could be set to double-plunder your settlement, which was confusing
- FIXED: error in certain cases during bandit plundering of goods relating to stacks and goods ownership
- FIXED: traders will abort trade mission if you demolish the trade office (and they will not consider a trade office in process of being demolished to be valid trade target)
- FIXED: Stahlmark special traders no longer use Novorusian flag
- FIXED: steam knights will now never land inside buildings or in water
- FIXED: in several cases, traders would not find a valid trade office
- FIXED: “You recieved 1 immigrants” grammar issues
- FIXED: Rogue Stahlmarkian could stay in your colony forever
- FIXED: various edge cases that would cause traders to be stuck in player’s colony
- FIXED: dormant obeliskian could attack people in very rare case where its dormancy sequence was interrupted by combat
- FIXED: “Suspicious Goods” event now uses the proper start position
- FIXED: foreign-office triggered traders were not showing up
- added building upkeep
- Repair Trunks are now craftable (for upkeep)
- housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
- players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
- added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
- farm harvests are now output in stacks rather than individually
- foraging collects stacks rather than single units (as applicable)
- “Chop Tree” job will place output stack into chopper’s hands & will return to stockpile if available
- “Mine Surface Node” jobs will place output of up to 3 items in miner’s hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
- doors can now be properly dismantled
- added support features for multi-item system being used by upkeep trunks
- added (deliberately) overdramatic particle effect to modules when they need upkeep. This may be toned down later.
- added unique gun locker models
- stockpiles can now be assigned to work crews (a work crew that is not busy and can haul will still attempt to haul, however)
- commodities used in the production of module goods are now stashed in the module using them, and will be released if the job is aborted (!!!)
- added some new techs to mining
- sugarcane can be brewed into booze
- buckets of agave syrup may now ignite if set on fire
- dissecting horrors now has a chance to increase science points in random lab
- modules will now return their materials when deconstructed
- buildings will return their construction materials when dismantled
- changed “Bricabrac” to “Bric-a-brac” upon order of the Dept. of Pedantry
- added unique model for moonshine
- Master/W-tier upkeep trunk commodities now show the actual number being produced in their recipe
- balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
- balance: time it takes to chop tree and mine surface node have been changed
- balance: added one MC and one LC character to all loadouts
- balance: max science points for lab now determined by Overseer science skill level
- balance: added upkeep trunks to starting loadout supplies
- balance: added upkeep trunks to traders’ potential goods
- balance: inactive workshops/offices do not require upkeep
- FIXED: Scrap Iron can now be smelted into iron bars
- FIXED: players cannot place modules on top of other modules
- FIXED: construction jobs did not use closest materials
- FIXED: pickling a certain type of fungus could lead to problems (and not the Fun kind)
- FIXED: issue with healing afflictions in Barbershop
- FIXED: display cost of mechanical mixing tank
- FIXED: pickling chillies
- FIXED (42A): chilli stew in Iron Oven
- FIXED: <building_destroy_item/> did not actually delete commodities in a stack (this affects Make Stone Bricabrac etc.)
- FIXED: smelt gold ingots
- FIXED: label on bottle laudanum job
- FIXED: icon on brick charcoal kiln
- FIXED: brick charcoal kiln construction requirement
- FIXED: barber job weighting
- animals will now eat forest meat
- reduced # of points on world; optimized world gen a bit
- reduced map size and dealt with The Consequences Of These Actions (this has added benefit of provided great optimization to game speed, save/load time, save file size, etc.)
- added embarkation button icon biome detection code
- reduced animals spawned at start of game (they were crowding things)
- scaled the terrain generator parameters to altered map size
- added a new biome generator for alpine forests
- balance: added clay to Tropical Dry Forest
- balance: added clay to Boreal Forest
- balance: the area immediately surrounding the starting location is now guaranteed to be flat
- FIXED: removed some unpathable cliffs in temperate swamp
- overhauled the immigration system (Immigration is now based on your housing capacity. 2 workers per Lower Class House, 1 overseer per Middle Class House.)
- rebalanced off-shift social jobs to make things more interesting
- improved “shoo animal” job; it will work more effectively now
- added new event for reaching the 150 char population cap
- added new trait: Light Sleeper. Can only sleep in beds.
- added new trait: Heavy Sleeper. isn’t woken by preaching/gunfire/etc.
- traits: Adaptable trait now gives bonus to skillgain of best 3 skills
- traits: Brutish trait gives a bonus to melee damage
- traits: Materialistic colonists are harder to please with house quality
- traits: Reclusive colonists don’t make friends on spawn
- traits: Scholarly trait gives bonus to science skillgain and penalty to all others
- traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
- traits: Patriotic overseers give a bonus to empire diplomacy point gain
- traits: epiceureans learn cooking skill faster
- traits: removed Voracious trait
- traits: Hale and Hearty trait grants a bonus to HP
- added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
- added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
- added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
- added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
- decreased priority of idling when off-shift
- added additional error checking in “vicar_take_confession” fsm
- “Ceramics” skill is now “Stoneworking” (In future builds its scope will be expanded to include mining)
- Steam Knights now contribute significantly to colonists’ feeling of safety
- the following jobs will now show progress bars: Finish Upkeep, Clear Object, Deconstruct Building, Deconstruct Module, Flatten Terrain
- added smarter abort case to carrying corpse job
- balance: made drinking booze make colonists slightly happier
- balance: made combat memories more fearful to civilians
- balance: colonists must drink booze in a pub. They may not drink booze outside the pub. To do so would be Uncivilized.
- balance: made some QoL bonus/malus changes (generally making these less forgiving as other game systems mature)
- balance: all starting characters start with “Pioneering Spirit” trait
- balance: civilian colonists will get more negative memories from combat
- balance: seeing eldritch horrors is now more terrifying
- FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
- FIXED: colonists will no longer drink booze that doesn’t belong to them
- FIXED 52D: items stuck to hands due to job interrupts
- FIXED: colonists no longer only wander into the woods when afraid
- FIXED:mining surface nodes took more than twice as long as intended
- FIXED: dipping into trade-food required only half the hunger it was supposed to
- FIXED: corrected more memories with non-player facing display names
- FIXED: fixed up “slapped_other” type memory names
- FIXED: “Repair Module” job now restriction to workcrews with “construction” enabled
- FIXED: sermon-giving issues
- added civilian combat AI
- removed starting NCO and field promotions
- added a number of new military techs
- made people smarter about keeping guns loaded
- FIXED: attacking a quill would freeze character
- added 2x simulation button! HOLY VORPULON
- FIXED: save game crash after starting new game, quitting, starting new game again
- FIXED: replays not saving work orders for workshops, causing determinism break
- FIXED: Replays now work again! Yay. Please look forward to Reproducible Bugs Being Removed.
- FIXED: a couple of crashes switching in and out of building creation modes
- FIXED: highlighted region now corresponds to where your mouse is in full screen mode when game is run with a backbuffer that is larger than the display area
- FIXED: leftover jobs showing up in jobs menu after starting new game, quitting to main menu, starting new game again
- FIXED: crash bug with the work crew selection widget
- FIXED: beetles eating longpork will no longer transform it into charred meat
- FIXED 52D: gridAddItem error, for real
- FIXED: forest meat rides again