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CLOCKWORK EMPIRES - DISPONIBLE LA VERSIÓN BETA 53

5/8/2016

1 Comentario

 

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 >>>
Imagen
Principales añadidos para el jugador este mes:
  • 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
Events/NPCs
  • 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
Buildings/Economy
  • 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
Map/Biomes
  • 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
Characters
  • 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
Combat/Military
  • 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
Engine & Etc.
  • 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
 

 

 

1 Comentario
Pedro
6/8/2016 10:48:58

¿ Como va este juego?, ¿ Va mejorando?, ¿ Se puede jugar bien?

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