Clockwork_Empires_Build_52A_setup

Torrent Details


Clockwork_Empires_Build_52A_setup

NAME
Clockwork_Empires_Build_52A_setup.torrent
CATEGORY
Games
INFOHASH
21eb992651d83692020cad8d8bda0c166b7a8c45
SIZE
917 MB in 1 file
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Uploaded on 07-07-2016 by our crawler pet called "Spidey".
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Description

Very long, detailed changelog: Military, Barracks, & Combat added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout) added some new Steam Knight animations the weapon loadout of a military squad is now controlled by its Barracks; default is pistols additional weapon loadouts in Barracks can be enabled by installing new weapons lockers civilian hunters no longer conflict with your military’s weapon use combat AI tweaked slightly so that soldiers will shoot non-fleeing enemies over fleeing enemies more commonly injured people will use injured walk (this affects combat massively) added Day/Night workshift control button to Barracks adjusted Bandit combat decision balance slightly balance: lowered bandit desire to smash buildings balance: bandits/foreigners no longer drop free weapons for you balance: made soldiers slightly less excited about chasing down fleeing enemies FIXED: bandits will no longer fire at people while holding bread FIXED: fishpeople won’t hit people with meat anymore FIXED: temporary military chars should no longer be assignable to buildings FIXED: foreign traders will now flee the map if their leader is attacked (at all); this should fix ‘stuck’ traders unable to arrive at depot due to their leader lacking trade goods Jobs/Workshops/Offices/Economy moved “Clear Terrain” jobs into the building construction job if they are automatically spawned by building construction added “On-Shift/Off-Shift” status to the names of idle jobs added Grinder module and Grinder recipes “basic food” has been removed and replaced with a small number of 1-food recipes. added new barracks gun modules (with placeholder models) added more high-tier modules to the game removed “Roast Coffee Beans” from workbench (it’s still on the oven) (this prompted lengthy discussion about the process of coffee-making) added EVERY WORKSHOP RECIPE IN THE GAME to the new multi-item pickup code removed “make/assemble” etc from all workshop recipe names (to reduce text overflow) balance: roughly halved time to construct buildings balance: added cap (1/3 of a day) on time to construct a building balance: adjusted output of stone from surface nodes FIXED: “Make stone smelting crucible” now moved over to new multistack system FIXED: picking up a multistack from the stockpile now correctly decrements the stockpile counter FIXED: Distil Rum FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon) FIXED: removing a module will now (immediately) push effects of its removal to parent building FIXED: Maize not being usable in vegetable recipes FIXED: some jobs that were missing job time data FIXED: commodity drop will always hide the object at the end of the merge container cycle FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy FIXED: if a workshop job is aborted, trash the job and don’t attempt to restart/yield it. FIXED: don’t let a workshop job start with a deleted module FIXED: some vegetables weren’t usable in vegetable related recipes FIXED: opium was impossible to research FIXED: kitchen workbench and metalworks workbench did not display some recipe commodity names FIXED: various typos and incorrect descriptions FIXED: “Harvest Coffee Beans” job renamed “Roast Coffee Beans” FIXED: smelting brass ingots wanted “timber” rather than “fuel” FIXED: plank output display was half of what it should be FIXED: cash crops as trade goods consistency FIXED: Rum distilling (was brewable) FIXED: Mezcal recipe FIXED: brewing and distilling jobs now add to cooking skill FIXED: long clothes line required 1 less bricabrac than advertised FIXED: “make tin exotic caviar” job for workbenches, removed from ovens FIXED: “make chemistry workbench” job FIXED: Moved brick kilns and iron smelting crucible to multiobject system (should fix build failure) FIXED: steel ingots looking for wrong object FIXED: Public House crash FIXED: perennial crops would only output harvest once FIXED: when merging containers, ensure that the dead container is correctly removed from the container manager (may have caused issues) FIXED: always set containers to visible when something is put into them in a stockpile (workaround for a mystery bug) FIXED: Sulphur Tonic job said it makes Fertilizer when it really makes Tonic FIXED: doing science now increments Science skill FIXED: player-ordered hunting jobs won’t be lost FIXED: chilli stew & molasses output corrected UI blueprint design mode will now hide all assignment beacons; regular mode will now turn them back on again added # of chairs display to Barbershop changed commodity filter categories did more iteration on UI responsiveness added better UI input handling code for windows that have recently been redrawn (This was causing responsiveness issues with offices in 51C.) added optional code for FYI-style alerts to display images traders will send an alert when they leave the Trade Depot updated UI framework for minimized windows work shift panel now visible on all buildings (& removed old message code) added improvements to escape key sequencing (more work to do there) added more icons to hunger Quality of Life for greater expression of granularity added Grenade Launcher icon re-enabled chair/standing desk display on relevant offices optimized code from widget manager which greatly speeds up work crew menu FIXED: alert stubs not registering themselves with event arcs FIXED: minor bug when clicking the top pixel of a UI window FIXED: a bunch of minor tooltip style issues FIXED: memories will no longer blank out after save/load FIXED: mineshaft now displays its full name in UI FIXED: alert title for full Diplomatic Points was incorrect FIXED: scrollable elements now properly detect mouseover states FIXED: fence icons FIXED: typo in work quality of life description FIXED: mine products display is more readable FIXED: Foreign office wasn’t displaying building quality correctly FIXED: Pulque icon FIXED: ESC when entering module mode and then not selecting anything would incorrectly hide all tooltips. Characters workshop Quality of Life value updated when assigned/unassigned from workshop food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day added “Hermit” and “Gregarious” traits work shifts are now assigned per-building instead of directly controlled by the player. rest breaks are now more evenly spread out in most buildings’ schedules. assignment of workcrew to service job should adjust their work schedule appropriately balance: reduced sleep time balance: adjusted relationship of happiness to work shifts balance: slightly increased nighttime sight radius FIXED: minor fix to naturalism surveying animation FIXED: variable walk/run speeds among different entities FIXED: Naturalists will now increment skill when performing naturalism work FIXED: talking to fishperson could freeze colonist (temp. removed this job) FIXED: workers will no longer try to walk to be near their overseer if their overseer is in an underground mine and therefore technically off-map FIXED: characters would sometimes not work during the first shift of their workshift FIXED: The posessive and objective forms of gender-neutral pronouns were reversed FIXED: doing science now increments Science skill FIXED: interactions on corpses now correctly reset after butchery by fishpeople Events added some new event arcs added ability for events to lock building for special work (& UI to support this) increased range on animal_repopulate spawn (so they don’t get stuck on the edge of the map) if a chapel is given a “special event project”, it will boot out anyone waiting for confession added alerts for Foreign Intervention events “Palmerstoke’s Choice” loadout now includes lacquered planks balance: reduced incidence of bandit/fishperson attacks FIXED: various minor scripterrors FIXED: various typos in events, descriptions FIXED: bandits_amnesty event error FIXED: scripterror in dead overseer replacement event FIXED: small issues w/ tutorial text and grammar FIXED: various text re. “Mechanique” vs “Mecanique” and “L’Autodictatuer” consistency FIXED: if you attempt to send Bandits false information but no bandits exist on-map, alert will inform you of this fact FIXED: tutorial would appear after game start; it no longer does FIXED: players should not be attacked before they finish the tutorial FIXED: in certain rare cases items given to player by events would not be set as owned by player Engine / Scripting / Save & Load added “save and exit to main menu”, “exit to main menu without saving” buttons rewrote commodity tracking code FIXED: consume_food will no longer leave data in the game spatial dictionary. (In general, if bogus data IS in the Spatial Dictionary, we just clean it up and move on rather than screaming out a giant terrible script error.) FIXED: persistent events are now persistent enough to consistently persist through save/load. FIXED: several crash fixes FIXED: more cleanup of phantom objects FIXED (OSX): crash on embark screen whenever you generate an ocean biome FIXED (OSX): crash in rendAssignmentBeacon handler FIXED (OSX): some other misc. crashes Other Stuff Generally Resulting From Having Too Many Beers At A Summer Barbecue And Leaving The Meat On Too Long improved aesthetics of REDACTED slightly via glow shader FIXED: Swamp Grass had no description FIXED: if you chopped down a burning tree, it would leave a fire in its place forever FIXED: charred meat ownership is set correctly

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Clockwork_Empires_Build_52A_setup.exe917.3 MB

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