Author Archives: David

Our Friend The Bandit

The current “meta” for Clockwork Empires experimental branch players is to ding up their relations with the Bandits by one point so they can be stay neutral and avoid Bandit attacks forever. This is a little too convenient, and entirely due to the Bandits not being fully integrated with the new faction code created since the implementation of diplomacy via  the Foreign Office.

So let’s make this fun.

Bandits make everything awkward.

Bandits make everything awkward.

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A Name To Take Pride In

What’s in a name? Names have power. To know the True Name of a thing is to have power over it! … wait, wrong world. In any event, names are rather important to the narrative flavour of a game so we’ve made some effort to ensure that when you see a good Clockwork Empires name, you know where it came from.

I love this man's name.

I love this man’s name.

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Clockwork Empires January Update: WHAT THESE SHODDY FOREIGN GOODS?

A party of traders from a Foreign Land showed up and they insist that we really need –

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This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report! It contains the annotated changelog and possibly extra secret saucy details maybe or at least a new picture of a cat so check it out!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

(Note that this is a slightly shorter changelog than usual due to the holidays.)


Major Changes

  • added Trade Depot & trader events
  • food has been reworked to be way more interesting!
  • new features and events added to the Foreign Office to allow interactions with the Grossherzogintum von Stahlmark, the Republique Mechanique, and the Novorus Imperiya

Trade Depot

  • added first iteration of Trade Depot.
  • all items in the game have been given trade values and “tradeable/not tradeable” flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
  • added vodka (a foreign trade good)
  • added trade events & foreign office trader ‘missions’ for all foreign nations
  • added display of trade value to item tooltips
  • a few events that relied on Prestige to function have been re-enabled to work without it. (Due to Prestige system being rolled into Empire relations via Foreign Office)
  • FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
  • FIXED: foreigners would punch fish steaks they happened upon
  • FIXED (46A): the Trade Depot icon should now be visible even when you don’t have any bricks. (It doesn’t require bricks to build, anyway.)
  • (updated all item in entity database to the new format w/ trade information, including trade good boolean and trade value)
  • (internal: added messages registering for a given object when it is added to, or removed from, a group collection)

Foreign Office / Foreign Relations

  • balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
  • Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
  • NPC groups carrying out neutral/friendly missions will abort those missions if relations turn hostile
  • implemented 3-state relations widgets
  • (work on code supporting foreign office missions for non-empire non-bandit factions)
  • FIXED: paperwork scripterror (when workcrew is unassigned from office)
  • (performed major refactoring of code for foreign_office on both c++ and lua sides)
  • balance: now, in general, events that lost you prestige before will now lose you relations with all nations.

Food & Cooking

  • added the following new recipes: Farmers’ Stew, Berry Medley, Sausages, Tinned Meat
  • Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
  • all Pickled Funguses have been collected into a single recipe
  • all Berry Preserves have been collected into a single recipe
  • all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
  • all food recipes have been given qualities and module requirements as appropriate for their quality.
  • higher class characters will now prefer higher quality food.
  • added glass bottles to the ceramics workshop (They are used to make preserves.)
  • balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
  • be warned: crop fields will now be entirely cleared if you change the crop type you’re growing!
  • (fixed scripterror on spawning old, now nonexistent food items)
  • (crops can be given a sparse_planting=true, bool to plant every other spot in a row rather than every spot)
  • (added guarapo and caninha commodities + icons; not yet implemented)
  • (added coconut palm saplings to the growth cycle of farmable coconut palms; crop is not public yet)
  • FIXED: colonists should no longer starve in the search for cooked food when they have raw food

UI/UX

  • performed consistency pass over UI element styling
  • cultists now have purple names
  • fixed misaligned text in credits dialog
  • improved checkbox art
  • FIXED: naturalist_study_fishperson_corpse text error
  • (did a ton of cleanup to the plumbing of office UI with applications in building UI generally so it can now be done almost entirely outside of compiled code)
  • (executed a giant purging of old/duplicated UI data & assets)
  • (added art for assignment beacon bg variations, implementation todo)
  • (added feature support for modal dialogs)

Combat

  • military skill of a squad’s commander now adds bonus damage to squad attacks
  • redcoat vs. militia status of soldiers now adds bonus damage to attacks (that is, redcoats do more damage)
  • FIXED: crates are no longer a valid weapon that would override fault attack damage
  • FIXED: “mind_blast” will no longer appear as a cause of death
  • FIXED: error when crops were exploded

Workshops / Commodity Production

  • Clay pot decor are now boxed modules.
  • FIXED: cloth production was instant
  • FIXED: instant drink brewing
  • FIXED: displayed cost for “Decent Cabinet” was wrong and has been corrected.
  • FIXED: mineshafts will not keep adding output products when moved

Cults

  • FIXED: occult feelings test didn’t properly test feelings in context of cults, leading to reduced cult activity
  • (working on a bunch of back-end code for cult updates)
  • (enabled cult membership tracking on render side)

Other

  • added UC window module
  • balance: mining at default position now outputs sand + clay
  • FIXED: an item is only added to the commodity list if it is owned by a player.
  • FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted
  • (internal: started work on building placer/module placer rewrite but this hasn’t been pushed yet)

Want the full annotated changelog? Read it in the Development Report!

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Hatpack It! aka Subtractive Design

We have these little turns of phrase to represent design concepts. One such phrase going back to Dredmor is “put it in the Hat Pack”. I consider this a form of subtractive design.

So: The Hat Pack is an expansion pack for the game you’re working on which is shrouded in the mists of the future yet-to-be. (And as the name suggests, the content is a bunch of useless hats.) You put a feature or idea into the Hat Pack when you need to kill it, cut it, remove it from the game; but you don’t have the heart to kill it. So you quietly put it in the Hat Pack and shove it at the back of a closet to be slowly forgot.

(Or not. I want to say that features have legitimately been revived from the Hat Pack, but the notable example that comes to mind is the facial hair equipment slot for Dredmor that involved a bunch of false beards and mustaches to enhance your powers. Never happened.)

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2015: The Year In Review Clockwork Empires Style

It’s been quite a year, hasn’t it? We’ve released a major update each month – and periodic experimental patches to boot. Clockwork Empire has progressed steadily through development!

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So let us take a moment this holiday season to reflect upon the changes of the last twelve months.

How, you ask? Why, through the power of vaguely consolidated changelogs! To soften the blow of an immense wall of text which is perhaps rewarding mostly to the development team, let’s first revue the promo art from January to December of 2015!

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Clockwork Empires December Update: THE BUREAUCRACY MUST GO ON!

We hope you’ve filled out all of your forms correctly, because we’ve just requisitioned –

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This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.


Major Changes

  • Foreign Office : added a means to perform bureaucracy to influence faction relations & trigger events
  • Boxed Modules : most building modules are now constructed in workshops rather than in-place
  • Fire : fire!!

Want the full annotated changelog? Read it in the Development Report!

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Clockwork Empires November Update: HOW TO MAKE ENEMIES AND EXORCISE PEOPLE

We figured out what those Cultists have been building in the woods all this time! Yes it’s-

ce_2015_nov_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.


 

Major player-facing additions this month

  • Building quality mechanics! Add decor to make your workshops & houses more pleasant (or don’t!)
  • Revamped military AI! Soldiers will consistantly rally and follow orders with our newer, stronger AI infrastructure
  • Haunting Spectres! They’re spooky.
  • Additional opportunities for madness and the occult!
  • Point lights! Bring some cheer to those dark, creepy nights.
  • Enhanced murder.
  • Character memories have been cleaned up, extended, and given a longer-term record in the character UI.
  • (Continuing work on Secret Things, deep and dark.)

Alpha 45 Full Changelog (non-annotated, for annotated version go here)

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Foul Murder

Today we’re working on murder! Yes, it’s a lovely staple of Victorian gothic horror, particularly the madness of contemplating and planning the act, the dread of the murderer, and the horror of the crime after the fact. It’s all very appropriate for the setting of Clockwork Empires, so of course we shall embrace the act of murder with all the Victorian sensibility we can muster (and sneak in a lovecraftian twist whenever possible).

murderMostFoul

Well, this is most awkward, isn’t it?

The problem with murder, however, is that you can’t just have people going around murdering one another. It’s simply not interesting because you’re removing the interesting moving pieces of the game.

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