All posts tagged with "if you choose to hold the image of the Obeliskian Disk firmly in your mind’s eye turn to page 47"

Clockwork Empires July Update: A Juncture Most Unnatural

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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.

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Major player-facing additions this month:

  • added many event arcs, including REDACTED
  • civilians will now fight to protect themselves (just not as well, or as long, as soldiers)
  • added upkeep to buildings (& multitude of systems and balance changes to support this)
  • changed UI for creating on-map assignments to “stamp” system
  • many other UI improvements done to improve information available to player and improve control over game systems
  • significant optimization of game speed, save size, save/load speed
  • … which let us add a 2X game speed button
  • housing and immigration systems much improved

If you’re in a hurry, that should cover it. But if you find yourself with the inexplicable urge for more, you’re in luck, we’ve got the full changelog posted below — or the extra special annotated changelog in the Clockwork Empires Development Report.

Begin Full Beta 53 Changelog

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Choose Your Own Misadventure

First, a note from the Management: The monthly patch has been delayed due to some last-minute stability concerns but we’re working on it and will update you when we’ve got it sorted out. In the meantime we’ve asked Chris to hold the fort with a blog post about some cool stuff he’s been working on over the last month. Over to you Chris!

It’s time for another game balance post! Last time I wrote about immigration, but that’s not the only big game progression change in this month’s patch: we’ve also added Loadouts.

There's some kind of crazy map there too, but don't worry about that just yet.

There’s some kind of mysterious map there too, but don’t worry about that just yet.

For a rather long time we were extremely generous with the materials given to players when they launched a new colony; this was useful for testing hard-to-get-to midgame stuff, and hadn’t been given a serious balance pass since we implemented the idea of starting materials in the first place. However, just as with immigration, we’ve reached a point where it’s necessary to make players have to work for stuff so they can experience more actual gameplay. And that means not giving loads of high-quality materials at start.

With balance comes opportunity, and this was a real fun opportunity; We’ve always wanted players to be able to bring different stuff to their colony depending on their needs, and being that we were in the middle of balancing your starting materials anyway, what better opportunity to try out a bunch of different settings and see what people like? Thus, we set up a system that allows for different starting loadouts that can change values like:

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