All posts tagged with "patch what patch"

Well, That Happened!

Launching a game! It’s a thing that happens – I, for one, am still recovering. (I went to the gym for the first time in three weeks today and it was awful. Please, just somebody put me out of my misery.)

For those of you who have bought the game, we thank you for your patronage and appreciate it. We are currently working our way through the usual list of bug fixes and improvements that you discover are necessary as soon as you launch a game; those of you who are sending us crash dumps or bug reports, we’re reading them all and are working our way through them as fast as we can. For those of you who have written to let us know that you’re enjoying the game, we really appreciate that too.

Pictured: Gaslamp dev team fighting bugs.

Pictured: Gaslamp dev team squashing bug reports.

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Posted in Clockwork Empires | Tagged , , , ,
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Clockwork Empires February Update: THE MISTS OF ANTIPODEA

From the mists emerges- an update to Clockwork Empires with a not-unreasonably lengthy title!

The Mists of Antipodea

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.

Patch Notes:

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Clockwork Empires 30B released: Saves, Unicode.

We’ve pushed version 30B to the public branch today, which will contain saves as well as support on Windows for user names with Unicode characters. If you have the update, you should see “Version 30B” on your screen in white text in the upper right hand corner. You shouldn’t need to do anything else.

Whoever controls the stew controls the colony.

Whoever controls the stew controls the colony. Here, the Law of Stew reigns merciless.

Saves are still a work in progress, and there are a handful of bugs we’re fixing, so keep a sharp eye out. If your save fails to load the first time, try it again (we’re not sure what causes that quite yet but we have Top Men on it). If you get a random crash related to saving or loading, please let us know on the forums and send us a .DMP file.

Further work on saves will be put into the experimental branch for testing purposes. You may also find other Exciting Work for Clockwork Empires version 31 (which we will elaborate on in a future blog post.)

Thanks for your patience everyone!

Posted in Clockwork Empires | Tagged , , , , ,
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Early Access Update Schedule (& An Extra Special Update)

EDIT: A quick note to the above – we are still testing save games this weekend, with an eye to getting the last few bugs out. If you would like to try them, please switch your Steam build to the experimental branch – the version number should be “30B” – and let us know how it goes. We’ll let you know when the official release goes out here, and via e-mail if you are on our mailing lists. Sorry for the delay – hunting mysterious crash bugs and fixing things is time consuming business. — Nicholas

I think it’s always a miracle when a video game actually gets released, in any form. It’s also a very weird feeling having three years of work launched, for a product that is not complete yet – but there it is, we are in Early Access. The trick now, of course, is to get Clockwork Empires out of Early Access – and that is what we will be focusing on next.

Common scenes from players' Early Access experience.

Common pastoral scenes from players’ Early Access experience.

With regards to Earliest Access: it very much appears to have been the right decision. We launched on Steam in a pretty good state and ended up with only a few issues that we were unaware of. We have seen some excellent streams of Clockwork Empires appearing on Twitch and people have put up some wonderful YouTube videos that invariably end with everybody being eaten. It is also nice to do an early access launch for the simple fact that it had none of the Sheer Terror! that accompanied the launch of Dungeons of Dredmor, or any of our expansion packs. I would highly recommend Earliest Access as a thing for people considering Early Access to do: in terms of our primary goal of having the smoothest launch possible into Early Access, it seems to have worked perfectly. Many of the improvements we put in the game between Earliest Access and Early Access are a result of the diligent feedback of players and their willingness to criticize/talk about their experiences. As always, we thank you for your support.

Similarly we’re now seeing some excellent suggestions through Early Access on our Steam forums, which we are currently working our way through.

With that said, how do we get OUT of Early Access? The plan going forward is as follows.

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Earliest Access Status Update

The general consensus around the office is that today’s Earliest Access launch went better than any launch that the company has done in the past. People seem to be having a good time; while there are some crash bugs, they seem to be pretty manageable.

Awkward name for a military squad or sign of [REDACTED] infiltrating the highest levels of the Empire?

Awkwardly named squad or sign of REDACTED infiltrating the highest levels of the Empire?

Here are some Helpful Notes on some of the most common technical issues players are having:

  • If your game will not start, it looks like you have a computer that is running an international version of Windows; known examples that break the game are French and Polish operating systems. We are working on figuring out how to unbreak this (by which, I mean “trying to remember how I figured this out for Dredmor.”)
  • If your game suddenly stops displaying terrain, set the terrain quality back to “High” and restart the game (there’s no functional difference any more anyway, and this option should be removed.)
  • If your game is not displaying anything at all, you probably have an Intel HD3000 or HD4000, which are not officially supported yet. We will be working on these in the future. (The newest generation of integrated Intel hardware seems to work okay, which is surprising!)
  • If you have an NVIDIA card, and your terrain does not display, and your terrain quality is set to high: update your drivers. There seems to be a bad batch of drivers floating around somewhere.
  • In general, updating your drivers is a good idea.
  • If you get no sound: possibly, try running as Administrator? We haven’t quite figured this one out yet, but Top Men are Working On It.
  • If you are having problems with reclaiming your key, drop us a line at contact@gaslampgames.com and we will sort you out.
  • If you have any other problems, head to our forums ( https://community.gaslampgames.com/ ) and check the current bugs thread, and if it’s not on there, you can post about it there OR submit a report through the Clockwork Empires Portalhttp://portal.clockworkempires.com/ ).

There is a pretty good list of “known bugs” at this point, and we will be slaving away on a patch in the office this weekend with an eye towards pushing it to the public on Monday (July 21st). This should take care of a handful of random crashes, as well as some low-hanging UI fruit that players have been especially eager to have us fix.

We are then going to shoot for a more “content-y” patch on the following Friday (July 25th).

the_colonies_rumours

We have personal assurances from the Colonial Minister!

As always, we thank you for your patronage and we look forward to further delighting you with Colonial Incursions as we proceed from “Earliest Access” to “Early Access”, and then – at long last – “Finished Game.”

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Steam Trading Cards for Dungeons of Dredmor; Dredmor Patch 1.1.4 Up!

EDIT: A small fix for a (relatively minor) collection of broken save games has just hit Steam. If anybody else has any problems, please let us know. — Nicholas

I burned out on trading cards at around the Magic: The Gathering’s Fourth Edition (because once you play Leviathan in a real game, is there really anything left to do in M:TG?) but I figure if we’re going to do this trading card thing we have to do it right and provide our lovely, ravening fans with something they’d really enjoy.

dredmor_cards

So! We went and commissioned Stephanie Larsen (who, by the way, with Chestnut St. Pixel Foundry created the Gaslamp Games logo) to do five six new illustrations of various Dredmorian Subjects. Fun was had!

dredmor_bgs

I’ve also tied the proverbial rudder-wheel of the good ship Gaslamp Art Team with the Rope of Neglect and taken a week off Clockwork Empires to paint five Steam profile backgrounds exploring themes in Dredmor ranging from “recycling existing art but being too obsessive over detail to not repaint it completely” to “meticulously accurate renderings of hematite”. Because we know what you like.

There are also a bunch of random badges and emoticons and Diggles and things.

They should be on Steam. Now go enjoy yourselves!

BUT WAIT, THERE’S MORE! IT IS NOW PROGRAMMER TIME

Nicholas has now taken over the blogpost to bring you A NEW DREDMOR PATCH. Finally, the damn thing is out of beta and we are ready to bring it to you, our users. Enjoy new features such as THE FOLLOWING CHANGES:

– Diggles now actually dig!
– FIXED: Dual wielding items could cause infinite status buffs.
– “Conversion” support. Items can now augment existing item definitions if they exist. See the mod request thread for syntax.
– FIXED: monsters attacking your summons left over from another level.
– FIXED: random crash w/aquatic monster spawning on entering a new room
– FIXED: mods with cooldown skills not working
– FIXED: bug with Essence’s Essential Skills Pack where kung fu-ing a door will crash to desktop
– FIXED: achievements button misaligned
– FIXED: Steamworks support for x86 Linux
– FIXED: other issues w/x86 and AMD64 Linux builds
– FIXED: Using the Lutefisk Cube on itself in the Pocket Dimension is now Even Cuter.
– Multiple scrollbars.
– FIXED: Inventory filters.
– FIXED: Wand repair achievement.
– FIXED: some monsters can no longer yield XP/treasure/zorkmids
– FIXED: crust tooltips not showing negative damage buffs.
– FIXED: Steam publisher working again. We think.
– FIXED: skills can now require you to have a certain sort of weapon (or shield!) equipped.
– FIXED: held item may disappear when trying to pick up item
– FIXED: stupid broken teaser graffiti
– FIXED: some other stuff? Things? Gah.

Enjoy! (Again, all new stuff is contingent upon us pulling a lever and having Valve process it. Caveat emptor.)

Posted in Dungeons of Dredmor | Tagged , , , , , , , , , , , , , , , , ,
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A Little Something For The Pipe Fanciers Out There

From just about the beginning we’ve been into the idea that Clockwork Empires should involve running giant assemblies of pipes and cog-laden axles across settlements to transmit energy and water and completely harmless high-pressure superheated steam between various machines and factories. The basis for this came early: if we’re to embrace the aesthetic we desire we need to fully embrace the visuals of mechanization, of machines and factories and the wonders of technology of this Age of Progress & so forth. If we hide the machines inside the factories then you won’t be able to see any of the Fun gears and pipes. So, the breakthrough: put the machines, the pipes, the gears on the outside of the factory.

For the sake of simplicity we’ve rolled pipes, axles, and anything else that falls into this category of things-that-connect-to-machines into a category we call “dynamics lines” (whereas “dynamics” are water, mechanical force, steam, voltaic energies, nourishing goo, etc).

Very, very old concept art playing around with the idea of exposed pipes & axles.

This has not been without controversy in the Gaslamp Games Design Discussion And Knife Fighting Arena because this is both intrinsically insane and poses some really difficult problems with being able to clearly express what is actually going on in the game.

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Impending Patch Changelog

Greetings Dungeoneers! We’ve prepared an approximate list of the things going into this week’s bug-fix patch. The patch should be circulating through all the usual distribution channels some time next week; We’ll let you know when it happens.

CORE

  • FIXED: various issues with saving and loading games, including but not limited to your inventory disappearing, your save games breaking, and you losing levels when entering or leaving the pocket dimension
  • FIXED: insurance fraud payout on dead corpses
  • FIXED: primary stats not being buffed by skills
  • FIXED: game now runs correctly on machines with international localizations
  • FIXED: aggressively regenerate levels when a level has been deleted from a save game
  • FIXED: instructions now included on Magic Box pop-up
  • FIXED: sight radius could not be decreased
  • FIXED: flickering up/down buttons in the skills tree
  • FIXED: phantom slots on skills grid
  • FIXED: crash clicking “next” on tutorial button
  • FIXED: at low resolutions, wizard key falls offscreen at 2x mode
  • FIXED: magic box could be exploited to steal from shops
  • FIXED: Steam overlay not working in -opengl mode
  • FIXED: missing expansion2 caused problems with expansion3
  • FIXED: spell points could result in negative mana
  • FIXED: dagger and polearm bonuses now only apply when wielding a dagger or a polearm
  • FIXED: Confiscate Evidence allowed theft
  • FIXED: rutabagas would dash repeatedly at you, either killing you instantly or locking the game
  • FIXED: named monsters no longer spawn in Mysterious Portals in enormous piles
  • FIXED: clicking the Digest button in the pocket dimension no longer freezes the game
  • FIXED: item stacking problems
  • FIXED: buff stacking problems
  • FIXED: skill level is now actively checked when encrusting a weapon
  • FIXED: when we add a steam achievement, we also add the local achievement
  • FIXED: some local achievements
  • FIXED: transmuting monsters could repeatedly set off traps
  • FIXED: various other polymorphing monster crashes
  • Increased all monster perception values
  • Slightly nerfed first level polearm skill
  • Fixed polearm stance effects that weren’t firing
  • Made high level polearms harder to craft
  • “Platinum Ring” removed from Lucky Find spawnlist because it doesn’t exist
  • Radiant Aura, Magic Steel buff stacksize capped at 1
  • tweaked Healing Rain effect
  • tweaked This Root Shall Suffer to cause more suffering
  • fixed some random spelling and grammar
  • UI: darkened Krong popup dialog background to make icons easier to read
  • UI: darkened resistance & damage extension widgets to make icons easier to read
  • Master of Arms description updated to reflect chance of triggering “Suit Up”
  • removed unnecessary skill category tags
  • Tentacular Infestation bolt no longer infests you with tentacles when it hits others
  • Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked

ROTDG

  • fixed Helm of Threepwood artifact quality
  • enhanced the Broadside skill
  • added a new sound for Broadside

YHTNTXP

  • Ravens now make proper sounds
  • Mage’s Mana Maille buff stacksize capped at 1
  • all eruptors spawn fewer traps
  • Clockwork Knight: teleport animations removed from movement-based spells
  • Puissant Veil now hits enemies with magic damage when player is attacked

COTW

  • decreased monster charge attack damage (see: deadly Rutabagas of death)
  • Communist healing skill may now fire commie debuffs
  • Hammer and Sickle can be found in the dungeon
  • Hammer is now craftable
  • Sandstorm nerfed (Sandstorm damages reduced, mana cost increased, additional player debuff added)
  • Asp Empowerment buff changed to fire less commonly
  • damage scaling added to “Alien Weapon” skill
  • added special craftable Communist Armour & Helm
  • Bailout should now remove fiscal responsibility
  • Pyramid Scheme can now trigger correctly
  • Reform and Opening now actually pays out
  • gave minor passive bonuses to Tourist & Paranormal Investigator
  • added missing item definitions for Helm of Ultimate Knowledge and Shrat’s Helm
  • added four new high-level daggers
  • added some more Wizardlands so we don’t keep running into that room with the Evil Clones all the time. (Wizardland Geometry may slightly change as a result.)
Posted in Dungeons of Dredmor | Tagged , , , , , , ,
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