• Clockwork Empires: V1. There are no Diggles yet edition
    13 replies, posted
[video=youtube;2x1iLpQjULA]http://www.youtube.com/watch?v=2x1iLpQjULA[/video] [QUOTE]Take on the role of a Junior Bureaucrat (Colonial Grade), sent forth to seek fame, promotions, and natural resources to feed the ravenous maw of Imperial Industry & Commerce. Build a prosperous colony, fill it with magnificent factories worked by oppressed labourers, and harness the awesome power of steam through fearsome machines invented by determined men and women of Science! History is yours to seize for fame and fortune, for Science, and for the Queen and the glory of the Clockwork Empires![/QUOTE] GAMEPLAY & FEATURES: [QUOTE]Build a colony and manage the characters who live in it, each with unique histories: The colony set in a Victorian steampunk era, as well as the lower, middle and upper class characters, have their own memories and unfolding futures which are shaped by your choices.[/QUOTE] [QUOTE]Cosmic Horror, Factories, Booze, Science, Et Cetera: Complete with all the elements for an industrial revolution, a colonial society pushed too far will break down and unleash horrors such as cultists, marauding fish-people, axe murderers, and things darker still from Beyond the Stars.[/QUOTE] [QUOTE]Free-form goals: Every scenario is what the you make of it. As you colonize an unknown land, objectives are given by The Empire, but you may choose to align with another faction - or none at all - if so you desire. There are rewards and consequences for each decision.[/QUOTE] [QUOTE]Sharing and Successive Multiplayer: Supporting up to four players online, or via a turn-based ‘round robin’ successive multiplayer, the saved-game file option encourages other player Bureaucrats to further diverge histories and continue building & expanding those colonies. [/QUOTE] [t]http://www.clockworkempires.com/img/airship.jpg[/t] [video=youtube;8rxqP5uYMl0]http://www.youtube.com/watch?v=8rxqP5uYMl0[/video] Pictures: [t]http://www.clockworkempires.com/img/screenshots/ce_rev33_building_a_chapel.jpg[/t] [t]http://www.clockworkempires.com/img/screenshots/ce_rev34_air_supply.jpg[/t] [t]http://www.clockworkempires.com/img/screenshots/ce_rev34_favours.jpg[/t] [t]http://www.clockworkempires.com/img/screenshots/ce_rev33_armoured_bandit.jpg[/t] [t]http://www.clockworkempires.com/img/screenshots/ce_rev33_building_a_chapel.jpg[/t] Buy it on: Official website(and more money for the devs): [url]http://www.clockworkempires.com/#buy-now[/url] Steam: [url]http://store.steampowered.com/app/224740[/url] Current version as of 29.12.2014 is Revision 34.
I've had this game for a while and check back every so often to see how development is doing. I always seem to struggle whenever I play though.
[QUOTE=RearAdmiral;46815947]I've had this game for a while and check back every so often to see how development is doing. I always seem to struggle whenever I play though.[/QUOTE] I've heard about the cult thing. Is it very annoying to play against?
Looks good but 25€ come on
[QUOTE=Nanamil;46816495]Looks good but 25€ come on[/QUOTE] Maybe they just want onlythe people who are in the religion of the Lutefisk god ;) Anywho, been thinking about picking it up sooner or later. BUT not until someone manages to put Diggles in it.
What is a diggles?
Diggles: The Myth of Fenris is a rather old and amazing game about dwarves.
I see. This is the first time I am hearing about this.
[QUOTE=TheNerdPest14;46818633]What is a diggle?[/QUOTE] The most beautiful creature in Dungeons of Dredmor, the previous game from Gaslamp games. [IMG]http://static.giantbomb.com/uploads/square_small/12/123976/1794452-diggle_art.jpg[/IMG]
I got this recently but i've not really played it long yet, i like this sort of game and it has an interesting setting. Hopefully with a few updates it becomes really good, some of the things they've got planned sound great.
Really don't like the artstyle they have going here.
A new changelog from the email update: [QUOTE]Suddenly, A Clockwork Empires Patch! REV 34A CHANGELOG So mostly we fixed lots of stuff. Mostly. And then we started another sweeping revision of job utility values. (There's a touch of infrastructure going in for fun stuff coming down the pipe, but all that in good time.) Please try to break the things we fixed and let us know how you did it so we can scream the rage of raw programming, screaming WHY, WHY didn't it work! But then it will work. It will! We will overcome, together, and play Eye of the Tiger really loud and annoy the "wealth consultants" in the next office over and ... let's do the changelog then, shall we? Clockwork Empires rev 34A changelog - enabled minima for utility calculations for most character jobs (This may change job behavior quite a bit while we sift through it.) - Added new internal tool for balancing job requirements and utilities (this is super cool for us and will ultimately mean a better-balanced game experience for you). - Added new flag to require_gameobject for "just use the closest thing already, and don't try to muck about with utilities" - Added new code to handle interrupts with a whitelist, so that we aren't constantly evaluating things (in english: performance should potentially be improved) - Fix-up pass through particle effects - Clicking workshop icons in workshop window now zooms to workshop location - FIXED: work crew panel slowdown, take II - FIXED: "not enough logs to build gabions despite having lots of logs" bug - FIXED: colonist panel slowdown - FIXED: disappearing hair bug - FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system code - FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think) - FIXED: building grid disappears when switching between two building types - FIXED: "Show all commodities" filter now toggles to "Hide All Commodities" as well - FIXED: UI gets cut off in work party menu switching from all workers to military sometimes - FIXED: added "walls down" building display mode - FIXED: current building display mode now apply to newly created buildings balance: reduced clumping of ore nodes in certain jungle biome - Some cleanup of character hair models & model defs (more varieties of hair should show up) - Unique macroscope use animations added - FIXED: de-assigned science workers wouldn't give up their uniforms - FIXED: some incorrect icons for eating human flesh - FIXED: hunger no longer goes negative after character eats when not very hungry - FIXED: colonists would beat up dead bandits, calling it a "melee counterattack" The new stuff should be live on Steam when you receive this email. Have fun! (and report your bugs.) For Queen & Country, -- GG[/QUOTE]
Neat, a new update means a new excuse to play even if it is mostly fixes.
[QUOTE]Suddenly, A Clockwork Empires Patch! REV 34B CHANGELOG Right, so we've got some fun new helpful UI features, lots of fixes for broken stuff, and a couple new features. Of particular note to players, 1. you can shift-click during placement to build many of the same module, 2. modules will become damaged after many uses and will require repairs using one random material from which they were made, and 3. you can now grow timber in bamboo farms. Without further delay, The Clockwork Empires rev 34B changelog Engine/Scripting - FIXED: civilization maps now computed correctly - Ownership: objects can now be marked (internally) as being "owned" or "not owned" by a player ( or other group, i.e. bandits ) Note that the implications of this are not yet fully fleshed out in gameplay. Nature - FIXED: bamboo (in the wild) wasn't using "small" variation Workshops/Modules/Buildings/Zones - added module damage: after module is used some number of times it becomes damaged and requires repair using a random material used to build the module - FIXED: sudden lag when placing buildings or creating modules. - FIXED: typo in "Make Gunpowder" job - FIXED: Doors now render 1OU above the building footprint as ghosts, so they won't clip through the building any more. added bamboo farming (for timber) - balance: added more timber to tropical biome - renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven ) Characters - FIXED: colonists no longer believe that raw coconuts are a cooked food - FIXED: soldiers now actually move to rally beacons - FIXED: starvation was checking a value 10x what it should have been - FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials) - added Zzz particles to sleeping - FIXED: "forage due to starvation" job wasn't triggering - removed extra pouches from the Scientist models (with apologies to Rob Liefeld) UI/UX - added loading screen. - Q and E now rotate the camera left and right - SHIFT-Click now places multiple modules at once. Military/Combat - all work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit. - soldiers do pushups Events/Gamestart - added sounds to airdrop crate - balance: immigration and favour events fire less often - balance: removed starting naturalist (you must earn one via favour) - supply drop event will no longer inform you that you've requested zero items when you forgo a supply drop - starting supplies now drop from the sky (look out!) - balance: made animals less hungry on gamestart - balance: made colonists less hungry on gamestart (unless they're "extra criminals") Misc. - dust particles effects made more dusty The new stuff should be live on Steam when you receive this email. Have fun! (and report your bugs.) For Queen & Country, -- GG[/QUOTE]
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