Clockwork Empires Build 34 -Early Access

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Added on December 21, 2014 by sl3yrin Games > PC
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Clockwork Empires Build 34 -Early Access (Size: 837.04 MB)
 Clockwork_Empires_Build_34_setup.exe837.04 MB


Description



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!

Features
Colonists are simulated with individual personalities, memories, and will be happy or miserable depending on your management.
Free-form building: Design your own floorplans & arrange machines, furniture, and decorations as you see fit. (Or stuff everyone into bunkhouses.)
Mine ore, chop trees, farm cabbage, brew beer, tin weird caviar and try to keep your people from eating one another!
Weird horrible things: Menacing Fishpeople, cults, cannibalism, and more await your colonists.

Build 34: Big features:• Will Naturalists now Explore, STUDY nature, and weird artifacts Find!• Added Laboratories and Scientists to STUDY weird artifacts Science & do!• (Coincidentally) your colonists Might transform into (more) monsters if Certain Conditions are met. Mysterious!• Buildings and Modules CAN be Dismantled: Build, dismantle, then rebuild your Colony to be more perfect!• Favours: use your prestige in the Empire to call in supplies, skilled workers, or if you have no prestige: Extra Criminals! Hooray for Extra Criminals! Engine• FIXED: OS X Lua errors. • FIXED: Some heap corruption (this WAS Actually horrible) • FIXED: pathfinding stall • FIXED: some pathfinding Issues with buildings with no doors • FIXED: crash after loading the Game and having somebody turn into a skeleton if that person did not have hair; Other hair-related crashes Nature / World • Extended A Game day / Night cycle from 6 to 8 minutes total • Day / Night ratio is now 3: 1 rather than 5: 1 • Made Night Slightly lighter (so you CAN See better) • Added Plants as flax crop to Valid Both biomes • New hematite texture node • Removed the horrible lump grass from A Lower Dimension • Naturalists May Discover That Actually Random rocks are an ore node Animals • Animals Will Eat now Applicable crops & Food Items • Animal hunger Tracking overhauled • Will colonists Shoo bad animals away from crops Applicable & Food Items • Ground Fowl Will create nests • Animals flee from Danger more Effectively • Added animation for eating Foxes Characters • FIXED: Listening to A sermon Caused colonists' Bodies to explode • Made lots more Jobs Uninterruptible for gossiping (May pull back on this A bit depending on how it works) • Fixed up "Return to Civilization" Job (with some back-end to Detect civ at start Position) • Converted to Food Roughly require 1 unit per day per colonist rather than baseless nutritional value system; changed descriptions of foods to Reflect this • Balance: Whether it is or not now Night Affects A lot of character Jobs & behaviors • Further overhauling of Sleeping / hunger & Activities related rebalanced • Job Made to dump corpses undesirable Outside of "Civilization" area • FIXED: Session boolean values ​​(eg "isNight") Were not being correctly with negative Weighted Weights • FIXED: Chapels / vicars work again • Will colonists Forage for Food if starving • Foraging is now ITS own Job Category Military / Combat • FIXED: " wield firearm "requirement WAS not fulfilling, subtly messing up everything to do with using firearms Under many Conditions • Gunfire, Explosions, and combat Will people now Wake up Sleep • Will create being Interrupted A negative memory• Military Training Gives A Bonus now to All Damage Dealt • Hunters now target the Closest Animal and Should not Switch targets randomly anymore • Added melee version of frontier justice for Military Job • A faster Added Item drop Triggered When Enemy is nearby • Fleeing / Fighting Requires no Item in Hand (uses Item drop faster) • FIXED: People running away forever to the Edge of the map • Bullet system Converted to Military supply system • Soldiers Will do more Damage if Their NCO has Appropriate traits • Soldiers Will do more if Damage They have traits Appropriate Eldritch Stuff / Monsters• FIXED: fishpeople CAN be Butchered through left-Click orders • Resized fishy Idol (it WAS too Big!) • Successful Cultist Murder Will Increase cultist_power • Added some Random Hidden artifacts to the map• Occasionally colonists Will Turn into fishpeople and Run into the sea Buildings / Workshops / Jobs / Zones • FIXED: "Make planks" Job order scripterror• Added Bolts of cloth to starting loadout; beds now require cloth • "Burial" Job Slightly balanced to be less appealing, Especially if the corpse is far away. Will not be done by Military (NCO to Fix Death / burial / Replacement cycle) • Added "Confession" Job (for Vicar to Take sad confessions from people) • Added Textiles Workshop & Jobs • Spinning Mule Added to Textile Workshop • New hematite Commodity model / texture • Cancelling A Building now Removes the Building footprint • FIXED: Ghostly Images of church Models do not Show up at the correct height in the module Creator • Added new zone control panel stuff; Farm Upgraded controls • Added some naturalism Jobs; Naturalists Will STUDY nature • Exploration Beacon more responsive • Added Laboratory Beacon • Added "Macroscope" module to use to Laboratory for Studying things Workcrew • CAN be assigned to Laboratory Scientist • Added class • Added Laboratory Assistant class • Paintings now have descriptions based on the Memories and Life Important events of the Painter • Modules CAN now be Dismantled • Buildings CAN now be Dismantled Events • Bandits: reduced chance to SpaWn Armoured Bandits (50% rather than 100%) • Will Bandits now prioritize better Commodities (Especially hard Liquor) (Thanks Samut. Again.) • Balance: Bandits Will not Attack on day 1, can only attack with minimum numbers on day 2; Increased bandit Timer. • Balance: Bandits Given less desire to shoot fleeing targets, more desire to shoot Military targets • Added AirDrop Crate & animation (supply drops Will now use crates) • Supply drop now Tells you how many Items you Received • Random immigration Tells you now the Job class of Immigrants Received • Added Favours! Get Them from the Empire depending upon your prestige. UI / UX • correctly hooked up pumpkin Pie icon • Straw flax now has an icon (plus some tools & Other Commodities)• Added A Bunch of icons for buildings & modules, fixed lots of icons for buildings & modules • Reduced Memories character display from 8 to 10 (it overflowed the window) • colonists button rolled into Population Counter Widget • FIXED: Dramatically menu Crew work slows down the Game Visual Effects • Dust Particles thickened (this is Important)


If you like the game, support the developer, buy it!
http://steamcommunity.com/games/224740/announcements/detail/231136496946858731

Source : small-games.info










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Clockwork Empires Build 34 -Early Access

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Thanks for the feedback :) Glad you took the time to.