Clockwork Empires (Build 45)seeders: 1
leechers: 2
Clockwork Empires (Build 45) (Size: 993.64 MB)
Description Title: Clockwork Empires Genre: Indie, Simulation, Strategy, Early Access Developer: Gaslamp Games, Inc. Publisher: Gaslamp Games, Inc. Release Date: 15 Aug, 2014 About This Game 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! Key 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. System Requirements Minimum: OS: Windows 7, Operating System of The Lower Classes Processor: Intel i5 Processor or Equivalent ("The Little Scrapper" model) Memory: 4 GB RAM Graphics: NVIDIA or AMD card capable of supporting OpenGL 3.2 Core or Above. INTEL HD3000 AND HD4000 GRAPHICS CARDS ARE NOT SUPPORTED. DirectX: Version 9.0 Hard Drive: 4 GB available space Sound Card: Lord Palmerstoke's Sound-Reproducing "Old-Timey" Wax Cylinder Driver Additional Notes: INTEL HD3000 AND HD4000 GRAPHICS CARDS ARE NOT SUPPORTED. The Ministry for Video Game Drivers would like to remind you: true Patriots of the Empire always install their latest Graphics Card Drivers before Enjoying A Bracing Video Game, lest the Blackness Consume Us All. Recommended: OS: Windows 7, 64-Bit Version (By Appointment to Her Majesty) Processor: Intel i7 or above, fashioned of Stout Empire Tin and Burnished of Solid Pewter Memory: 8 GB RAM Graphics: A Big, Shiny NVIDIA or AMD Graphics Card With Lots of Fans Stuck to It. (Remember: More Fans Means More Steampunk!) DirectX: Version 9.0 Network: Broadband Internet connection Hard Drive: 8 GB available space Sound Card: "His Masters' Voice" Novorusian All-Wailing Gramaphone Module and Borscht Dispensary Additional Notes: The Ministry for Growth and Monitoring encourages you to buy a Really Big Monitor. Related Torrents
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Pub jobs cleaned up to be vastly more efficient at actually stocking and serving drinks
Barber/Pub/Chapel: if a colonist seeks treatment/confession/a pint of beer and can’t find a barber/vicar/pub worker nearby, they will abort waiting and create an alert
cleaned up confession to not be a huge mess, and thus
FIXED: vicars giving confession will no longer permanently paralyze colonists
RELIGION
colonists will now pray at wall shrines
added access point to wall shrines
made praying at wall shrines something both Spiritually Inclined and Staunch Traditionalists can do
MURDER
made significant improvements to how colonists decide to engage in murder
added Beetle Curse (murder)
added Tree Curse (murder)
added Occult Murder witnessed event
killing someone for the first time will now record their name in the memory
cleaned up memories for killing and killing memory creation
FIXED: murder due to hunger
DEATH
balance: corpses will only spawn vermin after being left out for a day
made a ForceDropEverything receiver in ai_agent.go which drops every damn thing being held; all agents now call this upon death
as such, removed a bunch of extra ForceDropTools calls from all the agent scripts
therefore FIXED: commodity drops upon character death
corpses will now only reset their burial job at sunrise rather than every 10 seconds (it was spammy)
added Building Quality system! You will now have to balance the ratio of work modules to decor in your buildings. Nicer buildings mean happier colonists!
added building quality display on UI for workshops/houses
buildings now robustly track modules they contain.
added 14 new decor modules
appropriate decor has been added to all buildings’ default module lists
many modules have been renamed
many modules have new descriptions
performed reorganization of our workshop edb to be actually legible
added icons for mounted aurochs/rhino heads
balance: build costs on all decor have been adjusted
FIXED: orientation/placement on a number of previously unused models
FIXED: script error when building clotheslines
FIXED: issue w/ some decor modules not deconstructing correctly
FIXED: footprint size on carpets
MADNESS
balance: added various eldritch means which help sustain madness levels
added evil book prop
added madness sustaining memory creation for colonists w/ cult_seed tag
added madness-sustaining effect for colonists w/ occult_mark_black_magic
made vermin corpses last longer to encourage Beetle Curses
Increased weighting on many madness jobs
balance: contact with Obeliskians made slightly more maddening & for longer (due to rarity)
FIXED: rare scripterror when attempting to spawn eldritch artifact
CULTS
added ability to order shrines destroyed
added attack_object_until_destroyed.fsm
cultists will become upset if your order shrines destroyed, especially at whoever destroyed the shrine
balance: slightly increased chance to perform cult recruitment
added cultist madness-sustaining memories + new icons for some of them
balance: many more experiences can now trigger “cult seed” depending on
CHARACTER TRAITS
balance: more strange/terrible events may now provoke cult formation
FIXED: possible error cases when cultist leader dies
FIXED: cult leadership now transitions correctly when leader dies
FIXED: cult group ending due to lack of sufficiently enthusiastic leadership scripterror
FIXED: cultist preaching was pushing memory to wrong party in conversation
ENGINE & MISC
FIXED: OS X crashes when cancelling assignment via assignment beacon
FIXED: OS X crashes when crops are finished being harvested
FIXED: some leaking memory (what a mess!)
replaced dynamic allocations for moving tags about in the game space dictionary with a static pool of memory and a large buffer
replaced dynamic allocations of particle system VBOs and memory during the render frame with a pool of VBO resources to draw from; eliminates a memory leak and General Badness with drivers that do not like you creating/deleting VBOs on the fly all that much, and should also provide a modest speed increase.
SAVE/LOAD
FIXED: Display of work schedule data is no longer reset on load.
FIXED: environmental light values now set correctly after save/load
Combat AI / Decision Tree
added a bunch more code to the decision tree parser, specifically “enough code to make it work” and “enough code to unbreak the editor.”
replaced all old military logic with military decision tree code (it is smarter! also: should fix rallying)
FIXED: require_work_party_rally_point not firing consistently
RENDERING & LIGHTING
added dynamic point lights! they can be attached to a model placer for rigid body and skeletal models
lights can now be attached to/removed from placers; UPM version 2.9 created
the renderer now applies interior ambient lighting for objects inside buildings, and tracks it on the interior
renderer now does lighting in a completely different way for the two existing lights, but this will probably be invisible to the user. It is, however, necessary for everything else.
things can now cast shadows on farms (and other decal-type zones)
increased transparency of semi-transparent building walls.