Clockwork Empires Build 47 Hotfix

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Added on January 22, 2016 by Rocky_45in Games
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Clockwork Empires Build 47 Hotfix (Size: 919.9 MB)
 Clockwork_Empires_Build_47_Hotfix_setup.exe919.9 MB


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Changelog:
Major Changesadded Trade Depot & trader eventsfood has been reworked to be way more interesting!new features and events added to the Foreign Office to allow interactions with the Grossherzogintum von Stahlmark, the Republique Mechanique, and the Novorus ImperiyaTrade Depotadded first iteration of Trade Depot.all items in the game have been given trade values and “tradeable/not tradeable” flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)added vodka (a foreign trade good)added trade events & foreign office trader ‘missions’ for all foreign nationsadded display of trade value to item tooltipsa few events that relied on Prestige to function have been re-enabled to work without it. (Due to Prestige system being rolled into Empire relations via Foreign Office)FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactionsFIXED: foreigners would punch fish steaks they happened uponFIXED (46A): the Trade Depot icon should now be visible even when you don’t have any bricks. (It doesn’t require bricks to build, anyway.)(updated all item in entity database to the new format w/ trade information, including trade good boolean and trade value)(internal: added messages registering for a given object when it is added to, or removed from, a group collection)Foreign Office / Foreign Relationsbalance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign OfficeNPC groups carrying out neutral/friendly missions will abort those missions if relations turn hostileimplemented 3-state relations widgets(work on code supporting foreign office missions for non-empire non-bandit factions)FIXED: paperwork scripterror (when workcrew is unassigned from office)(performed major refactoring of code for foreign_office on both c++ and lua sides)balance: now, in general, events that lost you prestige before will now lose you relations with all nations.Food & Cookingadded the following new recipes: Farmers’ Stew, Berry Medley, Sausages, Tinned MeatPreserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.all Pickled Funguses have been collected into a single recipeall Berry Preserves have been collected into a single recipeall Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)all food recipes have been given qualities and module requirements as appropriate for their quality.higher class characters will now prefer higher quality food.added glass bottles to the ceramics workshop (They are used to make preserves.)balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.be warned: crop fields will now be entirely cleared if you change the crop type you’re growing!(fixed scripterror on spawning old, now nonexistent food items)(crops can be given a sparse_planting=true, bool to plant every other spot in a row rather than every spot)(added guarapo and caninha commodities + icons; not yet implemented)(added coconut palm saplings to the growth cycle of farmable coconut palms; crop is not public yet)FIXED: colonists should no longer starve in the search for cooked food when they have raw foodUI/UXperformed consistency pass over UI element stylingcultists now have purple namesfixed misaligned text in credits dialogimproved checkbox artFIXED: naturalist_study_fishperson_corpse text error(did a ton of cleanup to the plumbing of office UI with applications in building UI generally so it can now be done almost entirely outside of compiled code)(executed a giant purging of old/duplicated UI data & assets)(added art for assignment beacon bg variations, implementation todo)(added feature support for modal dialogs)Combatmilitary skill of a squad’s commander now adds bonus damage to squad attacksredcoat vs. militia status of soldiers now adds bonus damage to attacks (that is, redcoats do more damage)FIXED: crates are no longer a valid weapon that would override fault attack damageFIXED: “mind_blast” will no longer appear as a cause of deathFIXED: error when crops were explodedWorkshops / Commodity ProductionClay pot decor are now boxed modules.FIXED: cloth production was instantFIXED: instant drink brewingFIXED: displayed cost for “Decent Cabinet” was wrong and has been corrected.FIXED: mineshafts will not keep adding output products when movedCultsFIXED: occult feelings test didn’t properly test feelings in context of cults, leading to reduced cult activity(working on a bunch of back-end code for cult updates)(enabled cult membership tracking on render side)Otheradded UC window modulebalance: mining at default position now outputs sand + clayFIXED: an item is only added to the commodity list if it is owned by a player.FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted(internal: started work on building placer/module placer rewrite but this hasn’t been pushed yet)

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seeders:5
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Clockwork Empires Build 47 Hotfix

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