Clockwork Empires Build v36 -Early Access

seeders: 9
leechers: 7
Added on February 23, 2015 by sl3yrin Games > PC
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Clockwork Empires Build v36 -Early Access (Size: 858.58 MB)
 Clockwork_Empires_Build_36_setup.exe858.58 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 36:MAJOR FEATURES• Fog of War (if your colonists CAN not See it, it Becomes Shrouded in Fog Dark!) • Building new cost system (buildings cost much more and use A Variety of materials) • character-driven events • Job balance Overhaul (Especially combat social and Jobs) • start of new Cult system THE ENGINE / scripting • Side Optimization CPU to render backend; removed Unnecessary matrix Calculations etc • Implemented Brushfire search for Moving characters into Civilization • Fog of War Added Added • Internal Lua script debugging tool (for Internal use only) • FIXED: save games do not load correctly (or, amusingly, save correctly, even Though They SEEM to) on Machines with Unicode path names • FIXED: Various Issues stockpile with load / save and replay • FIXED: Game crashes in credits menu on OS X • FIXED: Crash When A Job A parent has assignment, the assignment But doesn 'T have A Job as Child A HUMAN CHARACTERS • Started Implementing new Madness / Cult Systems • balance: hunger time / crop growth time DoubleD • Criminals Immigrants have A chance to want to start A Cult • Criminals sent to your Colony May now be Slightly mad colonists • Should no longer SpaWn in water at GameStart • Added "curative drink" for Curing Madness (Colonist Will Laudanum drink or Sulphur Tonic to relieve maddening Thoughts) • balance: reduced desire to drink booze across the board Because it WAS impossible to Maintain Stocks • UI: Crew work now really display Displays # of Idle work PARTIES, not # of active work PARTIES • drinking laudanum has A Small chance of turning into A character A Laudanum Fiend • Cults Will announce Their name in ticker upon Formation • Cults Will announce new members to Game ticker • Cults Will do Recruitment at Night, One and only initiation per Night Max • cultists WHO Witness an Occult Ritual Will be Made happy • Added Alert upon Cult Formation • Studying eldritch artifacts May Increase Madness and / or inspire Cults • Invited to people A Cult Will Decide Whether to Join or not based on traits, Madness, and relationship W / Cult Leader • WHO cultists are Invited to Join another Cult Will Become offended • WHO cultists are Invited to Join A Cult They're not in Will Become offended • Extremely Long character Family names shortened for legibility • FIXED: Adding / Removing workers to / from workcrews with Special uniforms now Properly ADDS and Removes Uniform Said as Appropriate • FIXED: Inside Sleeping on Floor no longer Creates memory for Sleeping Outside on Ground • AirDrop Crate Falling on people no longer Will Cause Memories for "witnessed combat" • FIXED: Naturalists Will Show up and just do stuff rather than Naturalist Default workcrew stuff • balance: Made Return to Civilization Requirements A little less Steep (now That civ works better) • FIXED: Exploration Beacons (Were Disappearing Instantly) • Made "Butcher fishperson corpse" have way less range and be less Desirable A source of Food • Beginning of rebalance of social Jobs (Gossip, emotive idles, etc) • Added Memories of new characters Which Tend Toward the positive moods to offset external Effects. • Miscellaneous Cleanup of memory database • instances of "Fear" changed to "Fearful" Because Grammar • Added some more character names • Changes to feeling Tired and hungry for balance • Changes to upper_class Jobs to make Them less ... annoying, But just A little bit • Converted to inspect painting A "social" Job and modified accordingly • Added memory for Discovering A weird Artifact • shortened text on some Food Memories & MILITARY COMBAT • guns now require reloading • Added Ability to Upgrade to pistols Revolvers (Which CAN Fire Times more before reloading) • All combat code rewritten to use State Machine tiers to Determine combat Operations • FIXED: Fighting animals animals no longer trigger Will combat music • FIXED: Bandits and fishpeople have to Reload guns now, for Real characters • Will load Their guns upon GameStart • Added Reload sounds • FIXED: Ranged Attacks Will Self-abort (then character Will Re-Evaluate Jobs) if target gets too far away (to stop endless retarget / follow cycle) • balance: Increased Damage of Ranged weapons Due to need to Reload NON-HUMAN CHARACTERS (ANIMALS, MONSTERS, VEHICLES) • Added beetles & scintillating beetles for Real (and Made Them Give only One beetle Steak) • Should menacing fishpeople less spam alerts • balance: Pushed bandit and Fish Attacks back to day 2 (as they'd appear in night 1, Which is A bit soon) • FIXED: Animal meat ownership (no more running into the Woods to collect meat from animals Killed by animals) • FIXED: bandit corpses no longer Turn crops into clawbulbs (They're mundane beings) • Will now Foxes Eat Delicious, Delicious gibs. • Real simple first Pass on burrowing beetles. • FIXED: fishpeople using Wander (human) Job BUILDINGS & BUILDING CREATION • Implemented Real Building material cost system • Added "Upgrade pistol revolver to" Job • FIXED: Standing orders of broken glass panes • Added icons to coal Smelting Job tooltips (Because Smelting Takes A carbon source now) • FIXED: an office W / dead Overseer Displayed Alert with an incorrect title text • balance: Added more Building materials to GameStart • Added Stone / Brick / Iron Charcoal Kilns for Ceramics &, removed "Industrial Kiln" • FIXED: make Gunpowder Job & Arsenal Jobs in General • beds CAN be broken by overuse (But do not explode) • FIXED: Farm tiles Becoming unfarmable after being Destroyed by animals / Other Damage • Added requirement to fuel Smelting Jobs (use charcoal, coal, or Peat) • FIXED: Should mineshafts no longer workers Eat Them When you unassign from the mine • FIXED: Smelters Should no longer play animation burning When not in use • Made Sugarloaf A "Preserved Food" • Removing Random nature objects ("clearables") is now in the Construction Job Category rather than the Farming Job Category buildings • Will automatically Remove nature objects They're Built over Jobs • Workshop Limited to 100 range & Will use Closest Commodity rather than Any (much Improved efficiency, safety) • Made Science and chapel less Desirable Jobs at Night • FIXED: crash When Creating A stockpile and mousing over A Building inadvertently When doing so • FIXED: Disappearing Decor modules BIOMES & TERRAIN • balance: Made Stone nodes Provide more Stone • balance: Made clay node clusters more Numerous • balance: Made trees Take Chop down longer to Give But more timber • balance: Made trees Take longer way to Chop (even longer!) • FIXED: Problems with giving orders to Remove saplings (and tree commands in General * Received Cleanup) • balance: adjusted tropical forest spawns Slightly (more timber, fewer Coconuts) • FIXED: gray Box trees EVENTS / METAGAME / OverWorld • "call Favour" Event Will not Appear Unless you have enough prestige to do anything with it • FIXED: calling Construction materials Via Favour WAS broken • FIXED: AirDrop crates Will no longer drop into buildings (and contents of crates AirDrop Will not drop into buildings Either) • balance: Made Criminal vicars SpaWn less Often • Event timing tweaked so events are more likely not to trigger at the Same time • balance: bandit Attacks Ramp up more Slowly over time, Will not SpaWn Armoured bandit in first few days, Will never be more than One Attack per day and They Will not SpaWn next to Colony, Will Tend to Attack from Land • balance: fishpeople Attacks Ramp up more Slowly over time, Will not See Major Attack in first few days, Will never be more than One Attack per day and They Will not SpaWn next to Colony, Will Tend to Attack from sea MULTIPLAYER • (A Bunch of backend work got done but you can not see it yet! Details are in the development Report.) MUSIC & SOUND • FIXED: Game immediately goes from battle music playing pegging to the music discovery and not Moving • Added Looping Audio emitters UI / UX • Updated the starting tutorial Slightly • Added the first few Contextual tutorial events (These Will Appear if you do not prematurely end the starting tutorial) • characters have nametags (CAN be toggled using button at top of screen) • Artifact discovery now Gives discoverers name in ticker • Position of Event window Remembered Between events • FIXED: some zoom-to alerts did not zoom-to • Added Madness / Cult Contextual tutorial • cleaned up the starting tutorial infodump That we now have some tutorials Contextual • colonists list now contains mood icons • Useful Icons Appear above buildings When They need overseers, or have Run out of Jobs to do. • Informative icons in Character Info window Often Should more Update • FIXED: Will no longer Player Receive notification if A fishperson hurts A bandit • Added icon for dead fishperson, revolver; hooked up to Variety more combat-related Memories • Improved code module Placement • SHIFT-Click now preserves module Rotation • Moving A wall module Placed Directly up to Building A, without Actually Moving your mouse into the Building, it attaches correctly • Modules now display RED when not attached to a building and BLUE when they are. (This Will be Expanded upon later ...) • FIXED: A Rotating module Occasionally Will Get stuck for no good Reason. • Edits to some MINOR Alert strings for Clarity. • Will modules now send A message ticker When completed • FIXED: paragraph rendering UI widgets now support newlines • "Building materials to be Dropped off now Show in tooltip • Crop Commodity Icon now Displays in Farm window • Use better button art for Event window, window Farm



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.



Instructions:
Download.
Open file.
Choose install location.
Install. (The installer closes by itself.)
Use shortcut on desktop to play

Do not forget to add an exception to your antivirus (if required)
Block all game executables in your firewall


Enjoy and Please Seed!!
If you like the game, support the developer, buy it!
http://store.steampowered.com/app/224740/
Source : small-games.info











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858.58 MB
seeders:9
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Clockwork Empires Build v36 -Early Access

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