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BETA 52D BETA 52D: CAN'T STOP, WON'T STOP

Discussion in 'Clockwork Empires General' started by Nicholas, Jul 13, 2016.

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  1. Nicholas

    Nicholas Technology Director Staff Member

    Consolidated changelog for Beta 52D

    added a number of new military techs
    added weekly upkeep notification alert
    farm harvests are now output in stacks rather than individually
    foraging collects stacks rather than single units (as applicable)
    doors can now be properly dismantled
    can now send order to groups of surface nodes to mine just clay or just stone or just sand
    "Chop Tree" job will place output stack into chopper's hands & will return to stockpile if available
    "Mine Surface Node" jobs will place output of up to 3 items in miner's hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
    new experimental loadout, for funzies
    decreased priority of idling when off-shift
    the population counter now correctly reflects your starting pop in all loadouts
    reduced map size and dealt with The Consequences Of These Actions
    "I have altered the tooltips on population capacity. Pray I don't alter them further."
    balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
    balance: time it takes to chop tree and mine surface node have been changed
    balance: added one MC and one LC character to all loadouts
    balance: max science points for lab now determined by Overseer science skill level
    balance: made some QoL bonus/malus changes
    FIXED: replays not saving work orders for workshops, causing determinism break
    FIXED: save game crash after starting new game, quitting, starting new game again
    FIXED: event arc director point gains
    FIXED: when farms are removed they will be correctly deleted from Offices list
    FIXED (52C): offices operating w/ unmet upkeep
    FIXED (52C): various edge cases involving Upkeep calculation
    FIXED: "Designate Building" command now correctly cleans up after itself after selecting/deselecting multiple buildings in the same session, after drawing

    HOTFIXED:

    balance: added upkeep trunks to starting loadout supplies
    balance: added upkeep trunks to traders' potential goods
    FIXED 52D: The "Alone" loadout now disables 'safety' events designed to bail you out at low population counts
    FIXED 52D: eerie spectres
    FIXED 52D: Stalwart Supply loadout no longer attempts to autoassign a worker to the NCO
    FIXED 52D: loadout_food
    FIXED 52D: mad carpenter
    FIXED 52D: airship crash
    FIXED 52D: quag cult
    FIXED: forest meat rides again
     
    Last edited: Jul 14, 2016
  2. Unforked

    Unforked Member

    So the event arcs work now? And cults?
     
  3. Nicholas

    Nicholas Technology Director Staff Member

    Should do, yes!
     
  4. berkstin

    berkstin Member

  5. Alavaria

    Alavaria Member

    Maybe this time we won't be distracted by super repair chests. (>_<)
     
  6. DaCrAzYmOfO

    DaCrAzYmOfO Member

    I'm guessing the "fun" build is being all alone. Dunno if this was intentional 30 seconds into the game. Also said overseers arrive with no skills.
     

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  7. LeChatMG

    LeChatMG Member

    Not for the Stalwart Supply: I started with a population count of 10/9. :p
    Also, when starting with that loadout, the starting militia has a question mark above his/her head even though he/she starts assigned to the stating NCO's squad.
     

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  8. Unforked

    Unforked Member

    Good news is event arcs are indeed working!

    May be something wrong here though:
    Spectres are supposedly running wild, but it's dark out and I see no spectres

    Now it says the colony was traumatized, but I'm not seeing any sign of that whatsoever... and now the event is over. Bit of an anticlimax.
     
    Last edited: Jul 13, 2016
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  9. DaCrAzYmOfO

    DaCrAzYmOfO Member

    @Nicholas during 52C I reported bandits deconstructing buildings. My mistake. I just witnessed some obeliskians destroy a building which results in the building materials being left over in the spot where the building was, so the bandits probably just destroyed my building and not deconstructed it.
     
  10. Unforked

    Unforked Member

    No! I finally got the haunted furniture event arc I was waiting for and this script error came up:
     

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  11. DaCrAzYmOfO

    DaCrAzYmOfO Member

    Large beetles eat long pork and turn it into charred meat. Hmm... I got attacked by obeliskians, bandits, and a beetle horde at the same time. The obeliskians ran off somewhere while the beetles ate the bandits. Then the beetles ate me. I got a crash after the last colonist died.
     

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    Last edited: Jul 13, 2016
    Unforked likes this.
  12. Unforked

    Unforked Member

    That's the best way to go, really.

    Don't feel bad, you didn't have
    a freaking airship crash on top of your colony!

    20160713211458_1.jpg


    My cog these event arcs are horrifyingly wonderful.


    EDIT: Well, choosing a certain option in that arc threw up another script error. Maybe I should start an "Event Arc bug thread".
     

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    Last edited: Jul 13, 2016
    dbaumgart and DaCrAzYmOfO like this.
  13. mcnostril

    mcnostril "The First To Crash"

    I'm having some weird issues with population.
    Some of the buildings count towards my maximum pop cap, but they don't bring in any new colonists. If I build additional housing, more colonists arrive, but they don't fill the cap, they just count the new buildings (so I'm at 23/28, I build a house which gets me to 23/30, on the next immigration wave I only get 25/30).
    I'm trying to demolish the houses and build them again, but they can't be demolished (no job appears when I click the button).

    (also dying NCOs are still making a labourer overseer)

    EDIT:
    Also getting a script error on the crashed airship investigation
     
    Last edited: Jul 13, 2016
  14. Samut

    Samut Member

    Line 22 of quaggaroth_cult_discovery.go has a typo (thne instead of then). I don't know if people are even getting that far but if so it'll fail at that point.
     
    Unforked likes this.
  15. Nicholas

    Nicholas Technology Director Staff Member

    This is what we get for stuffing the game full of events and then realizing that they don't fire two weeks later...
     
  16. mcnostril

    mcnostril "The First To Crash"

    It also appears my graveyards now spawn no gravestones.
     
  17. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    I give Daniel two thumbs up for the tooltips...
     
  18. DaCrAzYmOfO

    DaCrAzYmOfO Member

    Also, the mad carpenter story arc gives an error but does not crash the game if you don't have a carpentry workshop. Mine was destroyed prior to the arc starting. Thanks obeliskians! I love it though haha, I forced them out by mining and clearing the area near one of their resting places
     
  19. dbaumgart

    dbaumgart Art Director Staff Member

    Noooo! (Thanks, logged as OC-5142!)

    Nooo! (Added as sub-item of OC-5142.)

    Super weird, though I bet I know why - looking into it as OC-5143.

    Damn! Just went and fixed it. Thanks for letting us know!

    Logged as OC-5144, thanks!

    Well that's pretty amazing: OC-5145 for the charred meat thing.
     
  20. dbaumgart

    dbaumgart Art Director Staff Member

    Logged as OC-5146, thanks!
     
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