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BETA 54B BETA 54B: UWAAAAAAAAAAAAAGHH... SUCH TERRIFYING POWER

Discussion in 'Clockwork Empires General' started by Nicholas, Sep 21, 2016.

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  1. Nicholas

    Nicholas Technology Director Staff Member

    Beta 54B is now live on the experimental branch. Changes:
    • text input boxes now have a caret
    • keybinding widget now works in Configuration screen
    • crash DMP reporter now correctly reports crashes when triggering MSVC internal error or SIGABRT
    • upkeep removed as-such; it's being replaced with Office Supplies!
    • Naturalist's Office now uses ammo for hunting, paper for surveying (scouting is free)
    • Barracks now displays weapon stats & otherwise has a useful UI
    • Barracks now used to supply ammunition to soldiers; different weapons use different types of ammo. If ammo runs out, soldiers will default to using pistol
    • Foreign Office now requires paper to do bureaucracy
    • Foreign Office workers will prioritize use of modules that increase their work speed ie. Bureaucrat's Desk
    • Barbershop now requires Medical Supplies to do healing; if Sulphur Tonic is available, it will be used to make healing more effective and more pleasant
    • Chapel now requires Iron Cogs as votive material to perform religious services
    • Academy now requires paper to do training; if ink is supplied, it will double speed of training
    • Mine now requires trusses to operate
    • Laboratory now requires Science Materials to perform research
    • UI for all offices has been given a polish
    • UI for all offices now has various alerts for reasons why work cannot be performed due to lack of overseer/modules/supplies
    • weapon power/damage/range rebalanced
    • added Serpent Bell icon
    • added new ore distribution - varies based on climatic zone
    • added a new mining tech
    • added a number of new commodities and workshop recipes to support the new office overhaul
    • military may now do "cull troublesome animal"
    • mine UI now displays more information
    • rewrote assignment beacon rendering code to fix floating outline ugliness
    • added terrain decal scene graph to render assignment beacons and other "zone-like constructions" after terrain but before objects
    • added visual cue to indicate that a module must be affixed to a wall
    • all recipes should now grey out correctly depending on your materials
    • all modules in the game now have sort IDs and will display in the Modules Menu in a much more logical order
    • a huge number of events now trigger sounds on firing
    • made significant improvements to Meteor Shower event arc
    • added/improved tooltips on a large number of constructions and buildings
    • fix to Event Arc-related science jobs
    • fix to Event Arc-related selenian AI
    • renamed some office UI to try and make it a bit more clear
    • removed skill effects on tree chopping/foraging
    • added sugarloaf to traders
    • more info for character info tooltips
    • Ordering strings for commands and for buildings and modules.
    • fixed order strings so they now also work on the filter buttons on the module placer UI
    • added locking and unlocking of embark locations by biome type
    • randomized start backgrounds
    • added command tooltip details
    • some small changes to where tooltips show up so that they look less like garbage.
    • added additional safety aborts to consume supply calls in fsms
    • added better feedback to early safety rating
    • added airdropcrate pos test
    • made artifacts tradeable
    • removed the Alone loadout
    • added a safety check for if you removed a worker from the academy while they were working
    • made improvement to tutorial controls image
    • did major update to all tutorial text
    • redid a number of building tutorial images
    • wrote all Colonial Handbook help files
    • removed a mysterious sound that played when nothing happened
    • minor cosmetic improvement to Artist event arc
    • workshop button now turns red when commodities are unavailable for a production that is set for a job
    • added details for unlocking biomes
    • added more tooltip stuff
    • area designation stamps now highlight what objects can be selected
    • different area designation stamp sizes now selectable
    • rewrote all flatten terrain code. flatten terrain jobs are now not listed in a giant bulky mess at the start of the assignment, but are assigned first-come-first-serve. this fixes lurching performance issues when a user has a lot of flatten terrain jobs selected, as well as... works...
    • moved flatten terrain to assignment beacon, so it can be cancelled etc.
    • Flatten terrain target height now displays in tooltip
    • "Designate Building" dialog now attaches to blueprint for confirmation once it is drawn out
    • added more cult stuff
    • improved more cult stuff
    • Steam Knights made more reactive to threats
    • made reactions to horrors more expressive
    • foreign civilians will properly flee from horrors
    • added "Cry over Body" job
    • lack of booze for Public House will generate alerts
    • removing forageables can be done via left-click, per object
    • added small vs. large stockpiles
    • clarified bric-a-brac display names
    • made Occult Inspectors slightly more expressive
    • "Workbench" is now "Assembly Workbench" and is used only to make modules, except in the kitchen
    • added new module: Decor Workbench. Makes all relevant decor items for that workshop
    • removed module recipes from ceramics/carpentry workbench
    • removed decor recipes from all modules that aren't Decor Workbench
    • Mine now caps depth if you don't have modules required to dig deeper
    • removed basic brew, added back individual brewing recipes
    • gave better icons to most military techs
    • improved a bunch of tooltips
    • Fishperson-related alerts should have sounds more consistently now
    • changed all civilopedia references of "citizens" to "colonists"
    • added product listing to mine tooltip
    • added Workplace system
    • failure states for workshop jobs now show properly.
    • added parent container code for office UI buttons
    • Quality of Life is now a first class element in the character info panel
    • Combat tooltips pared down significantly
    • can now add widgets to the front of a container's stack
    • balance: QoL effects adjusted
    • balance: fishpeople made weaker
    • balance: increased starting food amounts
    • balance: surface stratum of mine now includes sulphur
    • balance: Chemical Works has been moved earlier in the game progression
    • balance: bandits given worse weapons
    • balance: changed cost tiers of a vew buildings to streamline the early game
    • balance: lowered quality bonus from rugs since they don't block walkspace and are therefore superior to normal decor
    • balance: Immigration now takes longer between waves the later you are in the game (max immigrants increases as well, however)
    • balance: Chapel effects now emphasize lowering despair
    • balance: Pub effects now emphasize lowering anger
    • balance: added more high ground in temperate swamp biome
    • balance: added more guaranteed starting surface clay/stone
    • FIXED: static buttons for work crews
    • FIXED: finally fixed our scrollable vert boxes so they don't do weird things with scrolling too far and their padding isn't horrible. Finally. After i think 2 years of this bug.
    • FIXED: edge cases for the building confirmation window
    • FIXED: offset so that modules menu isn't below the screen. My bad.
    • FIXED: attempt_emote.fsm
    • FIXED: added safety check for scripterror in fishperson cult arc
    • FIXED: added safety check for scripterror in rogue stahlmarkian
    • FIXED: obeliskian_melee error
    • FIXED: incorrect Ceramics Workshop tech modifier display
    • FIXED: crash deleting a stockpile
    • FIXED: crash deleting a house
    • FIXED: crash deleting a workshop
    • FIXED: in the event that the game didn't crash while deleting a thing, it would appear with a graphical artifact glitch
    • FIXED: progress bars with "0" percent in them still showed some percent
    • FIXED: on rare maps, all characters and everything in the world will suddenly start sliding into the lower left corner of the screen
    • FIXED: lock up in character screen when character had maxed out skill tree or zero skill
    • FIXED: disappearing modules
    • FIXED: bug where unassigning a work crew wouldn't immediately update the window.
    • FIXED: Tutorial FYI text boxes can now expand properly.
    • FIXED: tooltips being basically everywhere.
    • FIXED: image buttons not pushing their size appropriately
    • FIXED: crash deleting farm and building new farm
    • FIXED: gameSimRequireGameObject not working correctly for requirements; various other graying behaviours not working correctly
    • FIXED: a bunch of bad button typecasting
    • FIXED: Mysterious Ore drop position
    • FIXED: issue in tutorial that prevented it from progressing
    • FIXED: a number of bugs in production menu grey-outs
    • FIXED: scripterror in building name change
    • FIXED: military culling of bad animals
    • FIXED: you may now place the Lower Class Rug
    • FIXED: player didn't get ownership of bar of gold gift
    • FIXED: loading bay door claiming to add -1 quality in tooltip
    • FIXED: military culling of bad animals
    • FIXED: lc rug
    • FIXED: incorrect action text on bandit spawn FYI alert
    • FIXED: incorrect Novorusian text
    • FIXED: foreign office error
    • FIXED: trade bool on dormant spore
    • FIXED: Boxed Macroscope constuction
    • FIXED: bug where minimum number of immigrants could be 0
    • FIXED: some food was tagged as both overseer and labourer-preferred
    • FIXED: civilians will now only consider melee/ranged attacks if they are not within some distance (X) of a military character
    • FIXED: crashed airship event weirdness
    • FIXED: scrollbars not sizing correctly on OS X
    • FIXED: assignment beacon drop zones now only show those beacons visible for the current selection mode
    • FIXED: assignment beacons now correctly encompass all objects inside (Although it is a little conservative)
     
  2. dbaumgart

    dbaumgart Art Director Staff Member

    (ow my changelog writing hands)
     
  3. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    Wow. That is a lot of stuff.
     
  4. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    And I am stuck at work unable to test the new office supplies mechanic... bah.
     
  5. jotwebe

    jotwebe Gained the People's Ovation and Fame Forever

    downloading as I type
     
  6. It's nearly 3 a.m. and I'm up studying for an exam that I have tomorrow... Totally worth it.

    Does that mean that I have to start a new colony? D: Now what do I tell to those poor colonists? "Sorry guys, your deaths were completely useless, we need to start over!"? Well, seems fair...
     
    Last edited: Sep 21, 2016
  7. jotwebe

    jotwebe Gained the People's Ovation and Fame Forever

    Yeah you need a new colony.
     
  8. Nicholas

    Nicholas Technology Director Staff Member

    (And actually a new world map...)
     
  9. jotwebe

    jotwebe Gained the People's Ovation and Fame Forever

    Oooh new loading screens look nice
     
  10. Even a new world map? I just can't wait to play this update! X(
     
  11. Alavaria

    Alavaria Member

    The changelog we need, but perhaps not the one we want to read in full detail right now.
     
  12. Tikigod

    Tikigod Member

    Military can now be given orders to deal with troublesome critters....

    Providing that means "Shoot anything on sight that gets too close to the colony". Then exactly what I was asking for a few weeks back, fantastic stuff.

    Also displaying the target elevation for flattening terrain is a much welcome addition and long overdue. :)
     
  13. Unforked

    Unforked Member

    Too many great things here, it's overwhelming! I know I'll be spending my night looking for the new and improved cult stuff.
     
  14. Alavaria

    Alavaria Member

    Haha, Small Clotheslines have now become the future?
     
  15. Tikigod

    Tikigod Member

    Is a shame the solo colonist loadout got removed.

    Was so much potential with that loadout for awesome stories to be told
     
  16. Tikigod

    Tikigod Member

    Also, please can the main menu get centred again. Offset to the left just triggers an immediate desire to move my monitor. :p


    Edit: The new buttons are very snazzy mind you.

    Edit 2: ohhhh locking various regions until you hit certain population milestones in a previous colony.... is that you slowly creeping in Mr.Overworld?

    Edit 3: And enforced loadout options to different regions? UGH. Sorry but I hate that change. :(

    Edit4: And now fixed sized stockpile stamps. FFS stop making everything into fixed sized stamps when it's not called for! Clearly someone on the team has some uncontrollable compulsion, so someone get some duct tape and restrain them already! :p
     
    Last edited: Sep 21, 2016
  17. Alavaria

    Alavaria Member

    Damnit there go my not-intended-but-amusing stockpile roads
     
  18. Alephred

    Alephred Royal Archivist for Queen And Empire

    A thousand carpets of the Persian nation descend upon you!

    I am also picking my way through the changelog. This is a lot of stuff to digest.
     
  19. Unforked

    Unforked Member

    Looking forward to your next video, you've got a lot to go over!
     
  20. Alephred

    Alephred Royal Archivist for Queen And Empire

    At the end of my last video, I said "I'm going to wait for 54B to start a playthrough," ha, that'll show me.
     
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