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REVISION 31A UP IN EXPERIMENTAL BRANCH: NOW WITH REVISION 31B

Discussion in 'Clockwork Empires General' started by Nicholas, Sep 24, 2014.

  1. Nicholas

    Nicholas Technology Director Staff Member

    A handful of modest bugfixes:

    • FIXED: cultist_power variable typo meant cults were powerless
    • FIXED: coconut curry now properly requires chillies
    • FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.
    • FIXED: sugar can now be eaten raw
    • FIXED: crop crash (when attempting to harvest spoiled/corrupted crops)
    • FIXED: animals are no longer attracted to human civilization
    • FIXED: buried corpses should no longer upset people
    • FIXED: consume_food hooked up properly
    • FIXED: stumps from chopped trees can be cleared properly now.
    • FIXED: chance to plant evil crops was out of whack with intended
    • FIXED: eldritch transformation cannot be interrupted
    • FIXED: can no longer have conversations with axe murderers
    • Cultists can build stone OR wood shrines
    • shrinebuilding & transformation gives notification
    • people will run away from murderers
    • shrines are now randomly rotated
    • Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.
    • Cleaned up Fishpeople butchering/eating humans
    • Assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)
    • Assembling Gabions will never be prioritized over fighting
    • Soldiers will now run to pick up their weapon in all cases
    • “Military Training” will encourage soldiers to value fighting more
    • Farming job utilities more or less equalized
    • Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists
    • Giant Beetles are now “armoured”
    • Added more animals to biomes
    • Made upsetting things in general slightly more maddening
    • Spruced up some placeholder death descriptions
    • Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)
    • Fishpeople can destroy gabions
    • Gabions and crops now have hitpoints
    • Alerts generated when fishpeople destroy crops or gabions
    • Misc. chair/table improvements
    • Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed.
    • Reduced absurdly high search range for the fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh” jobs
    • “Military Training” should allow soldiers to hold their ground better in combat (unless they’re really upset)
     
  2. lccorp2

    lccorp2 Member

    No fix for stockpiles?
     
  3. Nicholas

    Nicholas Technology Director Staff Member

    Which issue with stockpiles in particular? I've been "a combination of taking a day off and then HORRIBLY, VIOLENTLY ILL" so I'm a little out of the picture.
     
  4. lccorp2

    lccorp2 Member

    "Stockpiles are not registered after saving and loading." That, in particular.
     
  5. Nicholas

    Nicholas Technology Director Staff Member

    No, there are a handful of save/load bugs that haven't been tackled yet, and that's one of them.
     
  6. rydash

    rydash Member

    Woah, awesome! What caused/solved this? I've been wondering for a while, but never dug into it...
     
  7. dbaumgart

    dbaumgart Art Director Staff Member

    There was a line that sets a herdanimal's "gameAIPreferences" to humans to "-10". I thought, hmm, this seems to be doing the opposite of what it says it should do so I tried making it "10" -- and now it works. It must be getting inverted somewhere!
     
  8. Stuthulhu

    Stuthulhu Member

    Things seemed to be going quite poorly to start with. However, a few days in, a good half of my colonists decided to build altars. Subsequently, there was a fishmen attack during an outbreak of massive axe murdery. All in all, a dramatic improvement to the entertainment options in frontier living!
     
  9. gmkchicago

    gmkchicago Member

    Mine got murdery to around day 15. I couldn't find any altars though, do you have a screenshot?
     
  10. mrclint

    mrclint Member

    Yeah, it was all fun when the tooltip warned me several times about the construction of altars.
    One I found in the ocean (worshippers of the fishmen?), and one woman just grabbed some logs and began walking out in nowhere.
     
  11. Ghin

    Ghin Member

    The altars get built outside of your town, so look around the edge ring of where your town's vision ends. The ones I saw occupied a 1x1 square.
     
  12. Stuthulhu

    Stuthulhu Member

    It seems to be somewhat variable. I had several built, and while most were outside of town, one was actually in a square directly adjacent to my kitchen, and about 2 squares away from the primary stockpile of my small and soon to be decimated villa.
     
  13. sockfoot

    sockfoot Member

    My shrines don't seem to be randomly rotated


     
  14. dbaumgart

    dbaumgart Art Director Staff Member

    Damn. I'll look into it!
     
  15. Alephred

    Alephred Royal Archivist for Queen And Empire

    Make sure you rotate your shrines every 10,000 km.
     
  16. How do you enable playing on the experimental branch?
     
  17. Alephred

    Alephred Royal Archivist for Queen And Empire

    It's a simple opt-in:

    1) In your Steam Library, right-click on Clockwork Empires
    2) select Properties, and go to the Betas tab.
    3) Select 'Experimental -' from the drop-down menu. No code is necessary.
    4) Close.

    It should update shortly, or you can just manually 'Verify Integrity of Game Cache'. When you're opted in, the entry in your Steam Library will change to 'Clockwork Empires [Experimental].
     
    Frontier Psychiatrist likes this.
  18. Nicholas

    Nicholas Technology Director Staff Member

    More cult balancing in REVISION 31B:

    *FIXED: fleeing from murderer corpses
    *FIXED: cooking and recooking longpork tag error
    *FIXED: ai_damage was double inherited, leading to all kinds of problems
    *FIXED: shrine rotation (maybe)
    *FIXED: melee_combat w/o weapon didn't properly set melee_combat tag
    *balance: murderers get automatic Frontier Justice
    *balance: axe murder requires madness
    *balance: axe murder requires having built a shrine
    *balance: shrine building requires madness
    *balance: shrine building reduces shrine power
    *balance: death of a cultist will reduce cult_power
    *fixed typo in tutorial
    *fixed typo in place_shrine.fsm
    *balance: reduced madness requirement for some cultist acts
    *balanced shrine counter cost downward
    *yet more balance for cultist acts
    *log ticker for murdering
     
    dbaumgart likes this.
  19. Fishstick

    Fishstick Member

    Rev31b seems to lose a lot of performance when the work crews window is open. Goes from silky smooth to choppy gameplay as long as it's open.
     
  20. dbaumgart

    dbaumgart Art Director Staff Member

    Ah, this is a known problem (and not addressed in the fixes for 31A or 31B) -- it is on The Big List and we'll be looking into it.