Again, lots of new stuff! Please let us know how it goes: Consolidated Changelog for 38B (since 38A) Engine (kinda) Autosaves are in, set to...
Lots of new code here: Containers and stacking: stacks can now be created, and colonists will attempt to move things into stacks and then...
Blogpost here: https://www.gaslampgames.com/2015/04/16/clockwork-empires-april-update-atlas-ironcog-and-the-airship-mast/
consolidated 37D changes Gamestart seven dwarves mode 'cause yolo added clay & stone near-ish to starting spots and so reduced starting...
UI added job progress bars! added Factions window! FIXED: slowdown in jobs menu with lots of gabion jobs workshop button removed from work crew...
Mainly more bug fixes: FIXED: various people getting items stuck in their hands FIXED: characters getting stuck in Ghost Modules FIXED:...
A test version of the hotfix for Revision 37 has now been pushed to the experimental branch. Changes include: - FIX: crash saving render-side...
And it's a doozy. Edited highlights: - a whole bunch of engine code got rewritten; the game should be faster and less laggier, although this is...
Mostly optimization, performance stuff, a bunch of new cult fun, and some fixes for broken things. The usual. optimization: stop filling...
Finally, after much removal of a series of last-minute bugs:...
FIXES: - save games not saving if a military unit is in the middle of a forced job - military units get stuck responding to alarm - script error:...
Heads up! This one is pretty experimental. There will probably be at least one more revision before we call it Revision 36, and various character...
Mildly less broken: - started implementing new madness/cult system (note that this is NOT finished in 35B) - BALANCE: bandit attacks ramp up more...
Things to Look Out For: Fog of war! Characters can have nametags toggled Guns require reloading Modules should place better Events pop up w/o...
So! There's somebody over on one of our module forums talking about placing modules - why it does, and does not, feel satisfactory, et cetera. I...
https://www.gaslampgames.com/2015/01/21/clockwork-empires-january-update-enola-brimbles-fine-day-in-which-everything-isnt-going-to-explode/ Let's...
Some good fixes here, folks: FIXED: job interrupts weren't set to fire at all in 34 experimentals; combat should work way better now added Mine...
FIXED: sudden lag when placing buildings or creating modules. FIXED: civilization maps now computed correctly added loading screen. Q and E now...
Right. Holidays are over! BACK AT IT. enabled minima for utility calculations for most character jobs (This may change job behavior quite a bit...
It's up! There's a video:...
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