Clockwork Empires Build v35 -Early Access

seeders: 12
leechers: 3
Added on February 15, 2015 by sl3yrin Games > PC
Torrent verified.



Clockwork Empires Build v35 -Early Access (Size: 851.12 MB)
 Clockwork_Empires_Build_v35_setup.exe851.12 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 35: Engine FIXED: rendering errors on particle systems job system performance improvement FIXED: save game crash caused by having dirty objects in the rendInteractiveObjectClassHandler cleanup list when you save (we think) FIXED: rendering errors on particle systemsEvents starting supplies now drop from the sky (look out!) balance: immigration and favour events fire less often FIXED: supply drop event will no longer inform you that you’ve requested zero items when you forgo a supply drop balance: made colonists less hungry on gamestart (unless they’re criminals) FIXED: when you call a Naturalist via favour, you actually get a naturalist now rather than an artisanHuman Characters FIXED: Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings. FIXED: starvation was checking a value 10x what it should have been FIXED: soldiers now actually move to rally beacons FIXED: colonists no longer believe that raw coconuts are a cooked food added Zzz particles to sleeping balance: removed starting naturalist (you must earn one via favour) removed extra pouches from the Scientist models (with apologies to Rob Liefeld) FIXED: “forage due to starvation” job wasn’t triggering started overhaul of job balance (added new internal tool for balancing job requirements and utilities; this is super cool for us and will ultimately mean a better-balanced game experience for you). FIXED: disappearing hair bug cleanup of character hair models & model defs (more varieties of hair will show up) unique macroscope use animations added FIXED: de-assigned science workers wouldn’t give up their uniforms FIXED incorrect icons for eating human flesh FIXED: hunger no longer goes negative after character eats when not very hungry Rewrote memory utility code to correctly update and set moods from memories without having half-crazed, volatile mood swings. made artisans less interested in doing paperwork at night removed “idle in chair” so that there will be free chairs for people to eat in, ever Naturalists will form work crews (though labourers assigned to naturalist work crew don’t do anything special yet)Combat & Military All work crew filters are disabled when a unit becomes conscripted. Filters are then reset to the default when conscripting a unit. soldiers do pushups FIXED: colonists would beat up dead bandits, calling it a “melee counterattack”Animals, Monsters balance: made animals less hungry on gamestart (started on burrowing animals but it’s not player-visible)Buildings, Zones, Modules, Jobs FIXED: lag when placing buildings or creating modules. FIXED: civilization maps now computed correctly FIXED: Doors now render 1OU above the building footprint as ghosts, so they won’t clip through the building any more. FIXED: we now check whether we are in the same connected component (or not) as items when using them to fill gameSimRequireGameObject requests (this helps fix the case where individual units go nuts not being able to get to materials) FIXED: typo in “Make Gunpowder” job added sounds to airdrop crate renamed some modules to show clear progression of materials ( eg. stone oven -> iron oven ) added bamboo farming (for timber) added module damage: after a module is used a number of times it will become damaged and require repair using a random material used to build the module if a damaged module is used enough, it will become inoperative and require repair before it can be used FIXED: “not enough logs to build gabions despite having lots of logs” bug added “walls down” building display mode FIXED: current building display mode now apply to newly created buildingsBiomes & Terrain FIXED: bamboo (in the wild) wasn’t using “small” variation balance: added more timber to tropical biome balance: reduced clumping of ore nodes in certain jungle biomeMultiplayer / Scripting System Ownership: objects can now be marked (internally) as being “owned” or “not owned” by a player ( or other group, i.e. bandits ) FIXED: Slowdown with large numbers of characters testing for interrupts, caused by round trips to and from Lua system codeUI/UX added loading screen. Right-clicking a stockpile filter will enable ONLY that filter. Right-clicking a work crew filter will enable ONLY that filter. Added debug messages to try and catch more save game issues Q and E now rotate the camera left and right SHIFT-Click now places multiple modules at once. clicking workshop icons in workshop window now zooms to workshop location FIXED: work crew panel slowdown, take II (the work crew UI should not slow down the game anymore) FIXED: colonist panel slowdown (related to above) FIXED: building grid disappears when switching between two building types FIXED: “Show all commodities” filter now toggles to “Hide All Commodities” as well FIXED: UI gets cut off in work party menu switching from all workers to military sometimesRight-clicking a stockpile filter will enable ONLY that filter. Right-clicking a work crew filter will enable ONLY that filter.Other Art dust particles effects made more dusty fix-up pass through particle effects done



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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851.12 MB
seeders:12
leechers:3
Clockwork Empires Build v35 -Early Access

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Thanks. Crashes on save. W8 64.
Its a re-upload as the last one had a DMCA takedown on it - plus someone asked me if i could re-upload so i did.