Here it is!
Clockwork Empires for windows! Tested & Working!
PLEASE SEED)! If you like the game buy it and support the developer.
Thank you for downloading the
Clockwork Empires - Version 31b (Windows) You can find a trailer for Clockwork Empires
here.
This may show a warning of being a virus, do not worry... its false - positive. Reason being is because the torrent contains a crack.
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Installation:
- Disable antivirus and add folder location to exceptions, worried about my torrent then check it yourself with
Virustotal.
- Unzip the .ZIP file to your desired location and play.
Problems with errors or getting your game started? then check out this.
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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!
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Full change list:
A hotfix for Revision 31, "Conscript Steelcog Versus the Murdercult", has been pushed to the default branch on Steam. As a result of this patch, Conscript Steelcog will now be correctly slaughtered by properly functioning Murdercults. We apologize for the inconvenience if you are Conscript Steelcog. Complete Changelog below: - 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 - 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 - 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) - 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 As always, we thank you for your patronage and support.
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