A VERY Experimental REV 32C

Discussion in 'Clockwork Empires General' started by Nicholas, Nov 17, 2014.

  1. Nicholas

    Nicholas Technology Director Staff Member

    Revision 32C is now in the experimental branch. So, basically REV 33 this week is waiting on me finishing the economy stuff (because I am slow), and a little bit of polish on Vicars (because why not) So you will find a bunch of broken workshop stuff that I'm trying to clean up, and a few other goodies.

    enormous rewrite of the entire renderer:
    • rewrite of all shaders for Core OpenGL 3.2 (for Mac Port)
    • improved rendering performance (because why not?)
    • NOTE: AZDO is probably totally hooped right now, you should turn it OFF.
    FIXED: drop tool / drink beverage loop (yes, again)
    added Vicar dispatch event
    added Vicar replacement event
    added upper class arrival/death alerts & prestige gains/losses
    ALL lower class textures made grubbier
    characters slightly smarter about running away
    character will return to civilization if they find themselves not in civilization
    characters will flee toward civilization if an enemy is nearby (but not too near) and character is not in civilization
    FIXED: colonists will no longer gossip with other colonists tagged with "frontier justice"
    added more names
    balance: eldritch transformation made slightly more difficult to "achieve"
    FIXED: colonists no longer walk really, really far to butcher things (unless ordered)

    added pack hunting behaviours
    added more sophisticated fleeing
    FIXED: snail walked backwards
    carnivores can "butcher" corpses and eat meat

    FIXED: fishpeople freezing up on ranged attacks
    added AoE attack to blunderbuss
    added Bandits & Bandit attack event
    • Bandits will spawn in camps
    • Bandits will steal your stuff
    • Bandits are bad people
    balance: reduced fishpeople attack frequency & size
    balance: made characters more willing to fight if in civilization
    balance: made all combatants less interested in attacking fleeing enemies
    soldiers will fight harder near their squad rally point, will retreat to rally points (if available)
    balance: landmines made more damaging

    FIXED: spawning of swamp forests (giant horsetail, bamboo)
    overhauled giant horsetail model
    FIXED: oreNode job cancellation doesn't shut off orenode forever
    improved water shader
    new lingonberry & saskatoonberry models

    added Chapel building (building a chapel will trigger a Vicar dispatch event)
    added a set of Chapel modules to construct
    Kitchen can make pumpkin pie
    added carpets as constructible modules

    increased size of workshop panel
    added various controls to workshop job queue, which don't work yet
    FIXED: colonists killed by fishpeople creating alert that says they were killed by murderers
    FIXED: upper class door displayed resource cost
    added icons for chapel modules
    added icons for lots of decor modules

    FIXED: checked every ticket icon, fixed some broken ones
  2. Andouce

    Andouce Member

    Sounds great, looks good changelog. Keep working it guys. Was wondering when the test branch was going to have a "wee" update :p
  3. Nicholas

    Nicholas Technology Director Staff Member

    (slipping a tiny fix in here in a few minutes for JOB INTERRUPTIONS which are BROKEN. Hooray!)
    Andouce likes this.
  4. Andouce

    Andouce Member

    Does that also include soldiers constantly dropping their weapons/tool and picking it back up, then moving it again and repeating when trying to sleep ?

    Have a save and console etc etc so want to know before I put up :S

    (This was played before the tiny fix :D)
  5. Krentz

    Krentz Member

    Is this intended to work on Linux and/or Mac? Should I take it for a test run?
  6. Mr147

    Mr147 Member

    does the chapel have any purpose yet?
  7. Nicholas

    Nicholas Technology Director Staff Member

    Give it a whirl on the Mac. you're probably missing a few graphical things, but hopefully it works (and if not, at least I know that it's the fault of the Steam packaging tools.)
  8. Mr147

    Mr147 Member

    will the chapels work if i don't have a mac? (cause im using windows 8 on my laptop) or has the mac only received this update to the game?
  9. Alephred

    Alephred Royal Archivist for Queen And Empire

    I haven't built a chapel yet, but the update certainly works in Windows.
  10. dbaumgart

    dbaumgart Art Director Staff Member

    We had a Discussion about this and have probably tracked it down. Working on fixing it in most common cases now.
  11. Mizkoukla

    Mizkoukla Member

    Immediate first reaction is Where are my floors?! And my outlines? I am basically laying things down without any kind of outline first. Flying blind. Is it me?
  12. Rahbek23

    Rahbek23 Member

    Nothing to report of that sort here. Plenty of other issues, but not anything like you described.
  13. Nicholas

    Nicholas Technology Director Staff Member

    Probably related to the total horrible OpenGL rewrite for OS X. What's your video card, and do you have the latest drivers?
  14. Mizkoukla

    Mizkoukla Member

    Maybe that will show it. And yes, all of my drivers are very up to date. I believe my video card is an AMD Radeon HD 7800. Very odd, but I can understand that the newest tweaks and shifts can cause some graphics errors. Just is a bit difficult to place things without the outlines.

    PS. I am running windows 7. Would OS X changes effect it that much??

    Attached Files:

  15. Mizkoukla

    Mizkoukla Member

    Oh also, chapel is missing pews... and the people arent sleeping in the beds... even when there are plenty available.
    Last edited: Nov 17, 2014
  16. Mizkoukla

    Mizkoukla Member

  17. Alephred

    Alephred Royal Archivist for Queen And Empire

    I just had a peek at the Steam discussion pages, and several others players have reported the same 'missing outline' problem (although things are working fine on my NVidia GTX 660M).

    *edit* Wow, that was fast. I just got r32D, what was in that?
    Last edited: Nov 17, 2014
  18. Jacq

    Jacq Member

    Yes, lots of things are looking broken for me as well. And I'm getting game-breaking FSM errors in workshops. But the bits that are working look fantastic! :)

    But, um, mine says 32D in the corner, not 32C??

    edit: AA Bandits!! I nearly had a heart attack - however, I get the notice that they're coming and then they seem not to show up for ages, though. Are they spawning too far away or just wandering? (also I lol'd when one of them read "current job: stealing goods")

    Also lots of Errors (String "workshop|CompleteJob" 440 and string "FSM Support" 204 are two I remember). I also have aurochs wandering within a few feet of soldiers who I've enabled hunting jobs on and they just seem to ignore them.

    I'm not sure if I should be doing a full bug report or if this update is in flux. It definitely says 32D.
    Last edited: Nov 17, 2014
  19. Alephred

    Alephred Royal Archivist for Queen And Empire

    32D was pushed out just a few hours after 32C, earlier today.
    Jacq likes this.
  20. Nicholas

    Nicholas Technology Director Staff Member

    Yeah. Basically, the workshop panel stuff got thrown in, and we fixed a bunch of Vicar issues.