It is time once more for the monthly update to Clockwork Empires! We are now at v32, or as we like to call it, Midnight Defense at Skullswamp Arsenal.

octoberPromoIllustrationThis update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress report!unfortunately our web guy is lost somewhere in Vegas so the latest version isn’t online yet, but we’ll let you know as soon as we find him. (Once it’s up it will provide a look into the high-level status of the project in excruciating detail. There are also pictures of cute animals.) Update: We found him! It’s all working now!

(Don’t own the game yet? Clockwork Empires can be purchased on via Humble or from Steam.)

MacOS and Linux users: MacOS and Linux compatible versions of the game will be released before the end of October; we shall inform you post-haste when they are available via Steam!


Patch Notes:

Clockwork Empires v32 update: “Midnight Defence of Skullswamp Arsenal”

Major Gameplay Changes

  • Added a new building module placement system (and re-enabled renovation)
  • Added player control over which workcrew works in a workshop
  • Stew can be cooked without having to intently watch the boiling pot!
  • Added an ammunition system (and landmines!)
  • Improved combat AI

That’s just a taste, we fully expect through playing the game you’ll discover a lot of little things that make playing the game easier (and at the same time, perhaps, rather more challenging as well).


  • FIXED: buried corpses will no longer upset people
  • FIXED: consume_food hooked up properly
  • FIXED: colonists will no longer have conversations with cultist murderers
  • Made upsetting things in general slightly more maddening
  • spruced up death descriptions
  • FIXED: people fleeing from dead murderers
  • hunting requires bullets; hunters will acquire & use bullets; civilians will drop bullets when not hunting
  • bullet amount now displayed in civilian text paragraph
  • cleaned up glitches on pickup and drop ammo animations
  • FIXED food memories weren’t working correctly
  • balance: made alarm range almost exactly flee range (so you don’t get people running from fishpeople without raising alarm)
  • balance: a first friend is easy to make, every subsequent friends requires double the positive interactions for friendship
  • items held by characters are dropped when they die
  • FIXED carried bodies are dropped when people are killed
  • characters create alarm waypoint via “Raise Alarm” job when a “hostile_entity” is nearby. There’s only ever one alarm beacon per hostile_entity ever.
  • made “Eat Food” more important to hungry people (by a lot)


  • Conscription button now says “conscript unit” or “retire unit” and shows appropriate image depending on context.
  • assembling Gabions no longer requires a shovel (so soldiers will not drop their weapons to assemble gabions)
  • balance: 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
  • Gabions and crops now have hitpoints
  • FIXED: ai_damage was double inherited, leading to all kinds of problems (notably, doubled damage in combat)
  • added an ammunition system
    • ammo crates hold 100 bullets, remaining bullets displayed in tooltip
    • characters can hold up to 20 bullets, bullets held displayed in info panel
    • bullets are needed to fire guns
    • soldiers without bullets are more likely to flee
    • civilians will not automatically collect bullets
    • added alerts for not having bullets
  • FIXED: corpses can no longer set off landmines
  • “assemble gabion” job will choose closest logs
  • some soldier jobs now better modified by health/bullets/morale/civilization proximity
  • soldiers slightly more into pulling bullets from bullet crates that have already been opened
  • bullets now drop off dead people if said people have any bullets
  • FIXED: crate of ammunition was tagged as “pistol” for some reason
  • landmines now trigger properly on hostile entities
  • landmines will detonate if enemy is in adjacent tiles
  • balance: shrapnel does very little damage to objects
  • created “respond to alarm” job that summons soldiers toward “alarm waypoint”
  • added tooltip to gabion
  • health is now a factor in whether soldiers choose to fight or flee
  • made soldiers less likely to attack things on their own (to avoid the ‘one guy hunting down fishpeople across the whole map’ thing)
  • made soldiers weighted more to fighting near civilization (see above)
  • added melee attack jobs for soldiers
  • overhauled counterattacking (including for civilians)
  • overhauled weighting of most combat jobs (flee vs. shoot vs. melee vs. counterattack)
  • added Jezail rifle
  • made starting military supplies random
  • FIXED combat jobs not interrupting “Respond to Alarm” properly
  • FIXED landmine scriptErrors
  • rebalanced combat job utility values
  • dead things now don’t take damage


  • workcrews can be assigned to workshops manually
  • some jobs now only require being initiated by a worker (kitchen jobs in particular; so stew doesn’t require someone intently staring at it to cook)
  • FIXED: coconut curry now properly requires chillies
  • FIXED: can no longer cook fishperson steak out of fishperson steak; requires raw fishperson meat.
  • balance: sugar can now be eaten raw
  • FIXED: several variations on crop errors when attempting to harvest spoiled/corrupted crops
  • FIXED: animals are no longer attracted to human civilization
  • FIXED: chance to plant evil crops was out of whack with intended
  • Farming job utilities more or less equalized
  • Misc. chair/table improvements
  • Beds now have restfulness bonus (applied every 3 seconds while sleeping); in short, better bed = less sleep needed.
  • FIXED: cooking and recooking longpork tag error
  • added ability to flatten terrain & flatten terrain job
  • added Iron Charcoal Kiln / Iron Ceramics Kiln
  • added Brick Charcoal Kiln / Brick Ceramics Kiln
  • added Stone Smelting Crucible
  • added Stone Charcoal Kiln / Stone Ceramics Kiln
  • added gibs to gabions
  • added pfx and sfx for destroying crops, gabions
  • balance: change some crop growth times
  • removed extra “raw_food” tag on wheat flour
  • changed industrial_kiln to charcoal_kiln
  • FIXED: spoiled crops tooltip now says crops are spoiled
  • added “Make Landmine” job to arsenal
  • various foliage textures cleaned up
  • added low-tech brewing vat (w/ unique animations)
  • gunpowder production moved to Arsenal from Chemist
  • Terrain Flattening implemented
  • new module placement prototype implemented (new workflow for placing blueprints then modules; can filter modules by categories)
  • some decor content reactivated (now that we have filters)
  • you can place windows on buildings!
  • FIXED: window model alignment
  • FIXED: various decor alignment


  • FIXED: cult_power variable typo meant cults were powerless
  • FIXED: eldritch transformation cannot be interrupted
  • Cultists can build stone OR wood shrines
  • shrinebuilding & transformation gives notification
  • people will run away from murderers
  • shrines are now randomly rotated
  • balance: cultist murderers get automatic Frontier Justice
  • balance: cultist murder requires madness
  • balance: cultist murder requires having built a shrine
  • balance: shrine building requires madness
  • balance: shrine building reduces shrine counter (so we don’t all just build shrines all the time)
  • balance: death of a cultist will reduce cult_power (Frontier Justice!)
  • balance: reduced madness requirement for some cultist acts
  • a log ticker entry is now created when a cultist murder begins murdering
  • cultists have to go to a shrine, pray, and summon a dagger before performing murder (it’s now a two stage process)
  • cultists will now try to use a dagger to murder (rather than an axe)
  • balance: cultist murder requires more murder points
  • balance: eldritch transformation will drain cult power
  • shrines now for real actually get rotated randomly! (seriously!)
  • improved Eldritch Transformation effects
  • “Eldritch Transformation” may no longer interrupt itself


  • Giant Beetles are now “armoured”.
  • balance: reduced Giant Beetle hitpoints
  • added more animals to biomes (as in, a greater number of the existing animal types now spawn)
  • FIXED animals no longer double-inherit ai_damage (now effectively have 2x hitpoints from before)
  • certain herd herbivores will rampage if attacked (aurochs, giant beetle)
  • large animals will slowly regen health
  • player can give orders to hunt particular animals & this will display icon
  • FIXED: butchering animals and fishpeople can be ordered by click & drag
  • added rampage and herd rampage ability to certain herd animals (aurochs, giant beetle)
  • herbivores will graze again
  • adjusted herbivore wandering


  • Cleaned up Fishpeople butchering/eating humans
  • FIXED: butchering fishpeople at all
  • Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)
  • Fishpeople can destroy gabions
  • Alerts generated when fishpeople destroy crops or gabions
  • Reduced absurdly high search range for the Fishpeople’s “Butcher Human Corpse” and “Eat Human Flesh”
  • Made it slightly more likely for fishpeople to get butchered, especially by morbid colonists
  • fishpeople attack event reports raider # in log
  • balance: a fishperson will only attack walls a limited number of times (so they breach walls rather than get stuck doing demolition duty)
  • balance: added randomness to fishpeople choosing to attack objects so they’re less singleminded about property destruction
  • balance: slightly lowered fishperson health
  • made landmine explosions quite scary to fishpeople in a large radius


  • added landmines to weapon supply drop
  • size of supply drops now based on prestige
  • immigration event gives more feedback via text log
  • balance: every weapon drop is guaranteed to have one crate of ammunition

World Objects

  • FIXED: stumps from chopped trees can be cleared properly now.
  • foragesource visuals now more consistent
  • FIXED clear_object scriptErrors
  • removed spam from tree


  • fixed typos in tutorial
  • updated tutorial slightly
  • tutorial now pauses the game when tutorial messages appear
  • added more unique module icons
  • added some new icons (landmine, special_category, airdrop crate, negative prestige, sulphur lump)
  • FIXED: Extra windows properly dismissed on game start/load
  • FIXED: Command icons now not doubled on new game/load game
  • FIXED: Un-disabled main menu buttons on returning to main menu
  • module category filters added
  • cleaned up some UX for module placement


  • save games now properly saves rally points (and other beacons)
  • save games now properly saves filters
  • save games now properly saves fog of war
  • save games now properly restores tooltips
  • saving will now create notifications in text log
  • various other fixes to save/load


  • Full screen rendering made much easier to switch in/out of application and use with Twitch
  • Fixed an recurring error where the game would crash on sending messages to an object in the process of being deleted
  • Adding more checking for above conditions
  • Enabled event dispatch from scripts


Posted in Clockwork Empires | Tagged , , , , ,

8 Responses to “Clockwork Empires October Update: MIDNIGHT DEFENCE AT SKULLSWAMP ARSENAL”

  1. Jabberwok says:

    Glad to know the Mac release will be before the end of the month, since I may be moving to a place where the Internet doesn’t exist after that.

    { reply }
  2. Alethea says:


    Now if we can just require clean terrain to build something on, so I don’t have grass and saplings I have to pick out of my floor boards.

    Terrain is still sorta wonky in terms of evened out ground not being visually evened out.

    { reply }
  3. Maurizio says:

    again problem whit graveyar,when i reload from salvatage the body deadeth they are out terrain,under the tombstone,game most playable ,hi.

    { reply }
  4. ldouglas says:

    Quick q- are supply drops a temporary fix until we can make our own stuff, or is it a permanent feature?

    { reply }
    • AdminDavid Baumgart says:

      It’s probably useful to have supply drops as something to call on to fill gaps in material requirements. The cost may go up a bit however.

      { reply }
  5. Joaquín says:

    Here is the Spanish translation, to support the game in other languages:

    { reply }
  6. Caffa says:

    Hey, another question… as there are always more… Anyway, what are the chances or mercenaries or some form of hirable defense? Or heck, what about visiting travelers? Will there be a place we can build where we can recruit or find them? I would ask more as I have like a bloody list stuffed full of them, but information (or in this case question) overload tends to be bad for mental stability. \:S

    { reply }
  7. Caffa says:

    Oh and by them I mean questions. Not people or anything. Honest.

    { reply }

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