With Clockwork Empires becoming significantly more stable over the course of the last few patches, we are seeing a lot of people playing the game for much longer, which means that – in turn – when a bug happens, it’s the sort of thing that gets at you rather than just being something to be ignored. The pain threshold has, shall we say, shifted.
I’m trying to deal with a few long-standing issues this week, which mainly means dealing with small annoyances that detract from the quality of life of a Clockwork Empires player.
For instance, we have now fixed the work crew window slowing the game down when you are faced with > 100 citizens (and Daniel is busy doing Experiments on the work crew window anyway, so who even knows what it will look like after we’re done.) Similarly, the code base now correctly picks a random object from the list of items that can fulfill a job instead of just the last one; this has the nice and useful effect of making it so that citizens randomly distribute themselves in buildings to sleep in at nap time, instead of just choosing the last building chosen. David is in the process of sorting out the problem of citizens getting stuck in an infinite loop of burial, which occurs when a bandit corpse somehow thinks it’s at (0,0) on the game map which is usually stuck in a mountain. There is some work going on to make things more consistent, like ensuring that you can consistently cancel jobs and assignments in consistent places with consistent interfaces, that sort of thing.
And then there is the problem of people dropping meat onto forest meat.