All posts tagged with "lord palmerstoke has all his best ideas in the bath"

Quick, Put More Logistics In It!

As part of the workshop->upgrade->Snoot->cover the world in progress cycle, we have an exciting series of new economics problems: how to make upgraded modules actually useful, and how to make workshops not terrible. The solution that we have elected to try, and which Daniel bullied me into writing (which took a week, and then I quite like the results so it’s not so bad) is to have workshop jobs assigned per-module, rather than per-building.



For Revision 50D, we let you explicitly assign a task to a given module (“Make Planks”, “Make Cot”, etc.) The # of workshop modules indicates the # of tasks. A worker will do the task assigned to the first module in a row. If the first module is busy, they will move to the second module; and so on, and so forth. Modules are organized in the workshop in terms of priority, and can be moved up and down (i.e. if your power saw is first in the queue, if it is empty people will try to use it first.) So if you have:

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Choose Your Own Misadventure

First, a note from the Management: The monthly patch has been delayed due to some last-minute stability concerns but we’re working on it and will update you when we’ve got it sorted out. In the meantime we’ve asked Chris to hold the fort with a blog post about some cool stuff he’s been working on over the last month. Over to you Chris!

It’s time for another game balance post! Last time I wrote about immigration, but that’s not the only big game progression change in this month’s patch: we’ve also added Loadouts.

There's some kind of crazy map there too, but don't worry about that just yet.

There’s some kind of mysterious map there too, but don’t worry about that just yet.

For a rather long time we were extremely generous with the materials given to players when they launched a new colony; this was useful for testing hard-to-get-to midgame stuff, and hadn’t been given a serious balance pass since we implemented the idea of starting materials in the first place. However, just as with immigration, we’ve reached a point where it’s necessary to make players have to work for stuff so they can experience more actual gameplay. And that means not giving loads of high-quality materials at start.

With balance comes opportunity, and this was a real fun opportunity; We’ve always wanted players to be able to bring different stuff to their colony depending on their needs, and being that we were in the middle of balancing your starting materials anyway, what better opportunity to try out a bunch of different settings and see what people like? Thus, we set up a system that allows for different starting loadouts that can change values like:

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The State Of The Empire

So January!  Hello!  We’ve been working on Clockwork Empires for – I feel safe to say now – a fairly long time.  There’s a lot of code in there, and you guys haven’t been able to play it yet.  We all wish that weren’t the case, so I guess I should tell you what we’re doing about it.



Mid-December to the present was mostly a write-off due to familial obligations, plague, and stress relief in various forms, but some secret work was undertaken on the dreaded UI.  It was sort of like that montage in the Lord of the Rings where Gandalf leaves in the middle of the battle to go read some dusty scrolls in Gondor, except that was David, and it was a copy of The Elements of User Experience.  Suffice it to say that things are looking much better in that department.  Our loose framework of “technically sufficient” programmer tools are starting to actually indicate what they’re for.  It’s pretty cool, and a surprisingly laborious and meticulous job.

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The Story of Shiveringhope

The Sad Tale of Shiveringhope: A Penny Dreadful Tale for All Hallows’ Eve

Written by Scurrilous Typing-Rogue Mr. Vining with Salacious and Naughty Illustrations of Phantasmal Horror by Mr. Baumgart.

The problem started with the mineshaft.

Problems often do. You take a perfectly good colony like Shiveringhope, once the pride of the seas, and you plunk a bloody great mine on it. Whose fool idea was that? Well, that’s a good question.

Perhaps, it was the fault of Lord Palmerstoke, who, recently scoffed at by the Royal Society, vowed that – before the year was out – a giant, earth-shattering drill would be deployed to probe the earth’s bounties. A drill with a bit made of purest, finest, cavorite, capable of breaking through the earth. A drill with gears made of finest copper and brass, a drill with a giant steaming pipe of steam steaming all over the blasted place. A drill that was so powerful, it could bore into the very Crust of the Earth itself. Never mind that cavorite was, technically speaking, lighter than air, and such a drill would have to be tethered to the earth with a collection of very large anchors. Never mind that brass was a stupid and useless metal for making gears out of. Science would have a way, and besides which – surely, it was the sight of the thing, its massive drill straining underneath the enormous pile of redundant, useless and largely decorative cogs attached to its side, that would make the earth shriek in terror.

Perhaps it was the fault of the Empire Times. Day after day, it bemoaned the state of Industry. Industry, it seemed, was insufficient. Perfectly good labourers standing idle, while the rich loamy veins of earth beneath our feet fail to yield up nature’s glorious bounties – and it was all the fault of the Whig party. One thing led to another, and a very large crate marked “SCIENCE. PROBABLY DANGEROUS. BUT VERY SCIENTIFIC. YES.” in bright red paint showed up at the shipping docks of Shiveringhope, containing a terrifying thing known only as the Crustborer. When it was unpacked by cheap, shoddy labourers under the gaze of a watchful Overseer, passing ladies were known to look at it and swoon, so powerful was its aura of unmitigated phallic majesty.

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