BETA 51F BETA 51F: STEAM KNIGHTS AND GENERAL FLAILING

Discussion in 'Clockwork Empires General' started by Nicholas, Jun 17, 2016.

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  1. Nicholas

    Nicholas Technology Director Staff Member

    Beta 51F is up on the Experimental Branch! (For those keeping track at home, I think I spent a week and a half getting "save and exit to main menu" working correctly.)

    Consolidated Changelog for Beta 51F


    added Steam Knights (accessible via Foreign Office, an event arc, and a special experimental loadout)
    added some new Steam Knight animations
    added "On-Shift/Off-Shift" status to the names of idle jobs
    added Grinder module and Grinder recipes
    added # of chairs display to Barbershop
    added some new event arcs
    added "save and exit to main menu", "exit to main menu without saving" buttons
    added ability for events to lock building for special work (& UI to support this)
    rewrote commodity tracking code
    changed commodity filter categories
    did more iteration on UI responsiveness
    added optional code for FYI-style alerts to display images
    increased range on animal_repopulate spawn (so they don't get stuck on the edge of the map)
    traders will send an alert when they leave the Trade Depot
    if a chapel is given a "special project" it will boot out anyone waiting for confession
    balance: reduced incidence of bandit/fishperson attacks
    FIXED: charred meat ownership is set correctly
    FIXED: Distil Rum
    FIXED: various minor scripterrors
    FIXED: various typos in events, descriptions
    FIXED: an altar is now required for colonist to want to Attend Sermon (because it is required to give a sermon)
    FIXED: fishpeople won't hit people with meat anymore
    FIXED: bandits will no longer fire at people while holding bread
    FIXED: bandits_amnesty event error
    FIXED: removing a module will now (immediately) push effects of its removal to parent building
    FIXED: Maize not being usable in vegetable recipes
    FIXED: some jobs that were missing job time data
    FIXED: scripterror dead overseer replacement event
    FIXED: commodity drop will always hide the object at the end of the merge container cycle
    FIXED: alert stubs not registering themselves with event arcs
    FIXED: minor bug when clicking the top pixel of a UI window
     
  2. Rentahamster

    Rentahamster Member

    OMG Steamed Hams!

    [​IMG]
     
  3. Unforked

    Unforked Member

    Steam Knights... it's happening!
     
  4. Manamoo

    Manamoo Member

    Okay...so far the peanut gallery and I (separate games) are trying to find that "perfect" set up for a new game...we are experiencing some crashes on the exit to main menu without saving. Not every time...for me a bit more often, around 3, the peanut gallery just the one time...totally understandable being all brand and spanking new. Just wanted to give a head's up. Funny thing...my rig is higher specc'd than his. Go figure. :)
     
  5. Rentahamster

    Rentahamster Member

    Are steam knights separate from the overseer/NCO system?
     
  6. Rentahamster

    Rentahamster Member

    Crash
     

    Attached Files:

  7. Rentahamster

    Rentahamster Member

    Crash 2
     

    Attached Files:

  8. Rentahamster

    Rentahamster Member

    It seems like the game is crashing when I save while something is under construction.
     
  9. Nicholas

    Nicholas Technology Director Staff Member

    It's not impossible. A lot of stuff got rearranged during the save/exit-to-main-menu situation, so please send me all the .DMP files and I'll try to get it sorted out as soon as possible, probably tomorrow.
     
  10. Rentahamster

    Rentahamster Member

    It could be just a coincidence though. I've had it crash several times even when a building was not under construction (but modules might have been in the middle of construction? I'm not sure).

    It's kind of a crapshoot to play at the moment. I'm going to get drunk with some girls now. :cool:
     

    Attached Files:

  11. Bluebird

    Bluebird Member

    Yup - crash everytime try to save. Sadly, not testable ... too much of a time lottery :)
     
  12. LeChatMG

    LeChatMG Member

    First autosave: crash. :(
     

    Attached Files:

  13. Alephred

    Alephred Royal Archivist for Queen And Empire

    Same here, crashed on the first autosave:
     

    Attached Files:

  14. Fredrik

    Fredrik Member

    Did the tooltips that appear when hovering over stuff dissapear? Or is it my game?

    Edit: Nevermind, it came back.
     
  15. Manamoo

    Manamoo Member

    Here's the .dmp's that I had of the crashes.
     

    Attached Files:

  16. mistrornge

    mistrornge Member

    Here is mine. Also on autosave.
     

    Attached Files:

  17. Unforked

    Unforked Member

    Mine don't work. I mean, when I hover over any commodity I get no information, including how many are in a stack. I also can't tell how many building materials I need to complete an unfinished building.

    EDIT: Lol, and now mine works again too. No idea what brought it back.
     
    Last edited: Jun 18, 2016
  18. Toddland

    Toddland Member

    Crash on autosave while building under construction
     

    Attached Files:

  19. Bluebird

    Bluebird Member

    Crashes on non-auto save. No buildings under construction but some jobs in queue like levelling ground. Think this also falls under construction events
     
  20. tojosan

    tojosan Member

    Random crashes until I've had a few saves. Been more stable after some buildings were finished.
    I'll try to capture on the next crash.
    Want to test moving modules between buildings. This previously left phantom modules.
     
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