You’ve probably heard the saying that a watched pot never boils. Not in Clockwork Empires, at least, not initially. Workers had to stare at pots, for them to cook, presumably radiating some kind of dark, Lovecraftian energy. However, irradiated stew is no longer! The latest Clockwork Empires patch means cooks don’t have to intently watch the pot.
Other changes mean that colonists will no longer have conversations with cultist murderers and the enemy AI's been overhauled, too.
The major changes that come with the v32 update are a new building system that lets you renovate buildings by placing modules to expand their use. Plus, you can now take command of the workcrews that run your workshops, giving you control to prioritise different tasks in their production line.
There’s now ammunition to consider when fighting, so you’ll need to make sure your soldiers are kitted up before going off to fight murderous fishfolk.
Those fishfolk will be more deadly than ever, too, as the combat AI’s been overhauled. Thank God Gaslamp have added landmines to thin out this gilled murders.
With those main points out the way, here’s a few select patch notes from the changelog:
Fishpeople get mad when their people are killed (unless they’re raiders, which are fair game)
colonists will no longer have conversations with cultist murderers
coconut curry now properly requires chillies
food memories weren’t working correctly
corpses can no longer set off landmines
Oh, and your city folk will no longer run from a dead murderer. Though, frankly, if a dead murderer were to come after me, I’d run like hell.
Being an Early Access game, Clockwork Empires is still very shonky around the edges, Fraser said in his review that it’s currently “a ghost of a very interesting game" but when he thinks about what's to come he "can’t help but want to play again.” And I can’t help but be excited for it after reading Rob’s interview with the developers.
The full changelog can be read on the next page.