Dawn of Man cover
Dawn of Man screenshot
PC Mac PS4 XONE Steam Gog
Genre: Simulator, Strategy, Indie

Dawn of Man

Version 1.6.2 released

This version includes various quality of life improvements and other fixes.

QoL
- You can now double click a work area to select all areas of the same type in town.
- You can now double click on ore deposits, flint and rocks to select similar nearby entities.
- You can now Alt+Right Click to give alternative commands to people like collecting tannin from trees, collecting mud from banks, shearing or milking animals.
- Improved milestone unlock screen, that highlights which milestone is being unlocked.
- You can now specify an FPS limit in the settings screen (when VSync is off).

Fixes
- Tin and Iron deposits are now properly highlighted when placing mining work areas.
- Fixed issue that could cause people to be stuck in a loop performing commands when their stats were low.
- People are now be able to swap tools from resource slots to tool slots when required for the action they have to perform.
- Fixed game unpausing while on primal vision in normal mode if a trader was selected.

Version 1.6.1 released

This is a quick fix for two issues:
- Game can now tolerate broken translation workshop items better, instead of crashing (Russian workshop translation is causing the game to crash for anyone that has subscribed to it at the moment).
- Better error message for when the game can not load the Posix libraries.

Version 1.6 released | Armor Update

This update focuses on some of the main feature requests from the community, which were Armor and combat improvements.

Highlights



ARMOR

Your people can now make armor, they will automatically equip it when you sound the alarm. Note that raiders will also wear armor, from the Bronze Age onward.

Armor is made in the new Armorer structure, we've also moved shield production there (which was previously in the Workshop).

It comes in two variants, Leather Armor, available from the Bronze Age, and Mail Armor, available from the Iron Age.






GATE RALLY POINTS

You can now choose the position where your people gather when you trigger the alert.




GATES IN 8 DIRECTIONS

You can now place gates in 8 directions, allowing for much more organic looking towns.




WALLS IN SHALLOW WATER

Walls can now be built in shallow water (and steeper slopes), this makes it possible to use lakes and rivers as defensive barriers. Raiders might end up swimming through them to attack you, but this would still allow you to shoot at them from a distance for a long time.




Full Changelog



NEW RESOURCE: LEATHER ARMOR
Made from leather, offers reasonable protection, available from the Bronze Age.

NEW RESOURCE: MAIL ARMOR
Made from iron rings, offers very good protection, available in the Iron Age.

NEW STRUCTURE: ARMORER
Structure that produces Leather and Mail Armor, we've also moved the shield manufacturing here, which was in the Workshop previously.

NEW TECHS
New techs Armor, Mail and Reinforced Shields, required for Leather Armor, Mail Armor and Oval Shields.

COMBAT IMPROVEMENTS
- It is now possible to edit the position at which people gather behind the gates when the alert is on.
- Gates can now be build in 8 directions allowing for more organic wall designs.
- You can now build walls, watchtowers and platforms in shallow water, and in steeper slopes.
- In the Bronze and Iron Ages, raiders don't immediately acquire all techs in the era, but they do it progressively with each attack wave.
- There is now an option in the defense panel to customize the amount of men and women that will use melee weapons in combat.
- People will now upgrade their weapons from slings to bows if available.
- Weapons that raiders drop when dead now have random condition instead of 100%
- Added some old raiders, and slightly increased the proportion of males that come to attack.
- Clothing now decays when absorbing combat damage, the damage that is saved is instead taken by the clothing.
- Stamina decay rate is now cut in half when the alert is on. This affects all humans, including raiders.
- Slings can now be sold for their full value up to the Neolithic only (down from the Copper Age).
- Making sure that people don't run to another gate after all raiders are dead.
- Animals that have been butchered, even only partially, now decay a lot faster.
- Most defensive structures, like walls, gates and towers are now a bit more resistant.

NEW ADULT PERCENTAGE RESOURCE LIMITS
- It is now possible to set a resource limit to a percentage of the adults in the settlement.
- This is now the default for tools, shields and armor, as children can not use them.
- Improved tooltips for all resource limits, to make everything more clear.
- Added 20% and 33% resource limits

IMPROVED HUNTING RESOURCE LIMITS
- Butchering tasks for hunted or slaughtered animals will now only get auto-generated if any of Meat, Bone or Raw Skins are under the limits.
- In auto generated butchering tasks (after hunting or slaughtering), people will not extract resources that are over the limits.
- Meat limit is now set to 100 by default (it was 30 before).
- Raw Skins limit is now set to 40 by default (it was 10 before).
- Bones limit is now set to 20 by default (it was 10 before).
- These changes do not affect manual butcher tasks (created by right clicking or using the context actions), these always extract all resources from the animal.

IMPROVED COMBAT BEHAVIOUR
When a person is given a direct command to move somewhere (by right clicking on the ground), they will stay there and:
- They won't go to their usual combat positions. This is useful when the enemies are attacking if you want to station a bunch of people somewhere instead of in the default positions.
- They won't wander around town.
- For a while, they won't go and get any weapons or armor.
- For a while, they won't go to rest.
- For a while, they won't get assigned any tasks.
- For a while, they won't go store any resources.
The idea behind these changes is that you get more control over what people do, but eventually they will do what they need to do to survive.

IMPROVED PATHFINDING
- Humans will retry with higher accuracy if they can't find a suitable path to the destination.
- Beings prefer to walk on even terrain.
- Beings try harder to cross by a nearby ford instead of swimming.

MISC
- New loading screen for the Ancient Warriors scenario.
- Ancient Warriors tech cost has now been slightly reduced.
- Slightly increased population limit.
- Domestic Animals will now prefer to wander around stables.
- People now prefer to wear outfits that are in better condition.
- Workload calculations now count kids as half an adult.
- You can now select a loaded person and right click on a storage structure to tell them to unload there.
- Added Elasmotherium, Hyena, long haired woman and old man to intro screen.
- Carts, Sledges and Plows can now be built by two people simultaneously.

Version 1.5.1 released

This version improves a few game elements, based on the recent feedback from our community.
Thanks everyone for helping make the game better!

Balance Changes
- Donkeys and Horses will usually now spend 3 game years as adults and 1 as old (before it was 2/2). This will bring up their reproduction rate to the same level as cattle.

AI Changes
- Domestic animals escape from raiders when not sheltered, even before being attacked.
- People will now build structures even if very hungry when there is no food available, this can easily happen in Nomad mode.
- Fixed issue with animals sometimes stuck in a loop in or near rivers/lakes

Quality of Life
- "No space in stables" warning is now only shown in Autumn or Winter.

Modding fixes
- When two scenarios use the same string ID, the game will now display a very obvious warning at startup.
- Fixed crash when spawning items for humans in scenarios and there is no space to put them.

General Fixes
- Iron Sword now uppercase like the rest of the tool names.
- Improved appearance of "Requires Tech" tooltip for context actions.
- Fixed issue of animals/humans using the wrong idle animation when switching model (this is triggered by switching Age or outfit).
- Fixed issue that could cause 2 trees to grow in the same place sometimes.

Let us know about any further feedback you might have in our forums!

Version 1.5 released | Farming Update

https://www.youtube.com/watch?v=_A5dOFhxeqo

This version add the Plow, which makes planting crops faster and without penalty to morale from the Bronze Age onward.

We also made several improvements to transports, including the new Transport Post structure, which allows to strategically distribute them across the settlement.

As a bonus feature, we've included some new appearances for the villagers also, 12 in total.

More frequent updates in our twitter devlog

See all changes:


The Plow


This is a new implement that can be used to plant crops a lot faster and without penalty to morale.
Has to be pulled by either Cattle or Horses.





Transport Post


This new structure allows you to park Sledges/Carts/Plows in it, improving the organization of your settlement and opening new ways of optimizing work.




New appearances for people


We are adding an extra human appearance per Gender/Age/Era, 12 in total.





Modding updates


- It is now possible to precisely alter the distribution of trees, deposits, details and objects in custom Environments.
- New Workshop Uploader integrated in the game, that makes the process of uploading scenarios and translations a lot simpler.
- ConditionEntityNearMarker action in scenarios now works with any type of entity.
- Fixed issue causing traders not to bring techs costing over 20 knowledge points if changed tech cost multiplier.
- Added new CurrentGameMode, CurrentStartMode and CurrentEnvironment values for ConditionValueEquals

Other features


Farming
- New Plowing technology.
- Plant and harvest tasks are now generated in rows, with the closest plants to town going first.

Audio
- UI SFX volume reduced slightly.
- Added panic sounds for humans.

Gameplay changes
- Only adult domestic animals can now be used to pull Carts or Plows.
- Only adult Goats or Cattle now produce Milk.
- Milk production time reduced from 0.2 years to 0.18 years.

IA
- Better usage of transports overall.

Misc
- Improved the way transports and animals follow humans, this also reduces clipping against structures.
- New larger and more visible mouse pointer.
- Improved Leather and Tanning icons.
- Raiders now ignore megaliths and mines.
- Performance optimizations in combat code, which should make mods with a ton of raiders run more smoothly.
- Removed most artifacts in tinted models.
- Fixed issue with river sound not updating it's volume properly when game paused.
- Load is now centered when just one object is being carried on sledge or cart.
- Added some more syllables for random names.
- Fixed typo in burials text.
- Fixed selection box on bridges under construction.

Version 1.4.2 released

This is a patch for a couple of issues we found:

- Fixed problem with traders not selling animals if all Stables were upgraded to Stone Stables.
- Fixed wrong trader animal tooltips in French.

Version 1.4.1 released

This is a maintenance update, the main change is that we've updated the version of Unity we use to build the game, this should fix some startup and other rare issues.

Main
- Updated to Unity 2017.4.35, this should fix issues with Citrix receiver and hopefully some other rare startup issues.

Misc
- People are now allowed to plant crops when hungry if the overall level of food is very low.
- Fixed issue with people cutting down trees from a distance if their sledge was recycled while walking to it.
- Fixed issue with wrong text size in loading screen if changing resolution after coming back to the main menu.
- Fixed issue people dropping resources in structures at wrong distance sometimes.
- Fixed graphical glitch in mines when switching from Primal Vision mode in hardcore difficulty while transitioning seasons.
- Fixed issue with sometimes people having tool props while carrying sledges.
- Fixed a couple of typos in the English help text.
- Fixed typo in the German translation of underground mining tech name.
- Stability fixes.

Console version and future updates

Hello Everyone,

Now that 2019 is coming to an end, we want to take a moment to thank the Dawn of Man community. The game wouldn't be the same without your continued feedback, bug reports, workshop content, and overall support! Thanks!

Dawn of Man has been a success beyond our expectations. We are very glad people are enjoying the game, and for a moment, they can feel like they are transported thousands of years to the amazing time that was the beginning of humanity.

Console version




This is probably not the most exciting news to announce on Steam, but the game is now available on Xbox One (worldwide) and PS4 (Europe and Australia, in North America it will be live on January 6th).

We will be updating the game in parallel on all platforms from now on.

Future Updates




We've had very positive feedback on the updates we've released this year, and we intend to keep on working on the game for a while, releasing more new content (always for free!).

Areas we want to focus on are farming, adding the possibility to use animals to work on the fields, and combat, with more varied raider behavior, better controls for your troops and probably armor.
We have plenty of other ideas as well, we will try to go through them during the course of the coming year.


Happy Winter Solstice everyone!

Version 1.4 released | Solstice update

This is a new major update that adds burial mechanics to the game.
We are also adding Metal Age versions of the Granary and Stables (which have increased capacity) and a ton of other improvements.

More frequent updates in our devlog.

https://youtu.be/Z2V4T3paKbs

Burials


When people die, they will get taken to a burial structure and mourned.
This process allows people to recover the morale they lost when that person died.
There is a new Burial Mound structure, and the existing Dolmen and Cairn buildings have been repurposed as funerary structures as well.

New Structures


Burial Mound
A small tomb where to bury your dead.





Staddle Granary
An Iron Age upgrade for the Granary, can hold more items.



Stone Stables
An Bronze age upgrade for the Stables, can house more animals.



New Techs


Funerary Rituals
Unlocks the Burial Mound structure.

Staddle Stones
Unlocks the Staddle Granary structure.

Hunting


Rebalanced danger levels and the amount of hunters that go to attack each type of animal.
Fixed issue with hunt work area tasks always sending 1-3 hunters.

Population


Relaxing population limits a bit more, it should now be possible to reach 300 people.

AI Improvements


People are now more efficient when gathering resources from hunts.
People will now take food from transports if extremely hungry.
If extremely hungry, people will eat raw food instead of cooking it.

UI Improvements


Added workload to general panel.
Environment temperature bar has been replaced by an more compact icon with a tooltip.
Traders now indicate the gender of the animals they are offering.
Fixed issue in savegame name input, where all text wasn't always selected.
Savegames and town names can now include the dash character.

New settings


Added option to disable edge scrolling.
Added option to toggle fullscreen.
Added option to change UI sound volume.
Settings that can be set on or off now use a toggle UI.

Misc


Up to two people can now use the Menhir at once.
Up to four people can now use the Stone Circle at once.
Collect and harvest wild plants work area now properly obeys resource limits on a per plant type basis.
Flax re-added to collect and harvest wild plants work area.
Mining work areas now show resource limits for all 3 types of ores.
Fixed issue with mining work areas sometimes reporting that they were exhausted when it wasn't true.
Fixed graphical issues with materials of new work areas and entities during primal vision mode.
Removed stats window from main menu, as we didn't manage to get this to work properly.
Various fixed for the UI of workshop scenarios.
VSync settings now work properly in windowed mode.
Fixed issue where trader animals could breed with yours.
Traders will only bring straw from the neolithic onward.
Fixed issue with panel widths when the help button was present on top.
You can now keep on earning knowledge after unlocking all techs.

Version 1.3.3 released

This is a quick patch to fix a crash that sometimes occurred when clicking on a crafting human, that was introduced on the previous update.