The unstable build has been updated with the next release candidate. This one has taken a bit longer than planned, for a few reasons largely personal, but beyond those I also had to rewrite a very fundamental part of the game - all resource handling. This build is still missing several pieces of art, but is functionally 'locked' for release. The only changes will be bug fixes. As always, no update to the stable branch yet. This is an opt-in beta and will break all saves.
In this update:
All dwarf clothing / tools is now removable and interchangeable.
You won't find them in the crafting interface just yet, but you can find some color variations on common items of clothing in the god menu.
Tools will break. Different materials will last different times.
Tools do not yet determine how effective a dwarf is at their task, so they are mostly cosmetic. They will happily mine with their bare hands.
Fixed a bug where the teleporter could leave a dwarf in solid rock and kill them.
Large voxel build orders will be composed into a single task in the list.
Zones are designated by a border, not by specific floor voxels - so build them on whatever you want.
Added a couple of new block types.
Dwarf Equipment Progress
Greetings all,
Progress continues on the next major feature, and I felt it was a good time to drop an update on it. So the goal is to give dwarves equipment, and I'm starting with tools - you probably noticed them in the most recent updates. At the moment they serve no purpose, but picks can be crafted out of different materials. Eventually, different types of tools will have different properties, and tools will wear down and break.
In implementing wear and tear, I discovered that the existing resource system just couldn't handle it. Which led me to rewriting the resource system almost entirely. That set me back almost two full months, but it is finally done.
Now that I'm past that - I finally have some picks that wear out and break. Well, iron picks at least.
Part of this goal was getting these different tools to appear in dwarve's hands when equipped. I really think I under estimated just how much art would be required to make that happen, so I don't really know how long that's going to take yet. The first release with this feature is likely to include only picks.
Stable update
This is a small update to mitigate the problem of dwarves getting stuck in overhead blocks while jumping below them. You will also find some minor features
Default embarkments - which should remove some confusion for new players.
Starting cash is adjusted by the difficulty level chosen.
Stable Update 8.31.19
A new stable update has been released. We delayed this one a bit despite having a desperately needed fix because we just couldn't figure out how to do it without breaking saves. Finally, we realized that without the fix your save is probably unplayable anyway - so we broke them.
So new things in this update - including all the stuff in the last few unstable updates...
I'm pretty sure that just scratches the surface. And for bug fixes...
Unstable update and stuff
In this update...
Gold ore blocks now produce gold ore, which must be smelted.
Gold blocks join copper and iron blocks.
New biome - wetlands. Occurs where land is relatively low and wet.
New plant - bamboo. Grows in wetlands.
Employee info screen is now tabbed and includes some additional info.
Backpack isn't a separate dialog, and shows icons.
Digging now requires dwarves to equip picks. Miners come with a pick already so you won't notice - but this is the first step toward equipable items.
Why not make tables and chairs out of peppermint??
Kill things on the debug menu now uses the selection buffer so it will be more useful if you've got a pest problem.
Sliders on options screen show a value (where it makes sense)
Added confusing slider for species limit - 100% means 100% of the default limit of 15.
Building floor will now queue up a dig task first.
Fixed bug that let creatures spawn without beyond species limit.
Fixed bug that made craft icons vanish.
Added hotkey (esc) that closes popups.
Unstable Update
Another unstable update.
In this update:
Fixed the weirdness with the brush and camera menus that got introduced in the last one.
The craft table now has a proper icon.
Candycanes no longer drop candy cane wood.
Pressing esc will close the menu and any of the windows on the bottom left.
On your zone list, for stockpiles, click "resources" then the content tab on the popup to see everything in that stockpile.
Employee backpack view now shows icons like your resource screen.
Resources are slightly better categorized.
Necromancers will no longer endlessly summon skeletons from your graveyard until the game crashes.
Corporate liasons now have some dialog explaining who they are.
Employees no longer sleep all at the same time, so fast forward to day has been removed.
Fancy ruins - they come in a lot more shapes now.
Fixed the tutorial hiliting GUI bits that were invisble.
Fixed trees staying green when chop task cancelled. Really didn't make sense for them to change color in the first place so now they don't.
Fixed dwarf swimming animations.
When ordering the crafting of multiple things the tasks will get combined into one task.
Unstable update
This is the first unstable update since the stable release last month.
This update does not necessarily break saves, so it will continue to try to load saves from the latest stable branch. However you may find your save is in an impossible situation - e.g., you have iron but no forge - and further progress may require building some additional infrastructure.
The first thing you'll notice is an interface change. I've never liked the franken build tool that crafted things into the stockpile, crafted them in place, and placed things from the stockpile. So it's gone. Instead, you'll find a craft tool and a place tool - all items will be crafted into the stockpile. Once crafted, you can use the placement tool to put them somewhere.
Changes in this update:
Build tool split into craft and place tools.
Destroying an object is now a real act and will take some time to complete.
Move tool has been removed. If you want to move an object, your dwarves have to do it.
New voxel - copper - has been added.
New resources - iron ore and copper ore - added.
To get iron or copper, you will have to smelt ore.
You can craft pickaxes out of a variety of materials. These do not serve a further purpose - yet!
New piece of furniture - a craft table - has been added. You will need a craft table to craft some objects.
Default species limit reduced.
Time between eggs increased.
Performance gains
Recently a player supplied me with a very special save that allowed me to pinpoint an amazing performance opportunity... this is that update.