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Genre: Simulator, Strategy, Indie

DwarfCorp

Fixed exploit that granted infinite stockpile space

Update pushed that fixes an exploit where, after loading a save game, your stockpile might show zero contents... while actually containing everything it did before, effectively granting you infinite stockpile space.

If you have already exploited this bug in your game this won't break anything.

Also in this update:

  • Dwarves are a little quicker to seek help when they are hurt.
  • Dwarves with melee attacks are less likely to cower behind palisades during combat (Musketeers and Wizards are still cowards, but they have ranged attacks)
  • Political relationships go both ways - a faction's opinion of you can be far worse than your opinion of them. This meant it was possible for them to send a war party that your dwarves refused to fight. War parties will now automatically make you hate the other faction.
  • Camera bounds have been greatly expanded, allowing you to zoom further out and removing the 'wonkyness' at the map edges.

Another update

Actually posted 4 since the last news item. Each fixing rare and obscure bugs that nevertheless someone found. At this point I don't know if you guys are good at finding them, or if I'm just a total imposter who can't actually program at all. Latest crash report was about 5 minutes before I started writing this. Sorry about that, whomever you are - it's been fixed.

In other news - Contracted out some 3d modeling to replace some of the items in the game that look exceptionally odd as billboarded sprites. I'll have some screenshots for that by the next unstable update.

The first major features on the docket are

  • Equipable, changeable dwarf... equipment. You're going to get an amazing selection of TWO DIFFERENT TYPES OF PICKAXE first. Yay! But, it will open the doors to even more dwarf customization options.
  • And - Steam powered things. The first steps here are the unique resources they are built with, so those will be appearing in unstable first.

Update pushed to stable that fixes issue where some save games would not load.

Title says it all. The actual save remains compatible, and most of the saves that were 'corrupted' by this bug should load with this update.

Update!

This is an update to stable that does not break saves.

In this update:

  • I was able to catch some errors on windows and report them without crashing the entire game.
  • Overworld no longer freaks out if you sent natives to 'very low'.
  • Walk camera shouldn't randomly not work anymore.

Stable release

Release 19.07.05 was posted late last night, as planned. Since then, I have received 2 crash reports, and updates for both have been pushed.

Alright folks, I've collected a few crash reports since the stable update and pushed quite a few small updates since. It looks like a couple of the steam powered objects were inadvertently not disabled for this release. They unfortunately can't survive a save/load road trip yet. They have been disabled properly now so they won't inadvertently corrupt your save.

You can still create them using the God menu - but, well; you've been warned.

Unstable update and stable release date

In this update:



  • When a corporate trade envoy arrives, you'll now have the option of sending your goods directly to market. Goods on the market will get you about 25% of their base value compared to selling them directly to a trader, but there's no actual trade here - it's your corporation. So they always say yes.
  • Delegates from rival dwarf factions no longer eat your food or carry out your assigned tasks.
  • Dwarf energy levels are no longer tied to time of day - they will not decline based on what tasks they perform, and they won't wait until night to take a nap.


Now the real news...


The next stable update is (tentatively) planned for next Friday, July 5th. We expect to push it Friday evening, and are planning on gluing ourselves to the issue reporter. At this point, we can't physically test every aspect of the game (especially since by 'we' we really mean 'I') but 'we' have a lot of confidence in this build and have made plans to be available here and on discord.

Discord link: https://discord.gg/ju5KH2

This update will break your saves. If you have a save on the current stable branch you want to keep, I've forked the stable branch to create a beta branch called legacy. This branch is identical to the current stable release and will never be updated.

If you're playing on the unstable windows FNA branch, stay put, as the stable update will not include FNA on windows.

Unstable update

Some neat things in this one -


  • Rival factions now exist properly in the overworld. All of your political dealings will carry over from one colony to another so long as you're loading up the same overworld.
  • There can now be rival dwarf factions.

  • Faction territories are per colony rather than per voxel. There's a toggle on the overworld screen to see them.

  • Claiming a faction's land for your colony will piss them off.
  • Claiming land costs money. You'll need to make a profit to expand.
  • Trade envoys will carry far less cash and goods. Don't assume you can be instantly rich by being a murder hobo.
  • New corporate policy is that employees must pay for goods they consume. They aren't happy, but all dwarves will now pay when they eat or drink.

Yes, another unstable update.

Just in case you're not seeing this changes; remember you have to be on the unstable branch. A stable update may or may not happen in July. When it does, it will break all save games.

So this update does not include anything I can take a screenshot of. First a few bug fixes.

  • Fix an AI lock condition where starving dwarves couldn't fight because they were starving, but couldn't eat because there was something to fight.
  • Dwarves no longer turn backwards when jumping.
  • You will no longer receive trade envoys from yourself.


The big change - you'll no longer receive balloons from the motherland. Instead, they will come from Corporate. You might notice, however, that you don't get any money for trading with them, and they are perfectly willing to just give you cash. That's because it's your corporation. Those resources are going back into the corporate pool, and will be available to send with new expeditions to new colonies.

Be careful with the corporate trade envoy; this feature is still a work in progress. Try not to do anything silly like declare war on yourself.

When you launch a new colony, you need to pick what goes with you. You'll start with a generous $1000 of startup funds for your first colony, and from that you need to hire your first dwarves. You won't have any resources available, tho - so be prepared to find food fast. When you're ready to launch another colony in that same world, you're going to need some corporate funding. So don't forget to toss some of your profit back to corporate through the corporate trade envoy.

Hold your butts, it's an unstable update.

First off in this update, we got some prettier overworld rendering.



Here's what the smallest possible world looks like.



That gargantuan world in the center can take a while to load the first time, so it's not recommended for new players.

Also in this update we got:

  • Bug fixes of all kinds.
  • New bugs.
  • More bug fixes.
  • Performance improvements (substantial)
  • Performance improvements (minor)
  • 100% of your daily recommended amount of dorf.
  • The new shared overworld stuff is coming together. Right now, that means if you piss off a faction in one colony, and load another colony on that same overworld...
  • We made a massive payment against some tech debt that will finally, after two months of refactoring, allow us to proceed with some of the things planned for the overworld.
  • Found (and fixed!) a problem with the build process that caused old content files to be included with the game. Because of the moddable data-driven nature of the game, it went ahead and loaded them. Oops. The problem persists for Linux 64, but is fixed on Windows, Mac, and Linux 32.

Unstable Branch Updated

Good afternoon stockholders,

Negotiations with the dwarven unions went even better than anticipated. This update brings some changes to the way dwarves are paid.

  • Management's big victory - pay cuts across the board.
  • Unfortunately, they won the right to severance pay. So it's not always as simple as firing them.



  • You'll need proper management to hire more dwarves.



    Your current supervision level appears in the bottom bar

    Yes, you will start a default game without enough supervision. You won't be able to hire anyone except a supervisor until you have enough.




Outside union negotiations, corporate restructuring is under way. All individual branches will now be merged under one megacorp. After generating a world, you'll select which area to launch a colony on - and when you load a world, you'll return to this screen, where you can create a new colony or load a new one. We're still lobbying congress to get all the proper regulations in place, but once we ram through our corporatist agenda branches will be able to share resources.



Other changes:

  • A new hairstyle is sweeping the dwarf world! The "Skywalker":



  • Dwarves will no longer pursue an enemy that is fleeing unless you've explicitly ordered them to attack. This works both ways, and fleeing dwarves will not be chased.
  • Some massive payments against technical debt were made in the last few weeks.


The unstable branch is available for Linux and Mac as well. As this is back to a one man operation, and I don't actually have access to a Linux or Mac machine to test, I do appreciate everyone who plays on unstable.