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DwarfCorp screenshot
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Genre: Simulator, Strategy, Indie

DwarfCorp

Hotfix to 18.03.24

We just pushed a hotfix for 18.03.24 that fixes a few things we broke yesterday.


  • Fixed bug that caused dwarfs not to build any zones.
  • Fixed bug that prevented cursor light from being disabled.
  • Made draw distance on terrain use a 2D rather than 3D distance check.

New version 18.03.24


We just pushed a new version of the game to Steam and itch.io. This will be the first version to benefit from professional QA testing, so it includes many bugfixes. This build is backwards compatible with saves from the last build. Thanks!

Changelog:

New build 18.03.18


We’ve just pushed a new build to Steam and itch.io, 18.03.18. This build has bug fixes, some design changes and is the first build to include minecarts. As usual, this build breaks compatibility with older save files.

New Save Screen


We redesigned the save screen so that it’s easier to use. We also now allow multiple saves per world.



Rails


You can now build rails using the build rail tool. It’s a little rough around the edges at the moment (particularly when it comes to slopes). To build a rail, first construct rail resources (4 iron = 1 rail) using an anvil. Then you can drag out rails or place individual pieces. Dwarves ride minecarts on rails to increase their speed. (note: dwarf slown down in gif to show sweet drifting skills)



Task List GUI


You can now view a list of tasks that all dwarfs are working on, and cancel them. This is a barebones implementation at the moment that is still being developed.



 

Changelog:

Stuff We’re Currently Working On


We just hired a professional QA tester to find and report more bugs for us, yay! We’re continuing to collect bugs and fix them as soon as we can.

On the art front, Joe, our new pixel artist has been pixeling away at Kobolds and Gremlins.



Kobolds are done art-wise, but we still have to get their AI written. Kobolds will occasionally come snooping by your colony in the dead of night to steal stuff.

Gremlins are still being animated. They will occasionally spawn near contraptions you’ve built and blow them up with TNT! They also have four arms.



On the programming side, now that minecarts/rails are nearly complete we intend to start working on Steamworks integration with our modding tools, plus a new event system that will make it simpler for us to add new scripted events (like the aformentioned Kobolds and Goblins showing up).

Hotfix to 18.02.25 which fixes tree/crop harvesting.

We just pushed a small hotfix to Steam and itch.io which fixes a critical bug that caused all tree chopping/harvesting to fail. This was caused by a change which fixed a crash, but which inadvertently broke tree chopping. Sorry about that!

New build 18.02.25


Hi everyone, we just added a new build to itch.io and Steam. This build fixes some bugs in the save system, so unfortunately old saves will be incompatible with this build.

Changes:

Update on New Content


We want to clarify that in our last post, when we mentioned “experimental features”, that was a mis-statement. What we meant to say was “planned roadmap features.” We have had several planned features on our plate that we need to complete before the game leaves early access, and we just started working on those in the past couple of months. We are still fixing bugs and balancing existing features in our main development branch, in addition to working on new features.

New Artist and Kobold


We just hired a new pixel artist to assist us with missing and new content. His first task has been to animate the Kobold, a planned creature that is supposed to infiltrate your colony and steal your gold!


Mine Carts


We continue to make progress on minecarts. We now have a basic mine cart track creation tool, and have integrated mine carts into the dwarves’ path planning. Dwarves can ride minecarts for a speed boost. This feature still needs a lot of polish, but it’s almost done mechanically.




Another small patch to 18.02.04

We just pushed another small patch to 18.02.04. Here are the changes:


  • Fixed bug which caused dwarfs to not repeat craft more than twice, and which prevented them from sharing repeated crating tasks.
  • Fixed bug which sometimes caused farms not to function with the error message "This is not a farm."
  • Fixed compatibility issue that was sometimes causing the game to crash while loading chunks from old saves.

Small patch to 18.02.04

We just pushed a small patch to 18.02.04 which fixes a critical bug that caused the game to crash upon loading and selecting a dwarf. Sorry about that!

18.04.02 and some development


Hi everybody. I (Matt) just got back from vacation and uploaded some recent changes we made to Steam and itch.io. The new changes fix some critical bugs, and address some usability problems. While I was away, we also started discussing some of the next major steps we will be taking, and new features we want to tackle.

 

Experimental Features


We’ve also been experimenting with a couple of new features. One is mine-carts. Dwarves will be able to place minecart tracks, and will automatically ride mine carts along the tracks for a speed boost.

 



The second is equippable dwarf items. At the moment, dwarves are not able to swap out their armor, tools or weapons for other items. We’d like to make it possible to craft and equip certain items. Right now we’re in the early design phases of this feature, and are trying to determine the right amount of complexity that we’re willing to allow. One of our core concerns with this feature is how many new art assets it may require…


Mod Support + Demo


Mod support is coming. We’ve been working on a system which can override most of our game assets with modder-supplied ones. It’s coming along and should be available soon. After we’ve completed the mod system, we will be integrating Steam Workshop into it.



We’re also creating a demo version of the game which disables some of the core features. The demo is currently under review by Valve and we expect it to be on the store page soon.

Changelog

Happy new year! Version 18.01.07


Hi everybody! We’re back from the holiday season with a whole bunch of new bugfixes. Over the past few weeks we’ve been doing some cleanup and optimization of some of the underlying task and pathfinding systems. Unfortunately, old saves will not be compatible with the new DwarfCorp version.

List of Changes

Other stuff


We’ve got some new features and optimizations under the hood that we’re still testing. These include a revamped animation system that is faster and uses less memory, and (looking more into the future), a minecart system.

FYI, I (Matt) will be unavailable from January 13th through January 27th. We’ll be back in action after that.


17.12.23 -- The Jolly Forest


Hi everybody and happy holidays! We just pushed an update to Steam and itch.io with more bugfixes and new Christmas-themed assets.

The Jolly Forest




There is now a new biome called the Jolly Forest which springs up wherever elves are in control of regions with cold climates. The Jolly Forest features edible candy-cane trees that drop peppermints, dangerous Snow Golems and penguins.

 

Changelog