This patch focuses on bug fixes in anticipation of the final launch in a few days, as well as add a bit of polish and some missing features.
I've taken the liberty to highlight the important things in the full list of changes below.
FIXES
<*> Fixed an issue with Mac where the game would crash when launched through Steam <*> Fixed some quest logs not being marked as complete once all tasks were done <*> Fixed a bug that would cause some structures to be unusable by citizens on game load <*> Fixed townsfolk sometimes getting trapped waiting for a really slow stat to grow <*> Fixed townsfolk sometimes getting stuck in buildings while trying to walk somewhere else <*> Fixed an issue that would cause some save games in the Trials to break the boss puzzle and could never get out of the dungeon <*> Fixed an issue with pet charming that would inversely scale the pet's actions by attention, causing it to be easier than intended to capture very high level pets while at low levels. <*> Fixed the merchant claiming there is not stock in the first conversation after stock is available <*> Fixed an exploit that allowed solving a puzzle without completing it <*> Fixed characters getting stuck in a treasure chest if opened from behind <*> Fixed the Environment Badge, which was only applying after a pet was unequipped <*> Fixed the pet assignment unequipping the wrong pets when mixed with Pack Leader badges <*> Fixed pets not unequipping when removing Pack Leader badges <*> Fixed Wat being bombable with kegnades, causing him to float out of the scene <*> Fixed an issue in vigil pines where one of the doors would become permanently closed when it should remain open <*> Fixed an exploitable area that allowed partial access to Mushroom Grove without paying the toll <*> Fixed a ladder that wasn't completely climbable by Gloia in the second Trials dungeon
NEW
<*> Puppets and music added to the Puppet show wagon <*> Music added to Circus tent <*> Added Horbir's and Gloia's torch animations and poses <*> Added several quest hints <*> Added Ladder Release when pressing 'Jump' while climbing <*> Added a limit of 10 pets per character
CHANGES AND IMPROVEMENTS
<*> Improved where and when townsfolk choose to find a new activity <*> Pressing the shortcut key for 'next' or 'previous' tab on the main menu will now circle back around to the first or last tab <*> Improved one of the minor dungeons with many vases and levers in a small corridor, causing many awful camera cuts <*> The merchant dialogue is now clearer on where inventory comes from <*> Kegnade now has a 'ready timer' <*> Replaced temporary collector names <*> Giant's Shield collision improved <*> Changed Resources UI display to always round down. This fixes situations where 2450+ resources would round up to 2.5K resources on the interface. <*> Balanced some pet badges
SMALL THINGS
<*> Fixed Blue Destructible Pots not falling apart correctly <*> Changed the mild citizen emoji to a slight smile <*> Hint bunny now gives hints <*> Added a camera to focus on the platform movement in the first Trial dungeon <*> Fixed missing Food Storage and Currency Interest pet badge icons <*> Fixed Trainer Level being referred to as Wilderness Level in some areas <*> Auto-save games no longer show an ugly generated full file name in the save game menus <*> Fixed Typo in ChildsToy description (intiriguing) <*> Added footstep sounds to ladder climbing <*> Fixed Townsfolk tooltip not displaying the last three thoughts <*> Fixed Townsfolk in Townsfolk tooltip moving choppily <*> Fixed broken barrel and splash animations with Clyde the fish <*> Changed Puzzle-Ball Goal material to be less shiny <*> Adjusted some doors that wouldn't open wide enough the walk over without jumping
Dwarrows Patch Update - RC2
Hey there folks!
We've been receiving feedback and bug reports, and we've been watching all of the wonderful gameplay videos.
This update is to fix some issues that were caught by you or that we've noticed while watching (some major, some minor), as well as making improvements based on the feedback!
If you find a bug, please let us know on the forums or discord ( https://discord.gg/dwarrows ). We're keeping track of some known and reported issues here: https://steamcommunity.com/app/532750/discussions/0/1470841715931525643/
Complete list of changes:
FIXES
Fixed a blocking issue with Clyde the Fish, causing the game to get trapped in a sequence when returning the crab apples
Fixed a bug in the Sacred Garden causing all items in the region to be non-interactive
Fixed the Clairvoyance ability which was displaying empty squares on the map
Made a change to some of the Mayor dialogues to (hopefully) fix cases an empty dialogue would pop-up mid game and stay stuck on screen for a time with no way to dismiss it
Fixed the King Bean from flickering rapidly
Fixed Wasps and Butterflies from buzzing/flapping when they're put away in the shelter
Fixed Mayor Schtick incorrectly announcing that the town rating is higher than it actually is
CHANGES AND IMPROVEMENTS
Increased the number of resources spawned from Stone and Gold mines from base 40 to 50. Level 2 and 3 mines were scaled along with this change.
Increased the base minimum and maximum wood drops on a trees by 1. This increase scales with each level, so all levels of trees will now drop more wood.
Increased all resources in Mushroom Grove to level 3
Wood resources will now spawn more rapidly from trees
Tree wood resource drops will now begin sooner instead of waiting for the whole animation to complete before starting to spawn
Changed the pet charming interface to help clarify the pet's level and difficulty
Increased the number of bunnies (lvl 1) and reduced the number of jack rabbits (lvl 4) in Duskenvale
Added tooltips to the menu tabs
Configured Cloud Saves for Linux and Mac (limited testing)
Changed the main menu UIs around for better consistency between them
Changed the Journal and Mayor Notifications to show the key to press to open the appropriate menu (or the overview menu when using a gamepad)
Rebalanced all Farm and Workshop structure benefits <*> Farms have been balanced around size-efficiency, resulting in increasing worker efficiency with each tier. <*> Grocers haven't changed storage or productivity, but they have lost the visitors and visitor stats. <*> Workshops have been retooled around size efficiency, but with tweaks - the Deluxe Workshop and Factory had their worker counts swapped, and they've been boosted a bit more than size efficiency would need. To prevent being overpowered, there's a limit on how many workshops of each type can be built.
SMALL THINGS
Slightly increased item pickup volume
Fixed a Foreman typo in the word chitchat
Fixed a traveller typo in the word crabapples
Fixed a treasure chest opening through a wall in puzzle 005
Fixed a few flickering items in puzzle 019
Improved collision on Community Fountain
Materials on outdoor stage, community fountain, and mayor desk now sound like the appropriate material when walking on them
Dwarrows Update - Release Candidate 1
Hello everyone!
This is another major update for Dwarrows and it is expected to be the last major update before release. Don't worry, there will be more after release :P
There are a lot of changes since the last version and the full list of changes is below if you'd like to know the details.
To summarise the list, this version includes the usual bug fixes, balance changes, and performance improvements. We've also made many gameplay changes (based on your very helpful feedback!), added many new pets (25+), new stat badges (15+), Steam Achievements (70ish) and a bunch of other things to help us call the game ready for release.
Unfortunately, this version of the game is NOT compatible with beta versions of Dwarrows (and this is the last time this will happen). If you would like to continue playing your old save game, a new product beta branch has been created on steam with the BETA 25 version of the game.
Complete list of changes:
FIXES
Fixed the cursor appearing briefly and dialogue sound playing when the town rating fluctuates between stars
Fixed a game stopping bug when town rating reaches 5 stars
Fixed a bug where Haywire Maintenance Automaton couldn't target characters if they had been saved/loaded inside a Safe Zone.
Fixed resources getting stuck hovering near the character
Fixed a bug causing the Journal and Mayor reminder popups to never show up again
Fixed Gamepad interactions with the Map
Fixed townsfolk complaining about environment before environment structures are unlocked
Fixed several crashes throughout the game
Fixed the rafter supports not hiding when loading a game
Fixed Choppable trees and Townsfolk camps to fade in and out instead of popping
Fixed Dwarf face now fading during teleportation
Fixed Townsfolk hair fading out differently (and eerily) than the rest of the character
Fixed Pet Training music not looping cleanly
Fixed a bug causing the pet training music would get stuck playing forever
Fixed the pet training interest multiplier never actually being used
Fixed a bug where music would stop completely until re-entering an area if the area music was fading out while a new one started
Fixed missing Sacred Garden zone
Fixed Surveyor Runip asking for more Spirit Sprites than exists in the game
CHANGES AND IMPROVEMENTS
Significantly reduced the tutorial dialogue
Significantly reduced the difficulty of accessing Banks and Mushroom Grove
Significantly reduced the difficulty of leveling up
Adjusted the camera to be less jolting when going through doorways
Added feedback when getting Ok, Good, or Perfect during pet training
Improved pet training UI to show what each action does to trust and interest, now with Tooltips
Improved the balance of pet actions to speed up pet training when at or near the same level as the pet
Pet Trainer Alice is now clearer on how to execute Timed Hits during pet training
Renamed Nature Level to Trainer Level
Many small performance improvements
Race attendants will now tell you where the Champ can be found
Improved some of the puzzles and visual cues in the Ancient Water Treatment Plant
Added tutorial tracker to indicate when the tutorial is over
Added Credits
Added Hall of Heroes interactive book (Backer Reward)
Added an announcement when leveling up
Replaced the Gravestone quest icon
Gravestone dialogue boxes are now sized by the content
Improved saving performance and added new 'saving' indicator on the screen
HUD now fades away during cinematics
Added skippable game intros
Changed Soul Quartz pickup prompt to only appear once per session instead of every time
Drafting table can now be exited with Escape (like other menus)
Changed townsfolk to be more attentive to their needs instead of waiting until it is too late to take care of them, and then complain about them.
Increased the Pet Storage from 4 to 10 on Pet Shelters
Reduced the Fun had at market structures to 0.5. Shopping can be fun, but it's not THAT fun.
Hygiene is no longer a primary stat on Houses. This stat removed need for bathouses very early on in the game.
Road pieces now give townsfolk a speed boost. Dirt Paths: 25%; Stone Paths: 50%
Reduced the QoL given per stone path tile from 5 to 1. The primary benefit to stone paths is now the speed boost.
The entrance to the final dungeon now warns you that you won't be able to come back until you complete it.
Improved the quality of the ending sequence of the Final Dungeon
Changed the Treasure Diviner to spray out smaller and fewer particles when facing the wrong way
Added a new toll guard on break to hint at how to get into Mushroom Grove
Travellers will now give quest hints and zone specific dialogue
Added new icons for all inventory items
Added new crab apple mesh
Removed all BETA labels
New Inventory slot background
New dynamic New Game biography and Dusken Keep history
New character biographies and Dusken Keep history on new game
New story book introduction
New Breakable Pots
New Steam Achievements (65+)
New Kegnade dispensers
New Ancient puzzle doors
New Dungeon decor
New active paintings for Vigil Pines dungeons
New informational conversations with The Mayor, Foreman Ike, and Professor Moony
New Townsfolk dialogues: They talk about thoughts and they'll sometimes give hints for town structure recipes
New prompts for items picked up
New summary above the characters head of picked up items
New game icon
New teleport stone icons on the map
New stat badges (15+)
- examples:
New badge "Pack Leader" - This badge increases the number of pets that can follow you at the same time!
New badges Gold, Stone, Wood, and Currency production
New special quest specific badge (no spoilers!)
New Pets (26):
Green Dragon
Blue Dragon
Red Dragon
Beaver Kit
Robin
White Rabbit
Wasps
Wolf Pup
Alpha Wolf
Black Bear Cub
Black Bear
Brown Bear Cub
Sparrow
Monarch Butterflies
Bunny
Jackalope
Chicken
Duckling
White Goose
Marsh Beaver Kit
Marsh Beaver
Blackflies
Blackbird
Black Kitten
Blue Butterflies
Dire Wolf
Beta 25 Patch notes | Mac & Linux Support added
Hey everyone,
A new patch beta 25 is now available on Steam for Backers, with more fixes and improvements. Additionally, this update is the first available for Linux and Mac! We've tested it to the best of our abilities, but please be on the lookout for any issues and let us know about it!
Complete list of changes:
<*> Added support for Mac (OsX Sierra and up)
<*> Added support for Linux (Ubuntu - OpenGL 4 and Vulkan [untested])
<*> Fixed a bug that would cause the kegnade quest to lock up
<*> Fixed broken gamepad r-analogue scrolling
<*> Fixed broken key rebinding menu; It should now be possible to re-bind inputs
<*> Fixed characters getting stuck in a loop climbing at the top of ladders
<*> Slightly adjusted some cameras in the pet charming mini-game, to avoid being too close to the animals and clipping through the ground
<*> Fixed a bug where multiple pet charming sessions could be active at a time
<*> Fixed characters being stuck in a slanted position after interacting with an animal
<*> Fixed pet charming cameras being slanted if the pet and character were at different angles
<*> Fixed characters being able to use tools while on ladders; This also fixes a bug that could cause the character to fall through the world
<*> Added a missing bombable rock near Old Quartz road. A treasure chamber was accessible too early in the game.
<*> Improved some visual effects in a Forest Trials sequence
<*> Some dialogue fixes and minor changes
<*> Added several sound effects throughout the game
<*> Fixed some floating foliage, characters, and levers
<*> New visuals for the final crystal in the last dungeon
<*> Changed "New Game" to "New Save" to avoid confusion of what is meant
<*> Fixed a bug that would lock up the haywire automaton boss if the hint dialogue was on screen as the gnome repaired it
<*> Added some light camera work when speaking to wood-elf campers
<*> Disabled the structure outlines when behind objects
<*> Blocked off some puzzles that shouldn't be accessible without a specific tool
<*> Added some game settings for controlling the visibility of some game items (Character Indicators, HUD, and Notifications)
<*> Added names to all outdoor puzzles (this will appear on your map when hovering on the icons)
<*> Fixed the Fava puzzle not being tracked as completed
<*> Fixed several puzzle exploits
<*> New Fuse and Ball puzzle assets
New update Beta 24 - Release Notes
Hey everyone!
This new update is a patch that addresses some small bugs and a few improvements.
We're keeping an eye on your responses to the survey to see where we should focus our attention next. Thank you to those of you who have filled out the survey so far and please keep them coming!
Patch Notes: <*> Fixed a crash when gathering resources (I think. It is a difficult one to reproduce, so please let us know if you are still crashing in beta 24!)
<*> Fixed some misplaced foliage that would block parts of some outdoor puzzles
<*> Disabled camera collision on invisible blocking volume on undiscovered friendship stones
<*> Moved some rocks slightly at the entrance of the first trial dungeon to make it easier to exit
<*> Music during the Queen's introduction is now controllable by the music volume slider
<*> Fixed some dialogue typos
<*> Fixed Foreman Ike not speaking to Horbir
<*> Changed the jarring Foreman Ike intro camera
<*> Fixed a bug that would allow an indefinite amount of travellers to exist at once. This may have been a cause for slow-downs when the game was running for a long time
<*> Fixed a portal that was available before it should have been, breaking the race quest line
<*> Fixed valid notifications being blocked by currently invalid notifications (eg. journal entries given inside of Hall of Heroes sometimes did not appear until exiting the area)
BETA Update is live!
Hi everyone!
As some of you might have seen on Kickstarter, we've updated Dwarrows to a very new version and we have entered into a "Beta" stage.
If you are a backer, your game will be updated on Steam and you'll have access to all of the new areas and content in Dwarrows!
Since the number of changes are in the thousands since our last Steam build, we're not going to attach traditional release notes for this build.
For more info on this update, check out the Kickstarter update: https://www.kickstarter.com/projects/lithicentertainment/dwarrows-an-adventure-and-town-builder-game/posts/2591356
A Progress Update in March
Heya folks! :lunar2019wavingpig:
We have another quick progress update on our recent activities, have a read at the link below!
We haven't been posting Kickstarter updates on Steam, but since we're not making public updates to the build, we thought we should let you all know what we've been up to!
Looking at the last update on steam it's not evident that Dwarrows is still in active development, but here's the good news: It is! The 3 of us are deep in development, creating and filling out the rest of the world with new pets, puzzles, and characters!
Here are the most recent updates we've communicated with our Kickstarter backers:
This update is centred around the town portion of the game. A couple of new structures, performance improvements, new citizen thoughts, and new townsfolk behaviour are among the changes!
The new Outhouse structure is a 1x1 tile item that fits only 1 person at a time. It aims to help with your citizens' Restroom need. When a citizens' house is too far or doesn't have a built in washroom, this little cabin will really help your citizens stay happy!
The new Bathhouse structure doubles as a Social activity and the place for your citizens to manage their Hygiene. While some more expensive homes have built in showers and Wood Elves will use these while at home, the Bathhouse is still an experience your townsfolk will enjoy.
We've also spent some time balancing the citizen's needs, how quickly they are used up, and how much structures provide. We feel it's at a fairly good point now, but please give us feedback if you have it! Let us know how you feel about these changes.
Now that the needs are balanced, we've finally added consequences to neglecting your citizens. The little elves will now protest (with cute little signs), they'll refuse to pay taxes, and if the situation doesn't improve, they'll leave!
This update comes with some notable performance improvements too! If your computer was struggling a bit, this update might help.
For more details, check out the full list of changes below.
Complete list of changes: <*> New citizen behaviour - Protesting!: Townsfolk will now hold up little protest signs when they are unhappy, and they might even crowd the mayors office when it gets really bad
<*> New citizen behaviour - Leaving: If a citizen has been unhappy for too long, they will now leave your town. Note: Backer generated names are recycled when they leave
<*> New structure - Outhouse: For the Restroom need of course! citizens will need to use these often, don't be afraid to build more if you need them
<*> New structure - Bathhouse: This is for the Hygiene need, for when the citizens feel icky
<*> New visuals for safe zones in janitor battle
<*> Adjusted the balance for citizen needs and structure benefits
<*> Added new citizen thoughts and adjusted when some thoughts are displayed
<*> Renamed Bladder need to Restroom
<*> Changed hunger meter to recover much faster (~40x). This also helps fix citizens complaining about being hungry while they're being fed.
<*> Citizens will now know how to open the castle gates if they are closed. This fixes Townsfolk being stuck inside the courtyard.
<*> Tents no longer provide hygiene or restroom benefits (Outhouses and Bathhouses are used instead)
<*> Changed citizen emotional states: Happy, Neutral, Unhappy, Angry
<*> Townsfolk that join your town will now join with 50% happiness
<*> Angry townsfolk not pay taxes
<*> Changed Pet and citizen navigation AI to better avoid other AI
<*> Improved performance with Townsfolk and Pet AI and stats. This includes fixing a noticeable 'hitch' in the frame-rate once a second
NOTE:These changes were significant in some cases, so if you were having trouble running the game before, this update might help
<*> Improved performance when placing large structures over invalid areas
<*> Townsfolk will now dissolve in/out when leaving/entering structures
<*> Dungeon door use arrow lowered so it can't be missed
<*> Added chimney smoke to some structures (it's more fun this way)
<*> Fixed a bug that would cause elevators to be stuck after loading a game
<*> Fixed "Give Food" in the pet mini game when using a gamepad
<*> Fixed an issue that would allow key fragments to be lost in the trials
Keys will now always find the player when they're spawned
Missing key fragments are restored on game load, fixing older save games that couldn't progress past the key door
<*> Fixed a bug where happiness did not update
<*> Fixed an issue that would hide the structure details panel when placing a town structure
<*> Fixed badges not properly re-applying after loading a save game and re-equipping a pet
Corrupted badges caused by the badge loading issue are now detected and stats are re-rolled
<*> Fixed citizens getting stuck when failing to handle their home or work place no longer having room for them
<*> Fixed an issue that would cause invisible Mineral Veins to be collectable and collide-able after loading
<*> Fixed non-interactive choppable trees from loading. These would also sometimes appear in town structures when loading save games.
<*> Fixed an issue that would cause townsfolk to remain trapped in a structure when that structure is demolished
<*> Fixed structure stats staying applied to the town once demolished
<*> Fixed townsfolk getting stuck when walking through Workshop structures
New Update - Alpha v0.3!
Hi everyone!
We've been working on this new update for some time and it comes with improvements and fixes that span many areas of the game, as well as some new features that we've been excited to share!
The focuses of this update were the pet and stat systems: A new Hero menu tab now lists your character's abilities (eg. sprint & foraging) and stats (eg. run speed & agility).
Pets play into these new abilities and stats too by adding their abilities to the character they are equipped to!
We've also taken the time to do another pass on the Haywire Maintenance Automaton "boss fight". After reading many of your comments and watching people play this part of the game, we've come up with changes that should help make it much more understandable and enjoyable, and less frustrating.
More than a few fixes and tweaks found their way into this build as well. A complete list of these changes can be found below.
Complete list of changes: <*> New badge system added to the (H)ero screen
<*> New random stats rolled for Pets when befriended (eg. Bunnies give +1-5 to run speed to the character it is following)
<*> New Inventory/Drop Items: Fish, Seeds, Thorn Berry, Carrots (Note: Chance to drop is based on the number of Foraging badges acquired. Base chance to find food from geocaches is 0%)
<*> New Agility badges were added to the characters (This stat is now used for speeding up the Dwarf and Gnome's swing speed)
<*> Reduced the number of spirit sprites needed to upgrade your town from 30 to 20
(Note: If the town has already been upgraded in a loaded game, 10 spirit sprites will be refunded)
(Note 2: The (J)ournal will be updated the next time Surveyor Runip is spoken to)
<*> Improved Pet charming "Give Item" menu and Merchant inventory visually, and they can now be controlled with a gamepad
<*> Changed Pet Charming counter-actions spawning speed to be pet specific instead of relying on Nature Lvl vs Pet Lvl. This fixes the level 3 bear quickly spamming distraction/startle actions.
<*> Changed Pet Charming interest and trust calculations to take level differences into account. ie. Actions from a higher level actor will be more impactful, and actions from lower level actors will be less impactful.
<*> Added new pet animations during the pet charming mini-game
<*> Pets can now be sent to the shelter, released, or equipped to follow one of the three characters using the (P)et management list
<*> Added a confirmation prompt when releasing a pet
<*> Added tooltips to the Pet equip selector on the (P)et management list
<*> Added new items in merchant store: Thorn Berries, Fish, and Grain
<*> Animals will now react differently to different food types (Favourite foods add more trust and interest than liked items, and disliked foods will hurt trust and interest)
<*> Changed the drafting table UI to prefer less mouse travel and require fewer clicks: The structure details are shown on structure icon hover instead of click, and clicking the same icon starts the build placement instead of needing to find and click on the build icon.
<*> Added an Overview hotkey icon to the hud
<*> Added a new dust particle and footstep sound to carpets
<*> Added visual feedback with a counter when picking up spirit sprites and key fragments
<*> Reduced game load time
<*> Added a new Sprint icon to the Halfling's HUD
<*> Added some visual feedback to the trial's 'janitor bot' boss to be clearer when the character is about to be teleported
<*> Added a delay to the janitor bot before teleporting the character. This helps give a last chance to hide and a chance to give visual feedback instead of instantly teleporting the character
<*> Added intermittent dialogue to janitor "boss fight"
<*> Changed character animations to play faster when moving at a speed beyond the character's default
<*> Loading a game will now always re-load the map. This fixes several difficult solve load issues
<*> Added a close button on notifications when the cursor is displayed
<*> Added an echo to sounds played in the trial dungeon
<*> Adjusted timing to some audio cues during the Cleaner Bot boss intro
<*> Removed Area discovered audio stinger when entering "Dungeons"
<*> Added Trial reward chest audio
<*> Added audio for the Key door in the dungeon
<*> Fixed Townsfolk thoughts breaking after loading a game
<*> Fixed the Use Notification being visible during cutscenes
<*> Fixed pet slots not being properly cleared when releasing (this fix has been made backwards compatible - save games from older versions will have this fix)
<*> Fixed dungeon floors to sound like stone when walked on
<*> Fixed erratic cleaner bot animations during intro and outro
<*> Fixed Wat's robe stretching wildly during the cleaner bot intro
<*> Fixed a bug that would cause the cleaner bot to sometimes fail to start the "boss fight"
<*> Fixed an issue where the indicator lights during the cleaner bot fight would not change colours
<*> Fixed a load game issue that would cause levers and buttons in dungeons to be unable to open doors (NOTE: unfortunately, save games with this issue could not be fixed)
<*> Fixed an issue with laser projectors that could accidentally solve puzzles prematurely