This is a quick patch to fix a few issues found in the 0.2:
<*> Fixed the design table not being clickable after having used the Map
<*> Disabled Mayor saying "Tax time!" when there are no taxes collected
New Update! - v0.2
A new build is now available on Steam: Dwarrows v0.2!
This game version made a significant leap in engine versions which came with many fixes and new features. The most visible differences of these changes are the new filmic tone-mapper and volumetric fog (in dungeons). These new features give the game richer colours and fog interaction with light sources.
A first implementation of a map and compass system have been added in this version. The map currently displays the three playable characters and a custom marker that you can place anywhere. The compass displays the custom marker and four cardinal points (N,E,S,W).
NOTE: Key bindings for the map key "M" might conflict with older settings. Key bindings can be changed in the options menu to fix this.
The Pet charming system is now more exciting! We've added a new interactive music track and sound effects while in the pet charming mini-game.
We've also greatly improved controller support: The game can now be played (almost) entirely with a gamepad! There is no 'virtual keyboard' so text fields, like pet names, are still keyboard only fields for now. Keys displayed on screen will now update based on which input device was last used. (ie. if the gamepad is pressed, controller buttons will be displayed until the keyboard is used)
NOTE: Key bindings might need to be reconfigured (use the button at the end of the line to set defaults)
Patch notes: <*> New pet-charming music and sound effects
<*> New map and compass system
<*> New Hardware cursors - The mouse is no longer affected by game slowdowns and should feel more responsive
<*> New tone-mapper [Academy Color Encoding System (ACES)]
<*> New Volumetric fog in dungeons
<*> New overall video quality settings for convenience (Auto, low, medium, high, very high)
<*> New Auto video quality detection on first game start
<*> New TreasureDiviner tutorial
<*> New basic controls tutorials
<*> New audio stingers for get item/blueprints dialogues
<*> New input keys displayed on many UIs (eg. "Press 'E' to use)
<*> Improved controller support
<*> Adjusted lighting and bloom to better match the new tone-mapper
<*> Improved Dusken Keep's collision to better match the shape of the tower
<*> Removed animal collisions with player characters and camera's. This fixes pets from getting in the way when teleporting to the player.
<*> Fixed missing Spirit Sprite icon in the main menu
<*> Fixed a bug that would cause structures to use the wrong number of workers (eg. Plot should require 4 workers, but would instead need 8)
<*> Fixed a bug that would cause Happiness to fail to initialize (this would also break productivity, which relies on happiness)
<*> Fixed several dialogues that would display incorrectly during fade out after ending a conversation
<*> Fixed some animation bugs during some sequences (known issues: twitchy cleaner bot and facing the wrong directions during cut-scenes)
<*> Fixed several issues with the mayor giving the wrong dialogues during and after the tutorial
<*> Fixed menus being toggle-able while in the pause or options menus
<*> Fixed drafting table to no longer be use-able by Dwilben and Horbir
<*> Fixed Blake Smith's dialogue "currency@namePlural" variable
<*> Fixed a bug that would sometimes cause townsfolk to stay homeless when there were homes available
<*> Fixed friendship stones to no longer be usable before being discovered if the character lands on top of it
Release Notes 0.1-1
Hi Everyone, we've just pushed the very first update for Dwarrows - v0.1-1
This build mainly focuses on addressing major bugs and usability issues found in the first alpha build, based on the feedback we've received.
The current plan is to continue working out the known bugs and any new issues that you folks might encounter.
We are very happy with the feedback we've received from you all so far, it has been tremendously helpful! Thank you for your continued support :)
Patch notes:
<*> Added key-bindings for next/previous tool & "Use Equipped Tool"
These can now be mapped to a gamepad
<*> Changed the Treasure Diviner to change colours more responsively to improve feedback
<*> Fixed a bug that would cause Surveyor Runip to not talk if the player had exactly 30 spirit sprites
<*> Added re-mappable keys for cycling through characters (default is wheel up/down or left/right gamepad shoulder buttons)
[Note: the ui does not yet update when changed]
<*> Changed default key mapping for next & previous tool: shift+wheel up/down, and D-Pad left/right
<*> Fixed save / load bugs when saving between all Foreman Ike tutorial quests
<*> Added a quick tutorial/quest for structure designing once enough tents have been built
<*> Worked around townsfolk not reaching their destination - they will now forcefully teleport to the location
<*> Moved entrance location for some housing tiers if they were difficult for the AI to reach (especially Tier 3, which has a very high ledge)
<*> Fixed loaded games ignoring quest log updates
<*> Added a new music track to Dusken Woodlands
<*> Added the population's current activity to the Status roll-over in the population list
<*> Improved the Wood-Elf ability to navigate to tier 2 markets (small store) and farms (garden)
<*> Fixed town structures without work positions not contributing to the town quality
<*> Fixed pet centre not contributing to town quality, due to using productivity as a factor in town quality but never having productivity
<*> Reduced the amount of energy lost when at activity from -2 or -1 to -0.25 (eg. market structures or entertainment structures) structures. This helps balance the energy stat so that the townsfolk are not perpetually in need of sleep
<*> The size of (choppable) Colly Trees will now influence how much wood it will drop and how many strikes it will take to knock it down
<*> Wood piles will now only spawn Wood, and stone piles only spawn stone
<*> Slightly reduced the number of drops from hidden treasure chests
<*> Hidden treasures and leaf piles will now spawn gold more often (wood and stone from these will now spawn at an equal rate)