HAMMERTING Releases November 16th | Play the new Epic Crafting Update NOW!
Good day, Dwarves!
We're delighted to announce that Hammerting will launch on Steam -- November 16th!
Nestled away in the Mountains of Mara, Hammerting follows a community of dwarves as they explore, build, craft, and mine to develop their stronghold. From humble beginnings and a handful of dwarves, develop their base to unparalleled depths underneath the mountain range, as they send valuable resources, weapons, and supplies to the surface.
Pickaxes at the ready, the Mountains of Mara await: [previewyoutube="4V2fxuQimRM;full"]
Throughout its time in Steam Early Access over the past 10 months, Hammerting has received a hoard of updates that’s built upon a solid foundation. These have included The Fluids Update, which brought lava and water to the cavernous environments the dwarves call home, together with new tavern and drinks recipes, ingredients, and knowledges. The Overworld Update introduced an overhauled Overworld featuring procedurally generated factions, locations, and roads. Most recently, June’s Automation Update streamlined dwarven efficiency alongside the addition of a win state that challenges players to prove their dwarven mining prowess.
Key Features
Control the destiny of the dwarves: As the colony grows active management of the dwarves, including the friendships they make and their morale, will be key to helping the war effort
Design and create the ultimate base: Bore and upgrade a variety of rooms, from forges and sculpting studios to taverns and auxiliary functions and help the colony craft the ultimate base
Help with the war effort: Build and upgrade a variety of items through a deep levelling system
Discover valuable materials to quarry: Venture into the bowels of the mountainside & face increasingly perilous situations.
Hammerting is currently available to buy in Steam Early Access for $24.99/£19.99/€24.99.
Epic Crafting Update
The all-new Epic Crafting update expands on Hammerting with crafting, exploration changes, lair scaling, various overhauls, languages and much more!
Features: ⦿ Epic Crafting!
When crafting an item, there is now a chance for the item to get a rarity level and become extra awesome.
The rarity levels are: Uncommon, Rare, Epic, Mythic.
This makes the item overall better and worth more coin!
⦿ Lanterns!
The classic Lantern can now be equipped in the toolbelt and yields a bonus to vision range and to Exploration.
The Grandmother's Lantern has been added. You can find one in the start chest.
The Explorer's Lantern has been added. It requires a Star of Mara to craft.
Dwarves will equip vision extending items (AKA lanterns) when executing a move order, and when idling, if they have one.
Both armor and rings affect their wielder in different ways, so choose wisely.
Dwarves can now equip two rings and a piece of armor, in addition to the toolbelt.
Armor and Rings are now influenced by the materials used to craft them.
⦿ Gemmed Rings!
Rings can be combined with a gem, yielding a powerful artifact!
⦿ Exploration!:
Explorers now (finally!) gain experience from exploring, finding new biomes and from discovering new locations in the cave.
Explorers also get experience from harvesting and rummaging items in the world.
Explorers can critically succeed and fail when rummaging, spawning double (or no) loot.
General move orders (without having a dwarf selected), and harvest/rummage orders, will now only be executed by dwarves with the Explorer profession allowed.
Dire Tunnels now reduces vision range.
Location discoveries are now made upon actually seeing them. This will not take effect on old save games, in fact it may work a little worse there.
Vision range base value slightly reduced, and vision range also increases slower.
⦿ Lair Scaling!
Enemy lairs are now stronger further down, and have unique modifiers applied to them, and to the creatures they spawn. Look out for their strengths and weaknesses!
Enemy lairs are given three different modifiers (buffs/debuffs).
One base modifier affecting many values, based on how deep in the cave the lair is.
One positive modifier, mostly affecting one or two values, also based on how deep in the cave the lair is.
One negative modifier, mostly affecting one or two values.
Enemy Waves: If multiple lairs want to send a wave, the most aggressive, or closest, one will do it.
Enemy Waves: Lairs no longer has a chance to not spawn a wave if they can.
Enemy Waves: Playing at a harder enemy level increases the amount of enemies in early waves.
Enemy Waves: Undiscovered lairs will only send small groups of enemies.
Lair base health has been significantly reduced, but they have a bit of armor to compensate.
Lairs now show their current modifiers in their tooltip.
You do have to start a new game for this to take proper effect.
⦿ Mountain Lore Overhaul!
After exploring the initial area, Mountain Lore gained from simply uncovering Unexplored areas diminishes quickly.
Mountain Lore is now awarded when making discoveries of various locations in the cave.
Mountain Lore is now awarded when discovering a new biome. A new notification has been added for this.
Mountain Lore description rewritten.
More Mountain Lore is now awarded for completing the harder cave missions, up to 25 or so.
More Mountain Lore is generally awarded for things further down in the cave.
⦿ Medium Vault!
Small Vault has been reduced in capacity, making it necessary for early-game but not viable for long.
Small Vault now requires Metallurgy.
Medium Vault requires Silver Ingots to be constructed. Silver has been tweaked to be slightly more plentiful in the cave, and has a small chance to be produced by Overworld mines.
Large Vault no longer requires any ingots. Instead it requires massive amounts of construction material and a Star of Mara. Knowledge requirement updated to match.
⦿ More languages!
Hammerting is now available in Brazilian Portuguese.
Hammerting is now available in Polish.
Performance: ⦿ Added a single character to the code, actually very big optimization much wow. (Removed copying a huge object) ⦿ Alerts evaluation runs in parallel. ⦿ Checking if a dwarf is in fluid or in a new biome is now done more seldomly. ⦿ Crafting buildings now evaluates if an item is wanted quite a lot faster. ⦿ Hauling significantly optimized. ⦿ Reduced the visual range of some lights in buildings, and removed a couple of lights as well. ⦿ Removed unnecessary allocations. ⦿ Toolbelts don't recalculate their modifier cache when an item is moved between backpacks. ⦿ When a hauler reaches a target, it can now pick up multiple items in one go.
Tweaks: ⦿ AI
Dwarves are now unconscious for 1500 seconds instead of 500.
Dwarves will ignore items in fluid.
Replacing a tool in the same slot as the tool that was currently being used could lead to the new tool providing no benefits.
⦿ UI
Added a notification for when rooms are attacked.
Added a option to always have the dwarf names visible.
Added a warning in the Outliner for oversized dwarf list entries.
Added icon for equipment sorting.
Added icons for statistics.
Fixed Old Equipment alert counting all sorts of items as old.
Fixed various text issues.
Improved Vault UI.
Missions now show which reward you will get when completing it.
Reworked character screen.
Tooltips for all infrastructure has been unified.
Tweaked some Alert descriptions.
⦿ Gameplay
Adjusted modifiers for all Pens and Needles to remove various superfluous bonuses to Preciousness and Hardness.
Changed recipe for Runic Bone from 2x Fabric to 1x Slime
Crabs drop slightly more loot, and crab items can now occasionally be found on the Overworld in select locations.
Craft buildings now have an inventory size of 120 instead of 60. This is a temporary fix until we can make item reservation logic smarter.
Difficulty setting now affects enemy armor.
Drills now mine over their whole construction area.
Drills now require much less fuel.
Eggs and Hide are now more plentiful on the Overworld.
Elevator rails will no longer dig into the background. They can now be built in front of Grottos. Due to this, if you load an older game, it will take an extra bit of time to load.
Increased Preciousness of Demon Bones significantly.
Increased Preciousness of gems.
Overworld locations of the same type has less chance to end up near each other.
Rats drop rate of hides and bones slightly increased, meat drop slightly reduced.
Slightly increased the amount of Adamantine, Heavy Metal, and Platinum in the cave.
Slightly increased the amount of hides available on the Overworld.
Slime King has more HP and more armor.
⦿ Misc
Added lights to vaults.
Assert message is now formatted for Discord.
Autosave filenames now contain the colony name and a rolling ID 1-5.
Bug fixes: ⦿ UI
'Idling Dwarves' alert should no longer flicker.
Character UI, chests and craft UI no longer stretches over the action bar.
Fixed Profession UI issue in character screen.
Fixed reputation bars for Mountainhome.
Fixed text wrapping for notifications.
Fixed tooltips for notification rewards.
More icons should now appear in tooltips.
The Militia profession is now re-allowable.
⦿ Gameplay
Discovering biomes and locations now count as progress towards Cave Missions that want Mountain Lore.
Fixed a case where Ratholes could get placed without a path to it.
Fixed crash that could happen with a specific outliner setting.
Fixed die roll for critical success/fail.
Fixed large vault layout.
Non-items, such as biomes or dwarves or locations, no longer have a Coin value.
Railway station now tiles properly.
Rat Hole discovery mission now starts at 1/3.
Statusbars such as health will now be at max if the entity has a modifier increasing the max value.
Stability improvements:
⦿ After harvesting a mushroom, the mushroom wasn't guaranteed to actually make it into the dwarf's inventory. ⦿ Any mushrooms marked for harvesting or loot objects marked for rummaging will now get a proper reservation after load. This fixes a long-standing bug where a mushroom could be hauled to a chest, and a dwarf would then think they could go to the chest to harvest it. ⦿ Fixed crash that could occur when a dwarf or creature spawns in a room without exits. ⦿ Fixed crash when crafting Mushroom Stew. ⦿ Fixed crash when destroying a mine cart. ⦿ Fixed crash when destroying a rail station. ⦿ Fixed load crash for old save games. ⦿ Fixed logic for when to dump items into a container. ⦿ Fixed potential memory corruption when spawning new entities. ⦿ Removed unnecessary audio assert.
PLAY THE EPIC CRAFTING UPDATE TODAY IN EARLY ACCESS
A new update awaits bringing highly requested community features to the Mountains of Mara!
[previewyoutube="jkG-w-GqJNc;full"]
Automation Update - Version 0.4.0.30
Features: ⦿ Cart hauling!
Carts will now pick up and deliver items just like the dwarves will.
Don't worry, they will still transport dwarves!
Platforms are now gone from the game. Use carts instead.
Platforms are now gone from the game. That's right, the rail and elevator network is now one and the same!
⦿ Combined Railway Station!
The building previously known as Elevator Station is now known as Rail Station.
The building previously known as Railway Station has been yeeted. (But will continue to work in your old saves) (And may come back in some form.)
It can connect both to horizontal and vertical railways.
Some say it can even connect to Inclined Railways. Extremely obscure reference warning: Or dress up as a stationmaster.
⦿ Inclined Railway!
Or is it just Incline Railway? Sloped Railway? The debate rages in the dev chat channels.
This is for those of you who like to build your base diagonally!
⦿ Tool Automatic Upgrading!
Dwarves will now automatically go to equip new items that are better than the ones they have in the toolbelt.
This can be turned on and off. There's also an option to customize how you want it to work.
By default, the autoupgrade logic will attempt to figure out ONE profession per tool that it thinks it should look for when upgrading.
Unallowed professions are ignored, and Favorited professions are preferred.
The logic refreshes when the player favorites or allows a profession, and when the dwarf gains a level.
⦿ Equip-from-dwarf!
It is now possible to equip items directly from a dwarf's inventory.
⦿ Talents Automatic Acquire!.
It is now possible to set a dwarf to automatically acquire Talents when they level up.
Double click on any Talent to set it, and all of its requirements, to be auto-acquired.
Improved Talent tooltip.
⦿ Clean Inventory Action!
Dwarves will go and drop off items they are carrying that aren't reserved for something else.
This has a higher priority than general work.
⦿ Crafting Animations!
Added new animations for Sewing and Writing.
Different recipes will now use different animations.
⦿ Outliner Customization!
Added a mission notification on location entries in the outliner.
Change the height and/or width of the Outliner.
Change the size for Alert and Dwarf entries.
Different parts can be moved to the left and right side of the screen.
Different settings for when you're viewing the Cave and the Overworld.
List or icon variations for Alert entries.
Lots of outliner tooltips.
New icon variant for dwarf entries in outliner.
Outliner scrollbars are now hidden if the list is too small.
Rumor has it that parts can even be completely hidden!
⦿ Overworld Improvements!
A Production Capacity modifier has been added, allowing for location production on the Overworld to differ based on various effects.
It's now possible to affect Faction Influence on the Overworld by paying a location with Trade Lore.
New Overworld Missions: Mote & Beam, Axes for the Mill, Dwarven Embassy, Water for the Thirsty.
Overworld prices are now updated on relevant events.
Prices on the Overworld are now affected by your standing with the location's faction.
Various price tweaks.
⦿ Health & Desire Indicators!
Added a notification when a dwarf becomes unconscious. This is also stored in the logbook.
Added a tooltip on an unconscious dwarf if there are no healing items available for revival.
Added new Alerts, warning when there are no Morale/Energy/Health items in the colony.
Added notification for when a dwarf is attacked.
⦿ Vaults!
With great automation comes great coin. Now you have somewhere to store it!
The Small Vault has been added. It can store 10 gold.
The Large Vault has been added. It can store 50000 gold. Yes, you read that right.
Vaults are now the primary storage for your Mountainhoard.
The Mountainhome can store a small amount as well.
A Vaults Needed Alert is shown when your Mountainhoard is larger than how much can fit inside your vaults. Avoid this, or coin will be continuously wasted.
Added an indicator by the Mountainhoard UI that's visible when you are over capacity.
Dwarves will, for now, still go to the Mountainhome Chest to take gold, but it will be magically teleported from an existing vault.
All coins are in fact magically teleported to and from vaults. In the far future, we may figure out how to make the dwarves carry gold to them.
Vaults visually display roughly how full they are.
⦿ Win Condition: Righteous Affluence!
A brand new Cave Mission has been added. Upon completing it, you trigger a Win Condition.
To complete the mission, you need to construct a Large Vault, and then fill it to the brim!
You can continue to play even after winning.
If you manage to do this, let us know! It is not an easy task.
Tweaks: ⦿ AI
Dwarves can now jump or drop vertically into a room. They don't need to enter from exactly level ground any more.
Dwarves will no longer try to satiate their desires (Health, Morale, Energy) from things on the ground, like mushrooms.
Dwarves will strongly prefer to continue doing their job, once they've actually started it (not just moving towards it).
Dwarves have a preference to haul items that are already in their inventory.
Haul jobs are now given an overall higher score.
Item equipping and regular move orders are now HIGH_DESIRE actions, rather than PERSONAL_ORDER. This means they will do them slightly less urgently. Move orders for selected dwarves are still PERSONAL_ORDER (the highest priority).
Jobs are now assigned once per second instead of ten times per second. This improves performance significantly.
Dwarves now prefer carts with no queue when choosing which one to wait for.
When waiting for a cart, a dwarf now re-evaluates which cart they should wait for every now and then.
⦿ UI
Added Tab-controls for Location window.
Added a warning if you are trying to bind a key that is already taken.
Added doubleclick to pan to location for location entries.
Added various tooltips and updated old 'Click to...' tooltips.
An icon is now shown when a dwarf is about to equip a new tool in a slot. Related tooltips improved.
Chests, storage and crafting buildings all share the same inventory UI.
Fixed a bug where Alert icon entries would consume scroll wheel input.
Fixed rewards panel in notification UI.
Logbook UI reworked.
New icon for 'look at' action in notification entry.
New larger dwarf portraits in Outliner.
Notifications moved to the center of the screen.
Remade the tooltip icons for mouse actions.
Removed superfluous close button from the overworld.
The camera will now pan to locations when clicked on their entries in the Outliner.
⦿ Fluids.
Fluid sources should now pump out all of their contents at the start of the game, leaving only a small bonus drip that's triggered on discovery, instead of a minor flood.
Fluid sources will now provide a bit of vision around them, similarly to grottos.
Lava will now restore Fuel.
Reduced the amount of initial fluids spawned on the map.
⦿ Other
Added female dwarf VO grunts.
Added models for Pen and Needle.
Added some Water to the Mountainhome chest.
Fixed layout for Infirmary.
Improved various textures and models for the Overworld Desert biome.
Parchment made from different types of Hide are no longer considered different. One might say they are cut from the same cloth.
The logbook entry for arriving at the cave no longer pauses the game, it simply shows a notification.
Bug fixes: ⦿ AI
Dwarven Maps can now be crafted again.
Dwarves (and other creatures) can now stop moving while traversing down natural cave stairs, without teleporting to the end. This fixes a bug where a dwarf and an enemy were locked in a vinkelvolt!
Dwarves and creatures spawning from lairs will not get stuck in a jump/drop loop.
Dwarves are no longer able to run in unexplored areas on the Overworld.
Dwarves will no longer "forget" to unreserve an item when they go from a mild desire to a high desire. This may have been the cause of some instances of not healing downed friends.
Dwarves will now be able to haul things between two buildings that are connected by rails, even if there aren't any carts on the rails.
Elevator rails should now be buildable downwards.
Fixed a bug by which hauling to locations would stop on account of no inventory space.
Fixed a bug that would cause dwarves to do the left-right-dance.
Fixed an issue that would cause dwarves to only stash gold in the dwelling once, and then getting completely stuck.
Fixed bug that would cause dwarves to think they couldn't haul an item they actually could haul, resulting in them changing jobs overly frequently. This also improves the performance of the game.
Fixed bug that would cause the wrong Overworld tiles to be explored, thus potentially locking movement.
Items should no longer be moved into containers with unmatching filters.
Job broker no longer distributes jobs types into fixed buckets based on how many are working on them. This would frequently cause dwarves to abandon hauling. This feature may return in some form at some point.
Maintain orders on hand pump now work as expected.
Overworld mission hauling will now let dwarves haul all needed items if they are able to.
Overworld missions should no longer be hauled to just one or two items at a time.
Overworld missions should require the correct amount of items after load.
Pathfinding is now updated properly when the last tile in a block is removed. This prevents dwarves from getting stuck, standing in the air.
Recipes that produce the same output item regardless of input (Bone Ash, for example) now works properly with 'local maintain'.
Regular move order utility scoring no longer reduced by legacy 0.5 multiplier. Also decreased the impact distance had on scoring.
⦿ UI
Added storage category to Mushroom Oil and Bones.
Fixed Overworld missions displayed in location UI lists from top to bottom correctly.
Fixed overflowing texts in Dwelling UI.
Fixed so equipment values aren't shown in the job broker.
UI audio scroll and Mute when focus lost checkboxes no longer share space.
Fixed various text issues.
Items should now be in the correct langauge even after switching language.
Notification option 'Notify, pause, and pan to' now works, meaning you can run the game at full speed and still pause at important events.
Sell and Buy UI works more consistently under the hood. Sorting should now be possible in both tabs.
⦿ Other
Added a tiny sleep while waiting for game and media thread to sync up.
Fixed an issue with Overworld debug names that will make logs easier to parse.
Fixed inheritance issues with crafted bones.
Locations no longer calculate any reserved item as 'in stock', only those claimed by itself.
Missions to buy lumber should properly register when buying lumber in bulk.
Stability improvements: ⦿ Fixed a bug where mission items were also considered as viable to be sold for a location. This fix should fix the TRADE_OFFERS/ASSERT( to ); crash, and also that players were unable to buy certain items listed for sale (but were actually mission items). ⦿ Fixed a couple Overworld missions. ⦿ Fixed a couple of bugs relating to moving items between inventories. ⦿ Fixed a crash that could happen when cancelling orders. ⦿ Fixed a crash that could happen when finishing Overworld missions. ⦿ Fixed a crash that could happen when items were moved to a full destination. ⦿ Fixed a crash that could happen when tutorial messages were shown. ⦿ Fixed a tooltip bug that could potentially be Very Bad. ⦿ Fixed crash that could occur in the experimental build when enabling AI path visualization. ⦿ Fixed crash that could occur the first time a mission was started. ⦿ Fixed crash that could occur when too many missions were active at the same time. ⦿ Fixed fluid related crash. ⦿ Fixed is_valid_vehicle_position crash. ⦿ Fixed potential inventory related crash. ⦿ Fixed potential multithreading crash. ⦿ Fixed potential multithreading related startup crash. ⦿ Fixed validation for mission related commands. ⦿ Jobs are now logged by default for easier debugging. ⦿ Reduced Trader XP per sale. Too much of the good stuff can apparently be... too little? ⦿ Removed an unnecessary assertion. ⦿ Removed bad assert. ⦿ We should now get better error reports for GOG and Epic experimental builds, and in stable builds.
Known issues:
Performance decrease in late game. We have internal optimizations already and will continue to improve this for the next update.
Two dwarves mining/digging on the same block may appear to make zero progress. We have a fix for this internally that will be in an upcoming update. Workaround: Select one of the dwarves and move them somewhere else, or ensure they do another job.
Hammerting is currently 33% off in the Steam Summer Sale!
The horn of war blows, your clan decides the surface dwellers fate. Dig, craft, build, explore and forge your new home in the Mountains of Mara, for less!
Overworld Quality of Life Update - Version 0.3.1.14
Dwarves… it’s the moment you’ve been waiting for!
Overworld missions are back and better than ever (with more to come in future updates) alongside some other highly requested quality of life features and bug fixes!
Patch Notes
Features: ⦿ Overworld missions!
Overworld missions are scripted to only start after a specific sequence of events have transpired.
Missions can now reward the player in various ways, not simply by giving Trade or Mountain Lore.
Only a few missions have been added. More will come soon.
The Faraway Lands Cave mission correctly hooks into the new Overworld missions.
⦿ Trader profession!
A new Trader profession has been added. Traders are wise types who work with great fervency to get the best deals.
A more skilled Trader will yield better trade results.
A tip is to just allow this profession for a handful of dwarves to keep the rest working diligently in the cave.
⦿ Locations!
Dwarves will now carry bought things from the Overworld to chests and storage, even without checking 'Take from Inventories' setting.
Location types, for example the lumber mill, will yield the appropriate output based on what the biome feeds it.
Locations that have a lot of items of a specific type will sell it at a discount. The amount of items will fluctuate a bit.
Locations types will now be spread more evenly across the map. For example, it should be rare to find two markets next to each other.
Locations will now have a wider distribution of items to buy. Yes, that includes lumber, for some location types.
Many of the locations and hexes have been remade to be prettier and be more optimized.
The biome a location is on will now determine what is available for a location to produce. You won't be finding that Vendar Lumber in the desert.
The faction capitals now have a new cool model!
The Hunter's Lodge has been added, providing hide, bone, and meat.
Towns and capitals have a minor desire for drinks.
⦿ Fluid sources!
Fluid sources now re-spawn fluids as intended.
The fluid sources now need to be discovered before they can start re-spawn any fluid.
⦿ Audio improvements!
Added sounds for when the player discovers cool stuff in the mountain. Different discoveries are tied to different sounds.
Dwarves now make more sounds and grunts when moving around. (Only male voices for now - female will come!)
Many improvements to the Overworld ambience sounds.
The Brazier now has a sound effect.
⦿ Notifications!
Notifications have now been added when important things happen.
Notifications can be configured in various ways per type. For example, to pause the game when a dwarf is downed.
You can click on them to show the full entry in the log book.
A new entry type has been added: The monthly report, showing you how the colony has fared.
⦿ Job Priority UI!
You can now set priorities on the types of jobs (Hauling and Craft/Refill) in a crafting building separately.
The Job List UI (Page 2 of the Job Broker) has been improved and provides a good overview of the jobs in the colony.
⦿ Overworld Tutorial has been added. ⦿ Key bindings can now be reset to default.
Tweaks: ⦿ UI!
Added tooltips for profession entries in character UI.
F7 closes Overworld Trade window if it's open.
Made the item name text bolder in location buy and sell menus.
Made the note in the Options screen stating that you may need to restart the game to apply the changes a bit more hard to miss.
Mountain Name is now shown when selecting a savegame.
"New Mission" button now jumps between locations with new missions.
Outliner now changes it contents depending on whether Overworld is open or not.
You can set Favorite professions in the job broker, just like you can in the character sheet. Known issue: The UI doesn't immediately refresh to show the favoriteness.
⦿ Added a faction flag for the Mountainhome. ⦿ Renamed "Rail Tracks" to "Track Section". ⦿ Updated Overworld Grass biome graphics.
Bug fixes: ⦿ '.' is no longer a valid character in savegame names. ⦿ Added icons for sacks. ⦿ Added icons for top grain leather. ⦿ Attribute tooltips no longer show entries for professions where it doesn't make sense, for example hauling critical success. ⦿ Biome region names are now updated if playing in another language than the save was saved in. ⦿ Bone ash is no longer affected by the type of bone used to create it. ⦿ Capital hexes now also get a name. ⦿ Colony name is now correctly set on Mountain Home. ⦿ Crafting a building on top of water no longer remove the water. ⦿ Enemy Waves option now works. ⦿ Fix for dwarves getting stuck in saves just as they were entering/exiting the overworld. ⦿ Fixed bug that would cause the job broker entries to misalign. ⦿ Fixed so that tutorial pop ups won't show up when reloading the game. ⦿ Gelatinous Gluttony and Molasses now have a description. ⦿ Improved a case that could cause dwarves to break out in a left-right dance right before reaching their destination. ⦿ It is no longer possible to move the camera infinitely far on the Overworld. ⦿ Overworld section of Dwarfelopedia is removed. It will return at some point. ⦿ Pens now inherit values. ⦿ Scaled hex tiles for Overworld locations to fit with all other hexes. ⦿ Top grained leather is now only affected by the leather used, not the mushroom oil.
Crash fixes: ⦿ Fixed a crash when selling to locations. ⦿ Removed unnecessary sanity check for dropping off a cliff.
A new update has landed in the Mountains of Mara* PLUS Hammerting is currently 33% off as part of the Team17 publisher sale, so this is the best time to dig in!
Check out the full Team17 Steam Publisher Sale: https://bit.ly/T17SteamSale21
*find out more here https://store.steampowered.com/news/app/760650/view/3099017193079219426
Update 6 - Overworld Update!
Dwarves!
Introducing the Overworld Update!
Explore new locations, form relationships with different factions and trade items for that precious gold!
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Check out what's new:
Overworld Update - Version 0.3.0.19
Features: ⦿ Completely revamped Overworld!
The map, factions, locations, and roads, are procedurally generated every time you start a new game.
⦿ Overworld locations!
Different locations want different items, based on the type of location.
Locations occasionally have higher demand for some items, increasing how much they are willing to pay for it.
Demand goes down if you buy a lot of that type of item, then slowly comes back over time.
To sell to a location, a dwarf needs to take the items and walk to it on the Overworld. A tip is to ensure that your dwarves have plenty of carrying capacity, for example by dropping a tool they aren't using.
When you buy from a location, it's put into its inventory for you to use. A dwarf needs to go and grab the items, just as if it was stored in a chest. A tip is to build a chest or two near your Entrance and set up its filters so that dwarves immediately bring home items you buy.
By trading with a location, it gains Trade Levels. Whenever you gain a Trade Level, more area near the location is revealed to you. You also gain Trade Lore in this manner.
⦿ Overworld factions!
Factions control different parts of the map.
Factions have relationships with each other and with the dwarven Mountainhome.
Relationships will change dynamically over the course of the game due to various factors.
⦿ The Overworld overhaul is a solid foundation for us to build even more cool stuff upon! • In the Quality of Life update coming after this update, you can look forward to a new, dynamic mission system, a Trader profession, and many more improvements!
Tweaks: ⦿ AI:
Dwarves could flip between a restoration job and other work. A gentle tweak to remove this behavior has been applied.
Dwarves idling on an elevator will now try to go somewhere else to idle, freeing it up for the rest of the dwarves.
Dwarves who need to drop some items to make room for some other item they wish to pick up from a container, can now put it in the container instead of dropping it on the ground.
Fixed a couple of problems with pathfinding.
Fixed some instances of jittery dwarf behavior near rooms.
⦿ Audio:
Added ambience for the Sacred Well.
Added starting time randomization for ambience layers.
Removed unnecessary variations of assets.
Reworked pitch & vol randomization for most events and instruments.
Reworked mix automation.
Attenuation is now automated in the mix.
⦿ Crafting:
Added a Needle tool in a few variants for the Tailor profession.
Added a Pen tool in a few variants for the Arcanist profession.
More creatures now spawn bones, and a few new recipes have been added that uses bones.
⦿ UI:
Made the Talents section larger in Character UI.
Removed a close button that would show up after selecting a save file in the load menu.
Save game versions is now shown in the load game screen.
Slightly tweaked the color for action tooltips ("press 'x' to...").
The Job List UI has been improved by grouping and combining entries. You can find it by opening the Job Broker page and going to Page 2.
The Overworld button closes the Overworld if open.
The Overworld button has a different icon while the Overworld is open.
The icons for digging and mining have been removed. You can still set the priority for orders, though it isn't very clear at the moment. You can inspect the Job List UI to see the different jobs and their priorities.
Tweaked item right click menu so the item name has more space and added a large icon of the item in the background of the UI.
Tweaked the credits menu so that the scrollbar doesn't show up behind the close button.
Bug fixes:
⦿ Added vertical scrollbar and arrow notice for Research UI. ⦿ Adjusted button and dialogue box texts in the tutorial that were overflowing in Japanese. ⦿ Dwarves now sometimes splashes when falling into water. ⦿ Fixed how some statusbars would handle when their max value grew. ⦿ Fixed so that Research entries can't consume scroll inputs. ⦿ Fixed stacking (non-Overworld) biome effects. Dwarves could go blind after delving too deep. This was not intentional. ⦿ Fixed textures sometimes not getting set for the first frame an object was rendered. ⦿ Selling items will no longer consider items on the ground. ⦿ Various minor text issues fixed.
Crash fixes: ⦿ The following fixes will possibly help those who encounter the VK_ERROR_DEVICE_LOST error when playing the game:
Fixed an out-of-bounds error on the GPU
Fixed write-after-write hazard with transitioning depth buffer at the same time as clearing it
Fixed read-after-write synchronization hazard with light system
⦿ Fixed a crash when completing multiple move orders the same frame. ⦿ Fixed crash that could happen for Intel graphics cards when starting the game. ⦿ Fixed crash that could happen when exiting the game. ⦿ Fixed crash that could happen when items used for restoration were destroyed. ⦿ Fixed crash that would happen when a dwarf's target got removed while on a vehicle. ⦿ Potentially fixed a tooltip related crash.
What's coming next you ask?! The next Hammerting update will be a quality of life patch which will bring further improvements and features, such as bigger and better missions, for you to enjoy!
A new quality of life update has just dug its way into your mountain home… and it’s a big one!
Version 0.2.1.16, Update 5: Quality of Life
Features: ⦿ Maintain Mountainhome Amount!
This complements the previous Maintain Amount, which only looked at the building's own inventory.
This is now the default option for Maintain Amount.
Global inventory now tracks reserved and unreserved items separately.
Inventory Ledger UI lists both reserved and unreserved items.
Mountainhome Maintain only tracks unreserved items.
⦿ Multi-select!
You can now drag a box to select multiple dwarves.
When issuing a move order, the dwarves who arrive first will become Vigilant until all have arrived.
While Vigilant, a dwarf will not do any work. They will engage in combat, and they will look after their most pressing needs.
⦿ New game improvements!
Colony and Mountain name are generated, and can be changed.
Mountain name is now the seed for the game.
Option to choose map size.
Option to choose enemy difficulty.
Revamped tutorial screens.
⦿ Save game improvements!
Temporary folders from saving game are now cleaned up afterwards.
'Time Played' and 'Colony Lifetime' are now shown in savegame list
Saves now shows last modified time and colony name.
Added image preview when loading saves.
Save game list can be sorted in various ways.
Saves are now ordered by last modified time per default.
We have the option of marking specific versions as deprecated.
⦿ Screenshots!
'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder.
Shift + 'Print screen' will save a screenshot with UI disabled.
Control + "Print screen" will save a screenshot with only UI.
⦿ Brickwall Doors!
Not exactly a new feature, but they do work now.
Enemies can not pathfind through them.
Enemies will attack them.
When reaching zero health, they are completely destroyed.
⦿ New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
Look at the detailed map tooltip to see which modifiers each Biome Region has.
⦿ New Talents: Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.
⦿ Decay system!
Handles destroying things after they've lived for a very long time.
The pace of decay is currently very slow. It is more of a performance feature than something players will need to think about.
Items on the ground will decay faster.
Reserved items such as mission deliveries and toolbelt items do not decay.
In case you're wondering where all your cool Dwarven Statues went with all that sweet Sovereignty... In the old system, they decayed and despawned. Oops!
⦿ Added error icon for crafting orders when no dwarf has a required tool for it. ⦿ Added Reserve for Sell option for crafting.
⦿ Dig orders now an order icon on the map just like other orders do, and can have their priority changed. ⦿ Faction system has received an upgrade in the background. Should not be noticeable, but will allow us to do cool stuff in the future. ⦿ New Infrastructure and Room menus. ⦿ Priority can now be set on a building. All the building's craft entries will use that priority.
Performance: ⦿ Improved our performance profiling support, allowing us to better optimize the game in the future. ⦿ Optimized character UI.
Tweaks: ⦿ AI!
Changed dig reservation rules slightly so that digging downwards creates a sparse pattern similar to when digging upwards.
Combatants will look a bit further for enemies in certain cases.
Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL.
Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss.
Creatures idling near other creatures will move away from them. This results in less doomstacks outside lairs, as the the enemies guarding it will be more spread out nearby.
Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map.
Dwarves will now stick to any action they start doing for one second.
Dwarves will now stick to any job they start doing for 30 seconds.
Falling: Creatures can now drop a bit shorter, and jump a bit farther up. This means that whenever dwarves go to pick mushrooms, they'll find their way back.
Falling: Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added!
Falling: Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places.
Falling: Falling damage has been increased substantially, but is currently capped so as to not be fatal.
Selling: Dwarves will now sell items immediately upon reaching the Entrance Chest.
Selling: Items in the Entrance Chest marked for sale will be sold instantly.
⦿ UI!
Added arrow above selected dwarves.
Can now double-click to complete a mission.
Clarified tooltip saying that no dwarves can find a path.
Command tooltip moved to bottom right corner.
Crafting UI scales to the full height of the screen.
DWARF attributes show their corresponding Favorite Professions.
Energy and health descriptions updated.
Improved map tooltip in various ways. Now shows icons, fluids, and the Biome Region's modifiers.
Loading screen now fades out smoothly.
Many new icons.
Move-to command now has a custom cursor. The cursor is now shown when a dwarf is selected, making it more clear that you can give individual move orders to dwarves.
Pressing TAB in a craft UI now switches between tabs.
Various UI animations added.
Version number is now always shown in debug and experimental builds.
⦿ Bone Ash no longer restores Fecundity, and so won't be used to restore the Cave Farm. ⦿ It is now possible to move the camera with the mouse when in command mode. ⦿ The starting Dawnlit Caverns Biome Region does not get any biome modifiers. ⦿ When crafting an item, the input items are now first removed from the inventory, giving space to the new item. Results in fewer Granite Blocks being spewed on the ground.
Bug fixes: ⦿ AI!
Combatants cooldown to re-evaluate targets was only reduced in the brief moment in time between two attacks.
Dwarves can now walk down properly next to Scaffold stairs. Yet another case of the insidious Vinkel Volt fixed!
Dwarves will now lie down after loading a game, if they are unconscious.
Goblin animations fixed.
Movement fix for sometimes getting stuck after stopping a movement behavior early.
Orders should not be able to overwrite already existing layer data. Previously, placing a new stairs order could cause nearby places to not be reachable.
Recruits will now get random talents matching their current level.
Refilling other entities with for example fuel now looks at all their interaction positions. This fixes dwarves not refuelling drills.
⦿ UI!
Buildings now show HP bar at zero health.
Camera will no longer fall all the way to the Underworld after interacting with the action menu.
Fix for overflowing text in Dwarfelopedia new tutorial event.
Opening and closing menu now unpauses the game.
The 'Base Production Value' column in the character UI now works as described, ignoring the items in the toolbelt.
The 'Stranded Dwarves' alert will no longer count Dwarves who are falling.
The 'Use less resources when window loses focus' option was secretly ON by default without showing as enabled in settings menu or in-game.
Fixed localization error in fuel requirement (Crushed Granite instead of Coal)
Various texts updated.
⦿ Big Quarry's geometry and animation fixed. ⦿ Attacking creatures has highest 'click' priority, lairs the lowest. ⦿ Cave Missions would sometimes not properly evaluate their conditions upon start, causing them to be done and not done at the same time. ⦿ Dwelling and Cook House room layouts no longer has vestigial layout bump. ⦿ Fixed bug where drill animation stopped working after load. ⦿ Fixed footprint for dwarf statue. ⦿ Mushroom swig uses any shroom.
Crash fixes: ⦿ Correct cursor used for rare DPI scaling. ⦿ Fixed crash that sometimes happened if a Cave Mission was completed as soon as it was unlocked. ⦿ Fixed crash when a dwarf ended up inside a map block. ⦿ Fixed crash when attacking a creature just as it despawned. ⦿ Fixed crash when clicking alerts just as they disappeared. ⦿ Fixed crash when dying while falling. ⦿ Fixed crash when ordering an harvest/rummage action just as the target despawned. ⦿ Fixed some creatures getting negative movement speed. ⦿ Fixed trade claims not being restored correctly after loading a game. Fixes some items sometimes never getting hauled and sometimes crashing.
Now go, your allies need you!
Experimental Branch Patch 0.2.1.0
Experimental Version 0.2.1.0 Patch Notes
Dwarves!
A new update is live now on the experimental branch!
Features: New game improvements
Lots of ways to customize your game.
Colony and Mountain name are generated, and can be changed.
Mountain name is now the seed for the game.
Option to choose map size.
Option to combat challenge level. [Note, not currently enabled.]
Revamped tutorial screens.
Save game improvements
Temporary folders from saving game are now cleaned up afterwards.
'Time Played' and 'Colony Lifetime' are now shown in savegame list
Saves now shows last modified time and colony name.
Added image preview when loading saves.
Save game list can be sorted in various ways.
Saves are now ordered by last modified time per default.
Screenshots
'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder
Shift + 'Print screen' button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with UI disabled
Control + "Print screen" button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with only UI
New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
New Talents: Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.
Performance: Optimized character UI
Tweaks: AI
Creatures can now drop a bit shorter, and jump a bit farther up. This means that whenever dwarves go to pick mushrooms, they'll find their way back.
Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map.
Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added!
Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places.
Creatures idling near other creatures will move away from them. This results in less doomstacks outside lairs, as the the enemies guarding it will be more spread out nearby.
Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss.
Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL.
Falling damage has been increased substantially, but is currently capped so as to not be fatal.
UI
Command tooltip moved to bottom right corner.
Crafting UI scales to the full height of the screen.
DWARF attributes show their corresponding Favorite Professions.
Improved map tooltip in various ways. Now shows fluids and the Biome Region's modifiers.
Many new icons.
Move-to command now has a custom cursor. The cursor is now shown when a dwarf is selected, making it more clear that you can give individual move orders to dwarves.
Pressing TAB in a craft UI now switches between tabs.
Version number is now always shown in debug and experimental builds.
It is now possible to move the camera with the mouse when in command mode.
The starting Dawnlit Caverns Biome Region does not get any biome modifiers.
When crafting an item, the input items are now first removed from the inventory, giving space to the new item. Results in fewer Granite Blocks being spewed on the ground.
Bug fixes: AI
Combatants cooldown to re-evaluate targets was only reduced in the brief moment in time between two attacks.
Dwarves can now walk down properly next to Scaffold stairs. Yet another case of the insidious Vinkel Volt fixed!
Dwarves will now lie down after loading a game, if they are unconscious.
Goblin animations fixed.
Movement fix for sometimes getting stuck after stopping a movement behavior early.
Orders should not be able to overwrite already existing layer data. Previously, placing a new stairs order could cause nearby places to not be reachable.
Recruits will now get random talents matching their current level.
UI
Camera will no longer fall all the way to the Underworld after interacting with the action menu.
Fix for overflowing text in Dwarfelopedia new tutorial event.
Opening and closing menu now unpauses the game.
The 'Base Production Value' column in the character UI now works as described, ignoring the items in the toolbelt.
The 'Stranded Dwarves' alert will no longer count Dwarves who are falling.
Cave Missions would sometimes not properly evaluate their conditions upon start, causing them to be done and not done at the same time.
Dwelling and Cook House room layouts no longer has vestigial layout bump.
Fixed bug where drill animation stopped working after load.
Fixed footprint for dwarf statue.
Mushroom swig uses any shroom.
The same random generator instance should now always be used.
Crash fixes:
Correct cursor used for weird DPI scalings.
Fixed crash when clicking alerts just as they disappeared.
Enjoy!
Update 4 - Fluid Update!
Dwarves!
Deep in the Mountains of Mara there is so much to discover, and the latest update adds even more! You will now come across fluids, such as water & lava, while exploring! 🌊🌋
Features: Fluids are in the game!
Starting a new game is required to get fluids, and definitely something we recommend. (You can still acquire water in the farm, so old save games will still work.)
Two types of fluids: Water and Lava. Don't step in the lava, unless you're a Lava Slime or a Lava Rat, in which case it's all good.
A Hand Pump building to help you pump up the fluids from the cave.
A Drain Sink building to pour them back into the cave.
Fluid sources that dole out fluids from time to time.
Lava pouring onto Water will spawn Granite blocks.
Small fluid puddles dries up after a while.
Effects are now listed in the character screen. (There are currently only fluid based effects)
Dwarves idling in a fluid will opt to go elsewhere.
Dwarves and creatures are more keen to avoid lava than water.
Tavern and Brewery!
6 Tavern recipes, such as Warrior's Feast and Noble Dinner.
7 new ingredients, such as Yeast and Cinnamon.
14 drink recipes, such as Mulled Wine and Dragon's Tears.
9 Knowledges, for example Gastronomic Heritage and Social Gatherings
Biome Regions!
All separate biome areas on the map now go by the name Biome Region.
They all have a difficulty level, increasing with depth. This is not currently used, but it's there now so we can build upon it at some point.
They have different modifiers applied to them, so one might be extra wet, another may be dark, and so on.
Sovereignty!
Dwarves can no longer be recruited willy-nilly. A certain level of Sovereignty is required.
Sovereignty is currently gained from various Knowledges, and from exploring and finding Dwarf Guardian statues.
The Mountainhome's current Sovereignty is shown in the top bar.
New Cave Mission: Establishing Sovereignty
Recruitment screen shows Sovereignty to make it clear why you can't recruit a dwarf.
Job Priority!
Jobs have three levels of priorities.
You can now set these on construction orders on the map, using the new button in the action menu, or with the "." hotkey.
You can also get an overview of all the current jobs in the second page of the Job Broker UI. From here you can set priorities and move the camera around to the different jobs.
Game now shows the Job Priority of construction orders, if they differ from 'Normal'.
• A lot of tooltips for entities on the map now show the entity's name instead of its archetype name. For instance a renamed stone chest will now show the chest's actual name instead of just "Stone Chest" • A new enemy, the Rimeling, now spawns in the Frozen Waste biome. • Player must now give attack order on lair in order for dwarves to attack it.
Performance:
CPU speed improvements to global light system.
Map system is now a lot smarter when handling graphics updates.
Removed obsolete pathfinding queries from buildings.
Optimized refill sensor.
Fixed memory leak whenever gold was given to the Mountainhome.
Global light system now prioritizes visible blocks for the player.
Tweaks: Enemy Waves!
Enemy waves from lairs will now initially spawn weak waves and then, incrementally, stronger ones.
Lairs won't spawn waves until some time has passed in the beginning.
Enemy waves will now properly find buildings with health and move to a position where they can attack it.
General Tip: Waves spawn much more frequently once you've discovered a lair, so be careful when exploring.
Fixed save/load issue with enemy lairs.
• Map generation has been tweaked a bit due to code refactoring. • Map generation no longer adds a bump next to the Entrance and other cave rooms. • Bumped max attribute values to 30. • Clicking dwarf portrait when zoomed out should now select dwarf, rather than zoom to it. • Creatures' tooltips display their main modifier. • Small stone bridge costs slabs instead of ingots. Reduced cost of stairway from 3x to 2x. • Interact positions has a bit wider search radius for game paths. Fixes sometimes not being able to build long elevator rails upwards. (Tentative change, may be reverted) • You can now double-click to buy a talent. • Yeast can be made from shrooms. • Tweaked Cave Mission dependencies to make them appear a bit more slowly in the beginning.
Bug fixes: AI!
Fixed dwarves sometimes not using items from an inventory to refuel a building or heal another dwarf.
Many creatures had a faulty climb animation, occasionally causing them to get stuck in the so called "vinkel volt".
Attack orders are now removed when the target has zero health.
Recipes now accepts any mushrooms.
Dwarves can haul things from sacred well and other neutral buildings.
Combatants will now prefer to attack over approaching an enemy, and prefer to approach a nearby enemy over moving to a marked attack target.
Fixed haul jobs sometimes stopped working. A bug made haul jobs incorrectly think they already had enough items incoming, making them refuse new workers.
• Added F7 for recruitment to the options menu. • Entities that have modifiers added/removed under their lifetime now gets updated names/icons. • Fixed storages ejecting all items when pasting a new filter to them. • Lime should no longer have negative Fecundity. • Fixed overflowing texts in inventory and ledger filter. • Fixed hover and click for input select in craft UI. Hidden the unused specific material boxes in craft entries (until they're actually used). • Fixed a size bug for research entries. • It's no longer possible to place buildings or dig commands on Cornerstone. • Text width fix for harvesting. • Mountainhome now has a hover effect on the Overworld map. • Base production value listed in character screen is now proper base value, ignoring any items or other entities that may affect it.
Crash fixes:
Vulkan implementation now falls back to system RAM when out of GPU RAM, instead of crashing. GPU RAM will always be chosen if possible though. Fixes VK_ERROR_OUT_OF_DEVICE_MEMORY on low-end systems.
Fixed a rare crash that occurred when the game started.
Fixed crash when clicking fast enough to spawn two popups. Could happen with the storages filter button, and items' right click menu.
Fixed crash when pasting storage filter settings too quickly.
Fixed infinite loop when spawning enemy waves.
Fixed a crash that would happen after issuing a new construction order.
Fixed a crash that would happen when an event type was registered while an event was being triggered.
Fixed a few crashes that could happen when a UI showed an entity that died.
As you can see... there's so much more to dig in to! Enjoy!
Patch 4 - Out Now! Including New Knowledge Lore, Talents and Lair Type!
Dwarves!
A new update is live now including new knowledge lore, talents and lair type!
Feast your eyes on the full changelist below:
Features
Dwarves can now steal hauling jobs from other dwarves if they are better suited, making hauling in general more efficient. Fewer dwarves will carry more stuff!
It is now possible for dwarfs to refuel or extract items from inventories using the same positions as they use when delivering items for crafting or constructing buildings. I.e you no longer need to build floors under drills to refuel them or take their ore.
It is now possible to set attack orders against lairs.
More settings for storages.
You can now toggle if a storage accepts items from the ground or not, and if it accepts items from other buildings' inventories or not.
It is also possible to change the priority of the Hauling job generated for a storage room or chest.
Inventory filters now remember their layout for game entities (filter tree will be expanded in the same way as it was when last you saw it for that storage entity)
New Storage filters: Industry Produce, Support Beams, Charcoal, Ashes, Lime, Mortar, Killer Plant Berry & Root
Added settings for if the storage should accept items from the ground and/or other inventories.
Options menu reworked
Added support for input remapping
Camera controls are now exposed in keybindings
Professions list in the dwarf UI has several improvements.
You can now right click to toggle if a dwarf is allowed to do a certain profession.
You can left click to toggle a profession as a "Favorite". Favorite professions do not affect gameplay, but serves as a useful reminder, and is shown and used in other UIs, such as the Job Broker and the new Equip Item window.
Added a "base" production value column. The profession list is now sorted by this value.
Professions have a mouse-over effect to indicate they can be interacted with.
Mouse now works on the whole profession list in dwarf UI.
The blue bar now shows the dwarf's XP in that profession.
Equip Item window has been reworked.
The professions that the item affects gets a column each. The values shows the dwarf's profession in that value. It's sorted by Favorite, allowed, disallowed professions.
The toolbelt slot icons now show the level of the profession that the item in that toolbelt affects the most.
Icons have been added to quickly show if equipping an item would be an improvement. The comparison is done using the professions that the tool affects, factoring in the dwarf's levels, and hinges on whether or not the profession that the dwarf is best at would improve.
Knowledge improvements:
UI more clearly indicates that it's scrollable.
Knowledge unlocks sorted in UI
Knowledge unlocks now indicate which type of unlock it is.
Knowledge Lore aligned.
New Knowledges: Lething Militia, Geological Surveys, Written Chronicle, Cargo Manifests.
Enemy waves improvements.
They will now spawn from a better direction. This gives the player a better idea where the lair might be, and ensures that the wave will attack a more reasonable target.
Performance improvements.
Lairs will now spawn enemy waves even after saving and loading the game. Oops.
Lairs that haven't been found yet are less likely to spawn waves.
Lairs will become active from a longer distance.
A new archetype system will allow us to more easily patch the game in a backwards compatible manner.
Added support for Mountainhome Modifiers, affecting all dwarves. Formalized Education now unlocks a modifier "Educated Populace", which increases XP gain for all dwarves. The idea for future development is to add more of these Modifiers under new Knowledges.
Maintain Amount can now be toggled to be the default way to start recipes.
New damage calculations for armor.
New talents: Thrifty Outlook, Forgemind, Goldsmith, Fearless Brawler, Militia Volunteer
New underlying “Modifier 2.0” system improves the way we can give buffs, generate tooltips, and fixes some outstanding bugs such as all dwarves getting +200% movement speed. Item tooltips should also become a lot clearer from now on.
Shroomfolk lair added.
You can now rename buildings.
You can now select the next/previous dwarf that has unspent talent points on the character screen by holding CTRL. Added hotkeys for this as well.
Tweaks
Many tweaks to improve dwarf AI:
Distance matters a lot more for calculating which item is desired.
Desires are now less likely to become high-prio, but dwarves are in general more likely to fill their desires, compared to doing other things of the same priority.
Multiple dwarves can now satisfy their greed at the same time.
Each copper is now worth 10 points of greed instead of 5.
Healing downed dwarves is now a high priority job.
All pathfinding queries are now more frequently recalculated, which should lead to less dwarves becoming stuck
Many buildings which were missing gamepaths now have them added, such as Infirmary and Foundry
Cleaned up the "Carrying Capacity" tooltip with a proper presentation of its calculation, and added a base value of 50. Dorfs should now be able to carry more.
More haul slots are now given to each haul job, allowing dwarves to carry their full potential.
Character screen improvements:
DWARF attribute tooltip improvements. Entries have icons and are sorted alphabetically.
Icons set for all profession and statusbar related modifiers.
Dwarf character screen now has a bar for the dwarf's XP.
Red text when carried weight > max weight.
Buildings can now be placed even when they are a bit into unexplored territory.
Fixed hover and click for input select in craft UI.
Fixed tooltips for attributes in recruitment ui (you can now hold ctrl to see a more detailed tooltip)
Re-tweaked all particle system which have gravity, so they look good with the bug fix
Recruitment screen button added to top bar with F7 as the hotkey.
Removed XP popups. Added icon to "Level up" text
Removed demo menu from loaded games.
Slightly tweaked research entries (to prevent overflowing texts)
Slime Eater gains energy, rather than health.
Unified when icons are shown together with names
Unseen indicators in build menu a bit smaller.
Performance
Desire sensor performance improvements
Dig sensor now serializes its data to prevent extra job and workplace creations.
Haul system now updates destinations and distances in parallel
Huuuge performance boost when loading textures. This comes at the expense of increasing the game archive size, which has gone from ~1.5GB to ~3.5GB
Refill sensor performance improvements
Resurrected haul system's update-distance-cache for better performance
Bug fixes
Many fixes to improve dwarf AI:
"has_path_to" now correctly calculates if the dwarf in fact does has path to. (Could cause dwarves flipflopping between hauling and idling)
Dwarves now dequeue from vehicles if exiting too early. Fixes dwarves stuck on elevators.
Dwarves will not try to fill their desires with things in unexplored parts of the map.
Fixed an issue where dwarves would arrive at a elevator/railway station, but not understand that they had arrived
Fixed an issue where dwarves would go to work on the middle of an elevator/railway and get off the platform/minecart, even when they shouldn't
Fixed another issue causing dwarfs to get stuck twitching left and right.
Fixed bug causing dwarfs to be assigned to haul jobs and immediately failing them
Fixed haul-jobs for overworld missions frequently degrading to normal-priority. They should now always be considered high priority.
Increased desire sensor (internal) stickiness factor for fillers that dwarves are currently running towards. This should prevent some left-right dancing issues.
Many fixes to elevators and stations, and dwarves getting stuck.
Various fixes for Maintain Amount.
Added missing Mithril icons
Cancel command now only cancels orders that are on the map. This could cause buildings to completely stop working unless you removed all crafting entries and added them back again.
Dwarves should now present accurate attribute values while being recruited.
Dwellings and other buildings should now have the correct visual state after load.
Fixed a broken icon on recipe inputs
Fixed vegetation not spawning
Hovering the cursor above research entry icons will now display more info on the side tab (just like the rest of the entry)
Minecarts no longer has health
Particle systems affected by gravity weren’t simulating properly when changing game speeds. This is now fixed.
Profession Production & Critical Success values are correctly calculated, and are now dependent on their respective profession levels, rather than all being dependent on the Arcanist profession levels. Arrays are hard, man.
Rail station no longer requires digging below it
Recruits now get proper last names.
Removed small hole in Entrance Cave that allowed you to see into the void.
Settings are now refreshed when opening the options UI.
Tools should now have a minimum of 1 in production values.
When selecting explicit inputs at crafting stations, the tooltip was showing :CLS_ITEM: Item, instead of an icon. This is now fixed.
Crash fixes
Crash fix when dwarves died.
Dwarves should now always have a direction after riding a vehicle.
Dwarves will no longer take jobs for which they don't have a matching required tool.
Dwarves will not fall so long as they are on a vehicle.
Dwarves will now exit vehicles that are not on a proper vehicle graph edge.
Fix for destroying platform when dwarf is waiting for it.
Fixed a couple of multithreading bugs that could cause crashes.
Fixed crash in recruitment screen, if opening it prior to the initial dwarves have spawned
Fixed crash when double-clicking on the Acquire Talent button.
Fixed crash when having the job broker open while a dwarf died
Fixed crash when tooltipping an empty tool slot
Fixed mismatch between game and graphics code that determined how many entities are allowed at the same time.
Increased number of simultaneous available textures (fixes ASSERT( !"Not enough buckets" ))
It is no longer possible to use illegal characters in save game names.
It is no longer possible to build rails on top of each other. Removing such dupe-rails would cause a crash. Note that previous saves may still have such rails, and they will still crash if torn down.
Navigation queries now respect invert-dir from records.
Talent UI will not crash for un-localized talents.
Tooltip entities are now cleared if they are the children of disabled parents.
Vegetation could sometimes get wrong textures, and/or cause VK_DEVICE_LOST if unlucky.
Known issues
Previous saves may still have "duplicate" rails, and they will still crash the game if torn down.
Dwarves will occasionally stand in place while trying to fulfill a desire. After a while, they snap out of it.
It is possible for crafting buildings to end up in a state where no-one will go there to craft. In that case, you can first set all its crafting recipe entries to zero, and then set them back again to what you want.