We are back with another dev log for you all to stroke your beards and mull over!
Tweaks & New Features
Added profession "Farmer", and relevant tool "Rake".
Added profession "Builder", hammers are relevant tools.
Added "Ladle" as the relevant tool for profession "Cook".
Added recipe "Leather", variable in final name with the hide type you made it from "Rat Leather", "Beaver Leather", &c.
Added recipe "Crude Clasp", a metal clasp.
Added recipe "Hauler's Sack", a sack to buff hauling.
When hauling multiple items, dwarves are now limited by 'Weight Capacity', compared against total weight of equipment and inventory.
Wind animations added to most grottos.
Added a section to the outliner with craft buildings. Eventually they will also have an icon on if they are idle etc. Right now it shows health and fuel/feundicity etc.
The profession governing a particular crafting recipe is now displayed on recipes.
New room! The Tailor's Workshop is now For all your fabric- and leatherworking needs.
Enemy lairs now spawn enemies when the player explores in their vicinity. Previously they spawned enemies right after map generation. This will also boost performance a bit since it eliminates a bunch of idling ai agents.
Added profession "Tailor"
Added profession "Healer"
Improved the Defeat endgame screen for non-demo scenarios.
Fixes
Dwarves will now cling to nearby walls when the block underneath them is destroyed.
Thanks for reading folks! And In case you missed it, we announced the Early Access release date for Hammerting!
Hammerting digs its way into Early Access on October 27th! To celebrate, we're giving you the chance to win this custom Chillblast Hammerting PC!
In Hammerting, manage your very own Dwarven mining colony, dig deep for materials and riches & craft legendary weapons to assist in the war against evil!
What better way to play than on your very own custom Hammerting PC?!
Hammerting Early Access Release Date Announcement!
Dwarves!
The time is nearly upon us... equip your pickaxes! ⚒️
Manage your very own Dwarven mining colony, dig deep for materials and riches & craft legendary weapons to assist in the war against evil when the vertical mining sim Hammerting enters Steam early access on October 27th!
[previewyoutube="DWORAoQeFIE;full"]
Crafting for Victory
Allies on the surface will have all manner of requests. Dwarves may find themselves asked to craft a plethora of silver swords against an oncoming vampire army. For an elf princess’s coronation, they’ll wish for nothing less than a Legendary Diamond-Encrusted Gold Crown of Divine Ruling +3.
With the Overworld in need, every successful delivery takes you one step closer to triumphing against evil. As your Dwarves increase in skill and your base expands, build conveyor belts and elevators to free them of manual labour.
Colorful Personalities Does Åglöf’s fancy ancestry clash with Vargskreva’s humble upbringing? Is your explorer afraid of the dark? Has your master crafter reached their Ballmer Peak? Exploit the strengths of your Dwarves, as well as their weaknesses, in order to succeed. Each Dwarf is richly and uniquely defined through its stats, Dwarven ancestry, traits, abilities, equipment, move set and more as they are shaped by events in their lives.
Skilled Craftspeople Anyone can craft an Iron Sword, but only Dwarves can haggle a Crystal Cave Dragon to sell her fiery Plasma Breath, pump it up to an Andthril Forge of Doom and use it to craft an… Iron Sword +2. With every strike of the hammer on an anvil, a skilled Dwarf has a better chance of achieving a critical result, giving you better gear.
Living Cave Only in the deepest depths will you find the most powerful materials, the warmest magma, the rarest treasures, and the most dangerous conditions. Figuring out the fastest and safest route down – and up again – is a chief concern, but you’ll have plenty of unique Dwarven mechanisms to help you do so. Hammerting will feature liquid and physics mechanics for pumping lava to your hearths, brewing beer, tossing torches down shafts to light up the unknown and more.
Try the free demo and add Hammerting to your wishlist!
We've added a lot of exciting features to Hammerting... don't just take our word for it, check it all out below!
Tweaks & New Features
Caves are now animated with some particle effects. (work in progress)
Dynamic portraits (art not final)
Added new cave room "Ancient Dwarven Mound"
Skeletons now drop bones, rather than slabs of Granite.
Added Cave Mission "Fountain of Youth", unlocked by Medicine.
Added recipe "Bone Ash", made from bones. Restores Fecundity.
Added recipe "Lime", made from bone ash.
Added recipe "Mortar", made from lime, water, and crushed granite. Useful for later game buildings.
Log book now records new Cave Missions starting.
Log book now records Cave Missions completing.
Players can now rename their dwarves.
More and more particle animations making it's way into the game. For instance, slime dripping in the slimey lair.
Fixes
Cave missions should now evaluate objectives in parallel where relevant.
Female dwarves will no longer get male dwarf bodies.
Thanks for reading and see you next time for more updates on all things Hammerting!
Dwarveloper Log #54
Welcome to this weeks Dwarveloper log!
Here's what the dwarvelopment team have been working on!
Let's dig in!
Tweaks & New Features
Added "Jackpot Mine", cave room
Added "Supply" status bar to Sacred Well and Jackpot mine, limiting the amount that can be produced in them.
Dwarves will now retreat when they are low on health and near an enemy.
We have a new awesome particle system in the engine. Wanna taste some dwarven soup?
Cave Farms now have a "Fecundity" meter, and most recipes in them have Fecundity costs specified. Fecundity restores over time, or with the application of fertilizers. Crushed Granite and Algae are currently fertilizers.
The starting location is no longer at a fixed coordinate on the map, there's some randomness applied.
Fixes
Added better support for variable number/types of status bars in craft rooms.
Alerts have been tweaked. Fewer shown at the start of the game to make sure new players aren't intimidated.
Improved the logic for choosing production queue entry considering key value costs.
Two patches, one of copper and one of coal, are now guaranteed to spawn somewhere reasonable easy to find, reasonably near the starting entrance.
Added log book entry for Mountain Discoveries. Logbook entries now determine their entry height, rather than use a fixed size.
Until next time, Dwarves!
Dwarveloper Log #53 - Fixes, Ambient Sounds & More Missions!
Welcome back, Dwarves!
We've added a bunch of cool new features to make mountain life even more enjoyable!
Tweaks & New Features
Combined 'Dwarves Portraits', Overworld missions and Cave missions to one singular list.
New Mission "Geological Explorations"
New Mission "Jelly Potluck"
Some more loot, like Slime Balm for example. It's for sensitive skin!
New Mission "Frozen Cold"
New Mission "Where Mushrooms Grow"
Ambient cave audio volume is now lowered near buildings and other things that has ambience of their own. As a result, ambience volumes have been tweaked allround.
Grottos, the overworld and its locations, and the entrance cave now also have ambient sounds.
The tooltips for Attributes are slightly improved.
New mission "The First Feast"
New mission "Studies Arcane"
By holding CTRL in the character screen, more information is now displayed, and it is possible to directly change the dwarf's profession priorities.
Mission "Reaping Folk, and Sowing"
Added "Sacred Well", Cave Room
A sound is now triggered when enough resources have been delivered for an overworld mission, indicating that it is Ready for Delivery.
Added two new sounds to slightly distinguish between plussing and minusing attributes, and better sounds are now triggered for reverting/committing the attribute changes.
Added a sidebar to the Overworld map
Fixes
MSAA option is now exposed in 'Options' menu
The dwarf Level Up indicator should now behave a little bit better
Added support for 64x64 cursor icons, to support more modes of DPI scaling
Fixed a broken path to a certain cursor at 256x256px resolution, causing the game to crash
Attribute tooltip is now easier to understand.
Sounds for buying research (or not, due to not having enough money) have been fixed. Also fixed a clicking bug in the UI.
[previewyoutube="d7SRZ9XN9fE;full"] Get ready to build and manage your dwarven colony in the undiscovered Mountains of Mara to gather and craft weapons and gear to assist in the war raging on in the Overworld!
This new updated demo includes: -Loads of bug fixes -Improved user onboarding -Cave Missions -QOL improvements
We love hearing your feedback so feel free to let us know what you think in the Steam discussions forum on join us over on our Discord!
Dwarveloper Log #52 - New Missions & Areas to Explore!
Hello Dwarves! A lot has happened since our last update - read all about it below!
Tweaks & new features
Dwarves' vision range is now by default quite a bit lower, but is now affected by their Explorer level (and Awareness since earlier).
Dwarfs are now a bit better at seeing through the ground (to compensate for their slightly smaller vision radius). This makes it a bit easier to place buildings without having to dig everything out beforehand.
Biomes are now slightly smaller and nearer the starting location.
Lairs will now spawn additional enemy waves while it's being attacked.
Sometimes the dwarves would get an extra attribute point when calculating profession skills. Not any longer
Increased start chest capacity from 48 to 320
Fonts can now be resized and/or condensed on a per-language basis. DE, FR, IT, ES, and RU have had their font sizes slightly reduced so fonts won't overflow text boxes as often
Stone Chests now take up 3x3 tiles instead of 2x2.
Added paragraph endings for all entries in the Book of Tings
Changed the desire icon (going to eat / get payment) in the top right dwarf UI
Extended the money tab. in the top bar
Added Arcane Lore "Tradewind Recipes", unlocking various cooking recipes.
Added Arcane Lore "Cogborne Transmission" & "Mechanized Excavation", moved around several recipes, and enabled more powerful drill types.
Added Arcane Lore "Spear Making", and moved several spear related recipes to it.
Two new options for when the game window loses focus (for example by alt-tabbing).
Added a 'Sell All Items' button to chests
Sell all of a specific item (globally) is now available in the ledger
It's now possible to specify inputs to a recipe explicitly (inputs need to have been crafted prior)
Recipes now gives feedback on the selected input straight away
Reworked the look of crafting orders.
Added an option to scale the UI
Changed the selection + mouse-over effect from an outline, to show on the entire object instead. Also gives a boost to weaker graphics cards
Added a small light, that always illuminates each dwarf, to make them easier to spot in dark areas
New option to mute all audio when the window loses focus.
New Cave Mission "An Ancient Omen" requires you to locate the "God of the Forge", located deep beneath the boundless stone. Reward may feel underwhelming, but cool in itself.
New mission "The Rats in the Walls" unlocked when discovering a Rat Hole
Professions are now sorted so that the character's main professions are shown first.
New mission "Mopping the Floors" unlocked when killing a Green Slime
working on lots of different loot and foods that can be found/crafted in the game world.
Added "tier" headers to research screen, and adjusted the spacing somewhat
Fixes
Dwarves now get XP for each ore mined, not just for the last one in a block.
Crushing, Piercing, and Slashing Damage values now contribute to a weapon's Militia Weapon Skill value. This makes the AI choose the best weapon from a dwarfs toolbelt before going into combat.
Fixed crash when tearing down an elevator platform or mine cart with one or more dwarfs on/in it
Grottos once again extend dwarfs' vision (fix requires starting a new game)
Clicking +/- very fast in a room's production queue will now longer "miss" some clicks. Also it will not crash!
Game now sets working dir when clicking the icon in the tray properly
Dwarves will no longer consume something if it will bring one of their statusbars (e.g. health) to/below zero.
Fixed ugly black border on mouse cursor
Fixed an error when deleting structures, which didn't clean up properly after themselves
Language selection is now supported, many of us are working on additional fixes for it
When dwarves got really low on morale/energy/greed, bonus energy/health/morale was given instead of draining them faster
Progress status bars for building should advance correctly again.
Fixed a bug when a dwarf could see an enemy, start moving towards it, then lose line-of-sight to it and forgetting about it, then resuming its previous task only to see the enemy and starting the entire process over again.
When playing the game in French, it now uses AZERTY keyboard layout instead of QWERTY
Item preciousness now modifies item prices
added an indicator for when the game is in power save mode
Fixed dwarfs sometimes getting stuck in an indecision-loop when hauling repairs to a building or bandages to a hurt friend.
fixed dwarfs sometimes hauling items to a storage chest instead of something more important like a foundry or overworld mission
Fixed dwarfs not properly equipping tools if the tool was dropped and then picked up again
Cleaver Axe Head no longer has a lingering dependency on building a Cookhouse
Main menu that pops up when pressing 'ESC' is now a bit smarter about when to pause/unpause
Fixed various bug with missions giving rewards inconsistent with descriptive texts, missing icons, &c.
Rooms under construction are now disabled in the time between completion of the room, and the removal of the last scaffold.
When a generic production order (in this case Support Beams) gets at least one input (in this case Iron Sheet), the game now lists "Missing X Iron Sheet(s)" instead of "Missing X Metal Sheet(s)"
Attribute leveling and indicators work as intended.
All overworld factions have appropriate descriptive texts.
Tools now generally implement weight and preciousness.
All modifiers for tools and components set to non-zero values.
Missions for the Town of Duskmoon should now give coin, rather than copper ingots. Added trade lore rewards to various missions.
Map panning and Overworld panning now work correctly with UI scaling
Pretty new Team17 Logo in the loading screen
Fixed some mission that would be broken after loading a save game (no savegames were harmed during this process)
Drill UIs should have proper images set.
Most food items should have appropriate drop models.
Massive optimization. Game no longer absolutely tanks your framerate when checking if the CTRL key is being held down.
Buildings now have different sounds for when they are idle and when they are actively used.
Improved tooltips in character screen, to give the player some much needed information when deciding which attribute to level up. (Note: The new UI for profession values only shows up when holding CTRL, to keep clutter down).
While most of the development dwarves are taking a much deserved break over summer, two strong dwarves have been mining away at bugs and crafting features!
Crafting entries can now be paused, and moved up/down the list.
Objects on the ground may now despawn after a while. (Better implementation will follow)
Combatants will now prioritise attacking other combatants rather than buildings. This may fix the "looking in the wrong direction, getting stabby-stabbed in the back" bug.
In-game dwarf portrait, and the character screen, now indicates when a dwarf has leveled up, so that the player knows there are attribute points to assign.
(Re)added names when zoomed out, and added an option to disable it.
Book of Tings tutorial no longer pop up in your face. Instead you get a notification that you can click to open it up.
Some audio triggers added to research screen.
Build and mine commands are now slightly more lenient when it decides if you have explored enough or not. Now, "half-visible" tiles also count as explored.
Mission UI
Dwarveloper Log #50
Welcome, Dwarves!
Lots to feast your eyes on this week, so dig in!
Content
Profession Levels now increases for production values x3, rather than x1. Base attributes are now 3, rather than 5.
Added a 'Book of Tings' entry for Material Properties. Describing how materials are used and propagated from metals, through tool components, to tools.
Steam trading cards, badges etc added.
You can no longer click through the overworld map.
Code
The game will now start if you're using DPI scaling, which we don't have matching cursor sizes for. In this case, you won't get fancy custom cursors.
New fullscreen research screen. Note that the art isn't final yet.
Fix for crash that occurred when enabling debugline rendering.
Fixed a performance issue for building-low-health and building-low-fuel alerts. This was the major bottleneck in mid- to late game bases and got worse for each scaffolding/rail/elevator etc that you built.
Fixed assert/crash that would occasionally occur when using elevators/mine carts: "Error: Why didn't we find a path?" / "Assertion failed: r->_start_node_id == 0"
Fixed some uninitialized memory leading to strange ai decisions (like stashing 0 gold in their dwelling over and over again)
Fixed rare crash that could occur when dwarves or enemies die and a new one spawned after.
Dwarves will no longer attack if the player has disallowed it. They will also be sure to equip a weapon before attacking.
Fixed a bug that gave the three starting dwarfs the same hair and skin color as each other. In addition dwarfs will now keep their hair and skin color when loading a saved game.
Fixed a rare crash when loading save games. Dependencies were not declared correctly leading to a race condition.
Dwarfs will no longer try to haul items if there is no available path from the item to the destination.
Art
Reworked the assign dwelling UI.
Added a scrollbar for the professions tab and a toolbelt section for the character UI.
That's all for this week, folks! See you next time!