Dwarveloper Log #49 - New Ingot Metals, Various Fixes & More!
Content
Added "Stone Chest", early game buildable storage.
Reworked starting equipment to prioritize Blocks over Slabs.
Added descriptions to modifier entries.
Added additional Ingot types for metals.
Should now present the current date in the top bar.
Added clarifying explanations and fixed an icon bug for the Pressing the Advantage mission.
Fixed issue with low building health alert not filtering faction buildings.
Code
Dwarves can now be reassigned to a new dwelling
Dwellings getting destroyed and dwellers dying should now work properly.
Can now see in the UI which dwarves already have dwellings
Reduced vertex size of skinned meshes from 68 bytes per vertex to 24 bytes per vertex
Reduced vertex size of static meshes from 48 bytes per vertex to 16 bytes per vertex
Crashfix for Intel GPUs
Added a '--wait XXX' command, which tells the application to wait XXX seconds on startup. This is to help remote debugging
Added a '--render-api-log true|false' command, which logs vulkan api calls prior to being issued. This is to help zero in on users which application closes on startup
Game should no longer crash from having to many save games
UI for storage rooms now correctly shows the inventory size of the room. (used to always show 100 slots, but the storage room only has 60)
We added a popup dialog to notify when hardware has too little GPU VRAM
Items that are to be sold will no longer be hauled anywhere but the chest where they can be sold.
Fixed a bug where hauls would not be flagged as a "storage haul" correctly making all hauls equally important. Hauls to storage chests and storage rooms will again have less priority than hauls for missions or crafting rooms. (Let us know if they seem to prioritize this too low now!)
The game no longer crashes at startup if Japanese is set as input method.
Game should handle DPI scaling more properly, not becoming blurry etc.
It's now possible to change the ingame resolution.
Found, and fixed, probably, another case of left-right dancing. Slimes and other enemies will no longer perform generic orders that were issued by the player.
Art
Made badges and trading cards etc for Steam.
Polished model and texture on Small Foundry. Adjusted the color of lava to a more red tone, and added grates on the pillars to give more warmth to the building.
Polished Vegetation in the Underworld biome, and added sharp rocks and more to give the biome a more hostile and dangerous feel.
Optimized map tiles (the ground-models you can see on the sides of tiles) to help performance.
Reduced number of lights in grottos and buildings to improve performance.
Sized down various textures, and also made atlas-textures for map tiles.
Hope you all enjoyed the demo and thank you for all your feedback!
We've been working on a few things this week!
Storage Chest
Storage Chests are a new type of construction available from the game start.
You will have the ability to build Storage Chests without researching any tech, but they do cost a Copper Ingot to build.
Storage Filters
A very basic filter system has been added to storage objects. It will give us a good foundation for more improvements.
By default a storage has no filter set up, which will make the storage chest or room accept all types of items.
A drop-down menu has been added to storage chests and rooms where the player can select specifically which types of items are allowed in the storage.
The filter works in the same way as the inventory page in the ledger.
Hauling
Normally the dwarves won't haul items from the inventory of a room into a storage (they do in the demo, but that is a bug!).
A storage chest or room with a filter will override this so that a storage for Copper Ingots for example will be filled as soon as some ingots are available in the Foundry.
Lots to talk about again this week - including audio updates and a 'low health' alert!
Dig in below!
Content
Made proper credits. People do deserve credits!
Added alert to Low Dwarf Health.
Added alert to Damaged Buildings.
(Re)Added alert when there are active overworld crisis missions.
Work on exporting filter information for ledger.
More reasonable filters available in ledger.
Removed Taste system to simplify food crafting.
Added Grandfather's starting gear.
Added alert for dwarves using outdated (starting) gear.
Added alert for idle dwarves.
Added support for increasing dwarf attributes with attribute points from level ups.
Ambient sounds for buildings added (all but dwelling and great hall)
Ambient sounds for buildings tweaked.
Added more entries for the Book of Tings.
Removed dev scenarios from release build.
Reworked the profession skill tab slightly.
Added a menu button to the top bar.
Reworked the Current Mission list.
Added a fade in on the main menu.
“Equip UI” should now handle large amounts of dwarves much better.
Code
Started improving player feedback for orders that can’t be executed. I.e tooltips will tell you if an order can’t be reached or is missing a certain resource.
Various audio improvements.
Fixed crash that could occur when a dwarf tried to rummage through an object in the cave that had been a mushroom in a previous life.
“Saving game” dialog now shown immediately, rather than after the saving has been completed.
Camera panning now respects UI elements and alt-tabbing.
Added version to saves, to future-proof if saves should become incompatible.
Added a function to restrict UI elements to screen width/height.
Added a new type of UI layout handler, which can auto-arrange it’s children of custom width/height.
The “Mine” and “Place Tile” command can no longer be used to sneak-peak on the map.
The “Mine” and “Place Tile” command can no longer place order.
Art
Updated a bunch of food icons.
Made new header art for Cave farm.
Extended the top bar. Again.
Reworked the icon art for top bar icons.
Added a gem icon to Ledger filter list.
Updated Book of Tings images that shows the top bar.
The pause menu now pauses the game and darkens everything behind the menu.
Reworked the ‘Continue’ button on the pause menu.
It now continues the current game instead of loading your last save file.
'Crisis begins’ messages no longer pause the game and now enter the screen from above and fade outOther Crisis messages now functions the same way as ‘Crisis begins’ (as mentioned above)
Added a news panel for the main menu.
Click and hover sounds now on all buttons. Hopefully.
Recruits are getting more expensive and less experienced! And the rumours say that this trend is not bucking yet.
Code Mining and production are now affected by the related dwarven profession speed
Fixed multiple modifiers that gave too much speed bonus
Added a command to drop items
Started working on a ledger page that can compare different dwarves profession efficiency
Reworked a lot of modifier formulas, which dwarf attributes affects what and so forth
Dwarves will now prefer not to dig below themselves, if that would cause them to fall.
Dwarves entering the cave will no longer stand firmly in the air, if the cave has been dug out where they exit, or refuse to do any work, should they exit onto stairs.
Dwarves will only fulfill their needs if they are in very dire straits, or if they really don’t have anything better to do.
Dwarves will no longer try to fill the needs of other dwarves, except to heal them when they are unconscious.
Yes, dwarves will now go unconscious and can be saved. They will eventually perish if no aid arrives.
Dwarves are now rigorous about immediately laying claims on cool new tools they want to equip.
Made new line-of-sight rules that allows dwarfs to see around corners while still respecting their maximum view range.
Art
Reworked and color coded many of the alert icons.
Made a bunch of new icons for the filter menu.
Reworked the right click menu for items and merged the style with the equip popup window.
Reworked the top bar menu icons.
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We hope to catch you all in the next weekly Dwarfveloper log! Here's last weeks.