Stonedeep cover
Stonedeep screenshot
Genre: Simulator, Strategy, Indie

Stonedeep

Patch 12.09.2021.0


  • Fixed issues with health wheat miller
  • Dishonored will now produce only the max amount of sticks they would need if they would have to reignite all their bonfires (bonfires*stick_per_bonefire)
  • Dishonored will now not stop adding sticks to bonfires when monsters are around (stops constant binning of sticks into the depot, hopefully)
  • Dishonored also now gets sticks from depots and adds them back to his building.
  • When dwarfs would get products from buildings, they search for more products to get and ignored that they should not get resources from for buildings like the dishonored shelter


Issues that should be fixed (Please let us know if not):
"Everytime I assign someone as Wheatmiller, their Health changes to 1/1. Must be some kind of bug..."
"So, why wheatmillers appear to die is that they are reduced to 1 hp. Guessing the same for tattoo artists and barbers."
"sticks are STILL being produced too fast - I have 4.1k of sticks after 6 days"


Probably misunderstood:
"something is wsrong with storage - one barn says it is full, yet only contains 2k of clay - barn should hold 20k?"
--- In Stonedeep there is a difference between amount and weight. How much clay fits in a depot depends on how much 1 clay weights in mass. 1 clay weights 150 mass.

Patch 10.09.2021.0


  • Fixed some issues with loading save files related to cook, barber, tattoo artist (stuck at 46%)
  • Adjustment on the pathfinder
  • Fixed some issues with dishonored and rats
  • Lower max binned sticks in dishonored shelter


Issues that should be fixed:

"Unable to load from save game. I also tried to continue a game and it froze at 46% on loading."

Patch 08.09.2021.1


  • Fixed some Water engine issues

Patch 08.09.2021.0


  • Mine coal production increased
  • Clockwork juice mill recipes adjusted to juice mill
  • Thunder and rain sound was gone after some code changes
  • Fixed some issues with the merchant
  • Bonfires now get destroyed if block under it gets destroyed
  • Hardy talent fixed.
  • Fix Get Shield/Thrower/Rifle tasks
  • Increased cost of work production in wood engines
  • Day trader talent fixed
  • Fixed issues with deleting save files
  • Fixed issues with the water engine

Patch 06.09.2021.0


  • Added missing animations
  • Localization fixes
  • Fixed a bug were sometimes work would stack up in mine forever
  • Fixed some issues with the scroll fields
  • Construction bars would only show when clicked an already constructed building
  • Fixed bugs in the notification UI (on the left side of the screen). We also implemented double right click to remove all notifications of the same type.
  • Less CPU intensive Pathfinder

Latest Content Patches - September 2021

Hey everybody,

here are some information about the latest progress and content patches we made in 2021. We finally created all the content we wanted to add while we are in early access.

Content added 31.08.2021.0



New Resources

Diresword, satyr tail, direfang, firefly, steel shield, stone soup, fine flamethrower, overclocked flamethrower, large finger bone, simple flamethrower, simple shield, mother stone, mix beer, enchanted steel shield, mix brew, father gold, dire rifle



New Buildings

Dungeon gate, spike trap, clockwork crossbow, mine cart lift, pounding trap, firefly lantern



New Monsters & Animals

Wolves, trolls, fairies, satyrs, fireflies, golems, maggots, skeletons, new frungkin types


New Research tree
We reworked the research screen and added specialization trees.

Research points (gear symbols) can be obtained on the research tree to spend it on the research specializations. You can spend your points on more than 100 different specializations.


Dungeon gates

Build a gate in front of dungeons. The gate gathers experience from monsters which were spawned from the dungeon. When the gate reaches its first level, you can close the gate and monsters can't get through. When reaching the last level, you can choose the dungeon level. Higher levels mean more difficulty.[n][n]Additionally, you can always choose how many monsters per wave come through. More monsters mean more experience and loot.

If a monster has a higher level, a star will appear over its head. Stars come in different numbers and colors.

Content added 10.03.2021.0



New Resources

Wheat beer, apple wine brew, wheat brew, maggot meat, pumpkin, apple wine, honey beer (before beer), apple juice, diamond beer mug, gold ring, malachite, amethyst, baked apple, white sausage, pumpkin pie



New Buildings

Tattoo studio, barber, wheat farm (wheat mill was split up into wheat farm and wheat mill), apple tree, pumpkin farm, cooking house



Biomes

Stone/mountain, dire biome, swamp biome, fairy biome, needle tree biome


Content added 14.02.2021.0



New Resources

Sharp sword, fine clothing, good rifle, simple rifle, gears, screws, nitre, bearings, sulfur, salty dirt, soil, steel shafts, gunpowder.



Sulfur




New Buildings

Clockwork forge, clockwork tailory, gunpowder engine, 3x3 gear, workshop, 1x1 gear, clockwork wood mill, wood engine, gun forge, clockwork juice maker, coal engine, chain transmission, water engine, clockwork brewery, chain, clockwork gun forge, nitric boiling hut, 2x2 gear



Jumps

Dwarfs can now jump, which makes it much easier to dig blocks. Additionally, the movement is more dynamic.



Clockwork

We added the clockwork system which produces work with engines. And then distributes the work to clockwork buildings that are connected with gears and chains.




and What's next?


We will now solely focus on fixing bugs and increasing performance. With your support, we will be able to keep working on Stonedeep in the future.




Patch 31.08.2021.0 - betatesting branch


  • Dwarfs don't wake up anymore when a monster is near
  • Added absolute maximum of animals and monsters that spawn on blocks (amount of your dwarfs)
  • Performance improvements UI
  • Tavern now only get resources if their sum of beer is the same or below the average beer of all taverns
  • Some buildings had the wrong offset (mainly clockwork buildings)
  • Lowered the construction costs of clockwork buildings and engines

Patch 26.08.2021.0 - betatesting branch


  • while digging, dwarfs would sometimes dig in the air because a block below them was destroyed
  • Added higher and more gold drops on higher star monsters
  • Resources were not destroyed when falling through map
  • Dwarfs now fall down in the lava
  • Dwarfs now die when they fall down the lava
  • Ladders and dwarf structures could be build in "lava"
  • Fixed some issues with the marriage applications
  • Game seed and kingdom name didn't scale right or was not visible
  • Lumber core prize at merchant was lowered to 15 gold
  • Research spezi apple juiced increased from 10% to 20%
  • Something was wrong with the random calculation regarding what spawns in dungeons. Each dungeon should now have different composition of monsters.
  • Fixed fog of war bug
  • Dungeon gates close correctly after loading
  • Some resources on the ground did not have an icon assigned
  • Throne room could be build 2 times after UI changes. You should only be able to be build 1 now.

Patch 24.08.2021.0 - betatesting branch


  • dwarfs immunity to illness was increased
  • Quack doctor would sometimes get stuck
  • scrollbar of the loading UI wasn't working in the start screen
  • Health bars sometimes would not show
  • Fixed render queue issues with cloud shaders
  • Research popup did only show once
  • Improved performance in merchant UI
  • Monster now can not spawn in min cart lifts
  • Added new music
  • Fixed bug where research items were researchable when they should not have been
  • Dungeons would not reset spawn position when path to tavern exists

Patch 16.08.2021.0 - betatesting branch

WARNING to game is currently pretty hard in the beginning.


  • Fixed visual bugs in the user interface of clicked buildings
  • Fixed visual bugs in the user interface of dwarfs info
  • Added seed display on start of the game and loading screen
  • Added Kingdom names, so you can find you save files easier
  • Added saving for creative mode
  • Monsters couldn't spawn(on tiles) but animals could because of a silly copy and paste mistake
  • Scrollbar reset when Tool group changed
  • Changed some spawn rates
  • Added additional recipe for hooch (6 finger bones)
  • Boozer did not fill his building with gold coins
  • Some buffs were not saved to files
  • Kingdom name and seed is now also saved in files
  • You now can save in creative mode - currently, you can't change a normal game to a creative game. Also, currently it's not our plan to support changing a creative game to a normal game.
  • Monsters spawn on tiles when played for 14 days