Hot-fix for a potential game-freeze during Bridge-It Lake.
We'll be releasing a full patch soon with many other fixes & new features!
Micromanagement Improvements (Patch Notes 23)
Fellow Dwarves! Assign dwarves to jobs, and equipment to dwarves with greater ease, and use sprinklers to farm almost anywhere!
Patch Notes
Features & Design Changes:
Assignment UI - When selecting an instruction zone such as a Defend Zone, a new UI will be attached which displays anyone already working on that instruction, as well as a button to immediately assign the next nearest unit to that instruction. Also the UI will now become a scrollpane if there are a lot of units in the list.
Warriors - Switching class to warrior will now automatically hold that unit, to make it easier to give them further instructions.
Equipment - The slots for Weapon/Tool, Armour and Meal can now be clicked to add available items to them, instead of having to manually tell the dwarf to pick up that item from storage. When the dwarf is next free, they will look for that item in storage and equip it automatically.
Mineral Clumps - The way in which minerals spawn has been revamped. Minerals like gold ore and coal will now be found (usually) in groups, instead of scattered as single tiles. This makes them harder to find, but more rewarding as the overall quantity remains the same.
Soil - Planting mushrooms using the Farming tech generates a soil tile. This soil tile now provides a small amount of moisture.
Allies - In caverns mode, if an ally is in your base, you can now interact with them (select your dwarf and right click) to tell them to return to their own base.
Sprinklers - The Farming II tech now also unlocks sprinklers, which allow you to create radiuses of moisture anywhere by building them within a range of either water or another sprinkler. As a side-note, since sprinklers generate moisture, they can be used to activate the Power-Slider combat ability.
Quick-Save - Added quick-save keybind to the game (F5 by default).
Skirmish Mode - Now provided the option to specify a random spawn-size for a team, which determines both number of units and starting buildings.
Farming Plots - Will now only place instructions for roughly one third of available mushrooms, so that they don't stunt growth.
Thinker - Dwarves with the Thinker trait will now feel 'motivated' rather than gain random exp, which improves the speed at which most tasks are completed.
Caverns Mode v0.62 - Added 'The Vault' start option which sets you up with an abandoned vault surrounded by stone walls. Also features the first version of hordes, which will spawn periodically from tunnels (except with Dwarfling difficulty set, they do not feature). Tunnel spawns are already a mechanic, but spawn fewer enemies. Despite the name, hordes will currently only spawn ~3 times the usual number of enemies, as we do not wish to elevate the difficulty of this mode too much in a single patch. We'll keep an eye on gameplay balance moving forward and adjust accordingly.
Fixes & Improvements:
AI Performance Improvement - Tracked down and fixed a performance issue relating to updating a unit's memory map too aggressively. Larger maps with many units should now perform better.
Mushroom Farming - Multiple foragers would sometimes attempt to farm the same patch of mushrooms.
Behaviour AI - General improvements to idle behaviour. Dwarves equipping items now improved & apply in more circumstances. Also improved logic for when a unit should be able to walk through another unit, or when a unit decides to rest in a bed.
Attacking Enemies - Fixed several bugs in circumstances where units decided to attack enemies when they shouldn't have, and one bug where they should have but didn't.
Vehicles - Attempting to enter a floating barrel should now succeed first time even when issuing the order from a distance.
Assembling Animation - Foragers and worker goblins had no assembling animation.
Building HP Bar - Sometimes displayed the wrong colour until selected.
Skirmish Mode - The quick-start option now provides more resources and buildings at the start.
Saving - Now shows "Saving" at the top of the screen when the game is autosaving, instead of "Paused".
Objectives List - When 10 or more objectives have been added to the list, the list will automatically hide completed objectives. This only happens once per session.
Tile Rendering - Potentially fixed a rare bug where the wrong texture would be matched to a tile, for example gold ore instead of stone.
Resurrection - Fixed bug where a resurrected dwarf could immediately die again.
Sound FX - Different items now have more varied sound FX when dropped.
That's all for now, stay safe out there!
Easter Update (Patch Notes 22)
Fellow Dwarves! Many more quality-of-life improvements are on the way with this year's Easter patch.
Easter Mode
For the next couple weeks, Easter mode will be enabled, and you will experience the following changes to the game:
Atmosphere - The environment has a different look and feel.
Mobbits - Mobbits are larger than normal, and provide more meat!
Easter Eggs - You will find easter eggs sprawled about everywhere, even hidden in the walls! You can now harvest easter eggs using the gather instruction, and they can be stored on tables similar to meals. How many can you find? (Total is at the bottom of the Stats window)
As usual, seasonal modes can always be disabled in the options menu under Gameplay > Seasonal.
Patch Notes
Features & Design Changes:
Current Actions - Rearranged some UI for selected dwarves, and better shows what their current actions are.
Mouse Control Scheme - Added two different options under Gameplay to change which mouse button pans the camera and other controls. This is only relevant when One-Button mode isn't on.
Ignore Resource Restrictions - Added a new setting in the Options menu under Gameplay that will allow you to place building instructions even if you don't have the required resources. This may be preferable if you're one who likes to plan their base ahead of time.
Classes - Switching class to Warrior automatically holds the dwarf until you decide what to do with them. We'll be experimenting with this behaviour to see if it is preferable to leaving them unheld. Also added a highlight when selecting a new class for which class is currently chosen.
Tutorials - Polished, improved tutorial steps & explanations, and added other important elements that were missed. Also introduced 'responsive' tutorials outside of the Tutorial Adventure for anything that was missed/skipped. These responsive tutorials can be turned off in the Options menu under Gameplay.
Campaign - Revamped a few levels including Windy Rivers, improved dialog & made the hint signs more consistent.
Skirmish mode - Different goblin teams will now feature different shades of skin. Also fixed some UI bugs, improved AI & removed generation glitches.
Spring Capacity - Added notification if you try to spawn a dwarf but you're at spring capacity.
Accomplishments - Monuments now feature a button that allows you to look at you accomplishments (stats) for the specific map & playthrough.
Fog-of-War - With lighting quality set to high, the fog-of-war now has atmospheric soft edges (see image below).
Fixes & Improvements:
Signs - No longer pause the game when interacted with. Text will also appear immediately regardless of whether right clicking or left clicking, for consistency.
Overriding Decisions - Fixed a bug where occasionally the player's decision to move a unit would be ignored if they were in battle.
Campaign - Fixed some issues with certain maps including a problem with the offering chest in Smuggle-Me-Timbers.
Fishing - Under certain circumstances, Foragers would continue fishing in removed zones.
Tunnels - Fixed some issues with tunnels and entering new levels, and the associated button appearing when it shouldn't.
Fixed various bugs with dwarf & goblin AI, including reducing some stubbornness for dropping items in storage, idleness, and reducing AI units inclination to wander across the map such as in caverns mode.
Various other Quality-of-Life improvements, including a 'Select All' button in the campaign when choosing dwarves to enter the next map.
That's all for now, stay safe out there!
Mini-Patch
While working on chapter 2 content, we discovered a potential issue that may cause certain elements to freeze. Though we're not sure if this would happen for existing content in the game, it's better to be safe than sorry!
Patch Notes
Fixed bug that may cause pathfinding or other elements to freeze.
Holding space to speed up time was skipping the first dialog bubble.
Dwarf clans in caverns mode in some circumstances were spawning injured.
Base Management & Balance Improvements (Patch Notes 21)
Fellow Dwarves! We've been working hard to make your base-building endeavours easier to manage and better organised, among other improvements!
Patch Notes
Features & Design Changes:
Load Game UI - Load Game has been updated to include a full list of saves in order of recency, as well as filter options to the different modes. Also now shows the difficulty setting (only applies to saves created after this patch).
Farming & Repair Plots - Added a toggle button that allows you to enable/disable these. Note any existing instructions will have to be removed individually.
Dwarf-List - Added Held Units tab to the dwarf-list so you can quickly find your held units.
Storage Arrangements - In the Arrangements UI, buildings have been compressed into a single checkbox that applies to all packed buildings.
Minecart Arrangements - Minecarts can now be given arrangements similar to storage, which restricts what items your dwarves will drop at their pick-up point as well as what items the minecart will pick up along its journey. This allows you to organise minecarts according to specific tasks.
Minecart Show Home Button - Added button to selected minecarts that centres the camera on their pick-up point. Likewise selecting the track at the pick-up point has a button to show the associated minecart.
Guide to Glistenveld - Added search bar at the top of the list that allows you to search for sections by their names or content. More entries are hidden until they are discovered in-game. Added and corrected entries.
Old Support Posts - Similar to Old Tracks, Old Support Posts can be salvaged by Foragers for wood. In the new version of caverns mode, any pre-existing support posts will now be old support posts.
Sculptures - The re-roll button no longer picks a random sculpture, it now allows you to select any sculpture design you want from a pop-up UI.
Engineering Exp - Buffed the exp-gain from assembling buildings, since engineers were levelling slower than other classes.
Survivalist - Adjusted this warrior ability to apply in the vicinity of mushrooms.
Track-Runner - Replaced the Duelist warrior ability with Track-Runner, which gives a movement speed bonus while in the vicinity of tracks.
Caverns Mode v0.59 - Fixed a bug where sometimes the reputation quests would not appear. Features a new option called Massive Mines which will connect many of the caves together with mineshafts, adding another level of danger, but also enables you to explore quicker! Cave spawn & clan strength balances.
Resurrection Hearts - A new very rare item has been added to the game that enables you to resurrect a dwarf buried at a Gravestone. This will feature more in future updates, but for now finding one is the only way to obtain it.
Fixes & Improvements:
Force Rest / Eat - Should now eat/rest immediately even if held.
Building - Can now build over the top of more scenery objects, such as debris and discarded/broken tools.
Deconstruct - Fixed bug where deconstructing certain buildings such as the monument would give nothing in return, instead of their recipe components.
All Items UI - If the All Items UI gets too full, rather than overlapping the Instruction Panel, it will create a second column.
Introduction - Small changes to the campaign Introduction map. Opening the journals now ask if you wish to enable the accessibility modes, rather than doing so automatically.
Tutorials - Updated signs, added more polish, edited dialog.
Game Speed - The keybinds for pausing the game now act in the same way as the cog, and will speed up the game when held.
That's all for now, stay safe out there!
Combat Engagement & Other Refinements (Patch Notes 20)
Fellow Dwarves! Our messengers are giving us more precise information about battle engagements, and we've made a few new discoveries in the caverns!
Patch Notes
Battle Notifications - Now show you which enemy is engaging you, right on the notification! So you can now decide whether or not it's worth your time depending on what you see.
AI Improvements - AI deciding when units should engage in battle is an ever-improving formula. In this patch units will now still engage even if they intend to rest, provided their HP is high enough. We have also refined how the pathfinder interacts around battles, allowing units to walk around obstacles, walls or other battling units to reach their target.
Caverns Mode v0.57 - New start type: Lone Dwarf. In Lone Dwarf you start as a single dwarf spawning from a lone spring. This dwarf has a Multi-Tool which is a special equipment that allows the wielder to switch classes at will, without needing a toolrack. The first portion of Lone Dwarf is more challenging than other start-types. The reputation objectives have also been refined, as well as the introduction of some new objects (described below) & various fixes.
Vases - Introduced a new type of treasure container with 3 variants, Clay, Iron and Bronze. Currently only featured in the latest version of caverns mode. Similar to barrels, vases can be broken into, but have different loot-tables. The bronze variant provides the best rewards.
Moss - Currently mostly an aesthetic object that grows and spreads of its own accord, but generates moisture similar to stalagmites and water, increasing the rate of mushroom and root-sapling growth. Moss may be harvestable in a future update.
New Icons & Textures - New icons for Eat, Rest & Drop Items. Updated textures for gems, coal, iron ore & gold ore, to stand out a little more in the environment and make them easier to spot.
Farming Plots - Fixed bug where Farming Plots may have stopped working if green mushrooms existed in their vicinity. Note that farming plots will not place gather instructions on green mushrooms, due to their dangerous nature.
Kilns - Altered the design a little to make them more intuitive to use, and will now auto-generate a pickup instruction to pick up the coal left behind.
Tutorials - Dialog and hint improvements for the first, second and fifth tutorial levels.
Save & Load Fixes - Includes a fix for a rare situation where a user-save and autosave occurs at the same time. Also fixes a few objects that were losing some minor data on a load.
We're taking a break for the holidays, but we'll be back in action in January! Hope you all have a pleasant break, don't forget to treat yourselves and stay wrapped up warm if you're in a cold climate!
Until our next update, have a Merry Christmas!
Mini-Patch
We noticed in some playtests spiders can get a bit out of hand!
Patch Notes
Fishbeard's Mining Operation - Updated and added a second spring to try to balance the difficulty. Fixed potential soft-lock scenario.
Spiders - Tweaked combat agility & worked on burrow behaviour to stop too many leaving their nest.
Game-speed Fixed bug where game-speed would sometimes go too fast during dialog & in-game cutscenes.
Halloween Mode & New Scenario Map (Patch Notes 19)
Halloween Mode
Glistenveld is getting spooky once again as Halloween Mode is now enabled! In Halloween Mode, you will experience the following changes to the game:
Atmosphere - The colour and atmosphere of levels have become a little spooky!
Pumpkins - You will find random pumpkins in each level. You can harvest these to get a tasty pumpkin stew, which dwarves will treat like meals!
Webs - You will find random webs that stick to your dwarves and slow them down!
Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
Bubbling waters and mist - Water has turned greenish and bubbles, and you will find mist emerging here and there.
Green blood - Units and creatures flash green when injured, instead of red.
As usual, seasonal modes can always be disabled in the options menu under Gameplay > Seasonal.
Fishbeard's Mining Operation
To help celebrate this spooky event, we have released a new map: Fishbeard's Mining Operation. Fishbeard is one of the other clans you encounter in your journeys under Glistenveld, and in this scenario you step in the shoes of one of their expedition groups, but not all is what it seems about this particular venture... Find it in the list of scenario maps under New Game > Scenarios!
Patch Notes
Various AI Fixes - Includes some warrior AI improvements. We're still not entirely happy with when units decide to rest or fight. This might be worthy of a blog post, we'll see.
Spider AI - Spiders were not properly utilising burrows and would occasionally get stuck. The spider mother should mostly keep to its original nest.
Unit Buried/Drowning - When dwarves end up buried in a wall they will now take damage and jump to a nearby ground tile if able. When dwarves end up in water, they will start losing stamina and then health until a friendly unit stands next to them, at which point they are rescued and jump out. (This update will become more relevant in future content)
Campaign World Map - Polished up the interface for the world map. New/unexplored maps are given an outline. Refined code behind the scenes in preparation for an upcoming feature.
Bats - Should no longer fly through doors.
Ballistas - Which pressure-plates automatically link to ballistas has been improved. Rather than first-come first-serve, they now switch according to which ballista is closest. This is the case unless they've been set by the player or were already existing before the game was last loaded.
Not too much in terms of updates this month, and I know we haven't released a blog post in a while. We've been focusing on chapter 2 content, mostly grind-work and spoilers at the moment, so we don't have a lot to share, but rest assured we're still working hard and making progress!
Until our next update, Happy Halloween!
Storage Arrangements & Fish Lures (Patch Notes 18)
Fellow Dwarves! Our engineers have made two important discoveries in the world of Glistenveld! First, a new technique of organising storage spaces that blows previous designs out of the water! Second, a new technology that reprocesses materials for industrialisation, such as repopulating fish!
Patch Notes
Features & Design Changes:
Storage Arrangements - Instead of toggling individual resources for each tile of storage, the configure button now takes you to a new UI that allows you to create arrangement templates where you can configure what items are permitted as well as the arrangement's priority. You can then easily set which storage corresponds to which arrangement. Newly placed storage tiles copy the arrangement of their neighbours.
Game Speed SFX - When fast-forwarding using the cog, sounds and voices should now play back sped-up to correspond with the game-speed.
Unit Aggro - Warriors should attack enemies on sight more, rather than relying mostly on defend zones or being idle. This change also applies to other classes, but at a much smaller radius. We're still experimenting with aggro cooldowns, so this may be adjusted in future patches, we'll see.
New Tech: Farming II - The first tier-3 technology unlocks 2 buildings: the charcoal kiln and fish lure. The kiln turns piles of wood into coal by burning them under a mound of dirt. Keep your dwarves out of its vicinity however, as it produces lingering toxic smoke. The fish lure consists predominantly of algae that is found on growing green mushrooms, and can be placed near waterfalls to spawn fish. This tech also unlocks the ability to harvest growing green mushrooms, just tread carefully!
Idle Dwarves - When dwarves are idle, they will stop themselves from crowding certain buildings including: tables, beds, doors, tracks, storage and food barrels.
Skirmish Mode - 'Random cave' setting will no longer spawn empty caves. Setting a team number to '0' will now match the species, for example if a dwarf camp spawns there, they will be allied with all other dwarves.
Fixes & Improvements:
Engine Crash Fix - Stability fixes for the sound engine, which includes a multi-thread fix that was causing most of the game's (rare) crashes.
Pick-up Instruction - Placing an instruction over storage will stop units from dropping items there until the job is complete.
Move Instruction - Telling an engineer to prioritise this instruction should now work as intended.
Minecarts - Units will now drop all their items on the pick-up location, instead of on neighbouring tiles when the pick-up location has a full stack.
Caverns Mode v0.54 - Enemy spawn balance improvements, and improvements to some cave spawns, in an attempt to ensure every type of cave has a purpose.
Dead Units - The deceased unit tab of the dwarf-list should now correctly show unit portraits, and gravestones should now retain their text.
Windy Rivers - Fixed some soft-lock bugs that were recently introduced at the beginning segment of this level.
Mobbits - Some mobbits were frozen in place after loading a save game or wouldn't leave their warrens.
Assembling - Fixed bug where engineers might build the wrong building on top of another instruction, during major batch constructions.
Building Sprites - Buildings that you own outside of visible light will now still appear opaque, rather than transparent, to be more easily recognised.
Scenarios & Skirmish - Polished up and fixed some bugs in scenario maps & skirmish mode.
Various other fixes including a change to how save-file icons are generated, FPS drops caused by pathing issues with scripted movement, and inconsistencies with selection in one-button mode.
Next month we will be focusing mostly on preparing chapter 2 content. The next patch will feature Halloween mode, but probably won't have too much else in terms of features.
That's all for now, stay safe out there!
Gameplay Balances (Patch Notes 17)
Fellow Dwarves! A small bit of news today. Our engineers have figured out how to use less stone when paving, and our foragers have reworked their food production strategies!
Patch Notes
Features & Design Changes:
Borderless Window - Added borderless-window mode as a third option alongside full-screen and windowed. Due to occasional issues with fullscreen this is now default.
Cooking Station - The third meal recipe no longer requires fish, it now requires 4 mushrooms and 2 meat instead. This means when fish sources are depleted, you can still make meals using more than just mushrooms!
Farming Plots - No longer harvests all grown mushrooms, but instead leaves at least 1/3 of mushrooms in its radius to ensure re-sporing can continue.
Battle - Units can escape from battle more easily now when clustered together, pushing past other friendly units.
Cobblestone - Rebalanced to cost 2 stone instead of 3. This should cause less of a stone shortage each time you are paving your bases.
Autosaves - Instead of autosaving every 5 minutes, the game will now autosave every 2 minutes using 3 different autosave files. We will eventually provide settings for autosave features.
Fixes & Improvements:
Minecarts - No longer jump tracks on very large track lines, or drop more food than tables / food barrels can hold. Units riding minecarts will now jump out at the end of a track.
Hardware Mouse - The mouse pointer will now automatically switch to a hardware rendered mouse whenever the FPS is low. This means moving your cursor should remain relatively smooth.
Frenzied Allies - In rare situations, frenzied ally dwarves could be unfrenzied but continue to attack your buildings. This should no longer happen.
Warrens - Mobbit & bat warrens were spawning a new mobbit/bat between each load & save, regardless of whether one already existed, causing large numbers to exist.
Textures & Sprites - Updated various graphics including iron ore, iron hammer and some traits.
Saving - Certain creatures like mobbits were getting stuck in a decision loop, which significantly slowed down saving times due to large amounts of retained data.
Recipe Info UI - Should no longer vanish periodically while the game is playing.
Floody Hell - Some data was being lost in the properties of water after a load & save, which could cause this map to be incompletable.
Survival - The survival map under scenarios has been updated with the ability to buy schematics using a trade stall, to reflect the changes to schematics in a prior patch.
Various fixes including screenshot mode not interacting correctly, building sprites disappearing and AI fixes.