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Grim Realms News

Patch 1.1.0.2 - One crash less

This patch fixes a crash related to comparing apparel. My bad! Thanks for letting me know, Gotlin!

Best wishes and lots of love!
//Mattias

Patch 1.1.0.1 - One more fix!

This is a just a quick little fix for a rare case in which boats got stuck at the edges of a map when arriving, despite having a clear path.

Best wishes//Mattias

Patch 1.1 - Enhanced graphics

TLDR: I have added details, more shades and higher contrast to most sprites. I think the game looks way better while maintaining the general tone and feeling. Combat has been enhanced with pop-ups and flashes!
This patch does the following:
- Almost all sprites have been enhanced!
- When damaged beings now flash white, high lighting the combat/action.
- There are now damage-popups, really improving the feeling and action of the game. (They can be turned off in options.)
- All damage classes now have there own color, visible in menus and in pop-ups.
- A few improvements to performance.
- Enemy- and animal health bars now look better.
- You can build solid blocks right over slopes, no need to 'clear terrain' first.

This patch also fixes this:
- Fixes an issue in which healers just stood there, not healing.
- Fixes cobble stone autotiling wrong in dreadlands.
- Fixes an issue with Boss-event not ending.
- Fixes an issue where you could switch area during the final boss if you lost, weirdly bugging the game.
- Fixes a few issues related to throwing potions with slings.
- Fire grenades didn't apply there damage properly, so now higher quality fire grenades are much deadlier.
- Fixes a bunch of typos!
- Buildings boats takes their xscale into consideration, so they won't sometimes be constructed stuck inside ground, for example.

Thanks for all the continued support, love/understanding, bug-reports and feedback! Best wishes and all the love! //Mattias

Patch 1.0.2.0 - Plenty of well needed fixes!

This patch adds the following fixes and improvements:

Building and Placement
- Dirt walls placed behind dirt blocks no longer cost stone, instead of dirt.
- Slopes cannot be placed behind blocks.
- Stairs and ladders cannot be built on top of identical objects.
- Walls, Base blocks and Slopes now have proper titles in the work list.
- Dismantling stairs and ladders now accounts for slopes below.
- Built walls now immediately integrate into spiders' pathfinding.
- Ladders can now be built adjacent to buildings, as buildings count as 'anchors'.
- Fixed an issue with wall banners placed indoors becoming invisible or glitchy.

Resource Management
- Direct move-item orders no longer interfere with automatic resource gathering and vice versa. (At least this bug is much less likely)
- Cooking is now better prioritized when the settlement is low on food.
- Loading a save removes unusable "occupied" farm areas.
- Improved prioritization to ensure less urgent tasks (e.g., dyeing items) are not permanently deprioritized.

Animal Behavior
- Animals stuck in pits no longer block solid block construction.
- Fixed an issue where animals wouldn't eat meat, even when nearby.
- Redundant tame-animal orders now self-delete.
- Renaming animals now updates any associated caravans.
- Fixed outlines appearing incorrectly on climbing spiders.

Visitor and Caravan Behavior
- Visitors' carts will no longer park at stairs or doors.
- Caravans now spread out their carts upon entering an area.
- Fixed an issue where merchants could get stuck in a loop with their carts.
- Visitors are now interactable, even in previously, rare problematic positions like at stairs.

Combat, Damage and Fire
- Fixed an issue where attackers would stand still instead of engaging.
- Addressed an issue causing large enemies' footsteps to stutter and play non-stop.
- Searing beam now damages target dummies, and attacking friendly visitors with it will turn them hostile.
- When fires burn down gore tiles, associated clearing orders are automatically canceled.
- Right-clicking to extinguish fires now prioritizes targets properly, including dummies.

Usability Improvements
- Scroll arrows are now more noticeable.
- Easier to stop units from practicing on target dummies.
- Improved shift-click climbing functionality and climbing in general.
- "Not enough resources to complete Repair" now replaces vague "Unknown" messages.
- Fixed overlapping clicking between the units menu and the search-item menu.
- Instead of "Further studies", once researched ancient stones will have the option "Study for practice".

Work Orders and Tasks
- Fixed an issue where canceled item-moving tasks left unworkable orders behind.
- Eat orders are now checked immediately upon creation.
- When leavning with a caravan, the find-clear-path function has been improved, and now searches from any relevant cart instead of members.

Miscellaneous Fixes
- Units strolling for leisure will avoid hanging out on ladders.
- Fixed a crash related to entering storage menus.
- Fixed an issue with "Unmark for slaughter"-command appears when it shouldn't have.
- Fixed an issue with equipping two one-handed items, ensuring slot selection is respected, when using the search menu.

Phew... these are all very needed! I thank you all for your patience and bug reports! Especially Oreo-belt25, who have provided detailed bug-reports in the hundreds for the past month.
If these fixes causes anything unforseen: Let me know ASAP! I am very ready for hot fixes!

Best wishes and lots of love! //Mattias

PS: I have another patch planned, which will improve the sprites and overall graphics. Hopefully I can get that released in maybe January!

Patch 1.0.1.9 - Two fixes!

This patch does the following:
- Gets rid of a crash related to entering areas with a caravan.
- Risen will no longer get the cannibal perk when harvesting humans.

Best wishes and lots of love! //Mattias