1. Dwarves Mining Idle
  2. News

Dwarves Mining Idle News

Dwarf Weekend News #3

Welcome back to Dwarves Mining Idle! Enjoying yourselves? Well we hope so! Yet another weekend update, giving everyone more and more information about what we're cooking up.

Information

Please join our Discord to give feedback, suggestions and bug reports. We're all open to community giving us more! The community so far has helped A LOT and the game is changing based on community feedback/suggestions.

The next update will include the new dig mechanic and more Quality of Life changes. Most of these updates will include more quality of life so the game will have a fresh new look for people to enjoy without flaw. I want everything to be fluid, user-friendly and more!

I have asked if everyone has felt if the game seemed slow. Yes, it is an Idler and I hope everybody is aware of that; meaning, it's going to be a grind. BUT, the grind gets better as you progress so hang in there and keep playing! I don't want everyone to instantly grind for everything within an hour, that's not how I want it to work -- otherwise, most will say it's too easy. I'm going to look into early game, but I feel as if it's pretty solid right now.

There's also some suggestions about adding early perk upgrades for the Floor tab in the Dwarven Book since it seems a bit dry in between farther progression. I want to add more in between all the grind to make some things better in terms of utilizing materials, points, etc. I do have one idea for unused Floor Points:

Work-In-Progress



    [h2]Dwarf Benching[/h2]
  • Requirements: 2 floor resets, 1k Dirt, 1k Stone and 50 Copper Ore.
  • Mechanic: Bench a Dwarf for a floor. After benching a Dwarf you can choose what you want to boost on the floor (e.g. Combat, Mining, etc). This will require 1 floor point every 4 hours.
  • Info: Still working on this idea, but it's something in the works.


Upcoming


  • New Alert system look. Currently it's wonky and looks awful.
  • Zoom out feature. This was a community suggestion.
  • Destroying placeables. This was a suggestion, but also an already idea to implement.
  • I will also be looking into spawning areas in a 'dark' immersive way seeing most people suggested this -- we'll see how it impacts performance down the road if implemented.
  • Dig mechanic so you're able to farm water and lava. The little blue and red icons you see, yeah that's water and lava items.
  • Looting animations.
  • Placeables Quality of Life because they are very basic right now and need to show more valuable information. This will include destroying placeables and Dwarf selection to be more obvious (for example, telling the difference between dwarves in a workbench, etc).
  • Dwarven Book overhaul. Currently it's okay for now, but I want to make it more user-friendly. I'm also going to fix some things with how the perk cost scaling doesn't update the input value once the scale goes up.
  • Pump and Pipes update. Dig mechanic is the default way until you can unlock a better way, and Pump and Pipes update will be the 'better' way to farm water and lava. This might be in a later update depending on the time I have to implement this.
  • More Store buy options. Right now there's 3 basic things to purchase.
  • Add the different cosmetics. However, I'm thinking of adding special abilities to these to make some cosmetics and some special upgrades. It's a work-in-progress at the moment.
  • Fixing Floors & Areas content not updating to the floor once you close the window and open it back up.


This update will come around in a week or two. I want to gather more information and work on everything at once. So far, no huge bug reports on the Major QoL update and I'm happy!

Thanks, and happy mining!

Hotfix v0.2.01

Hotfix v0.2.01

[h2]To instantly receive the update to download, you can:[/h2]
  • Click 'Steam' and press Go Offline and click Go Online again.
  • Restart Steam


[h2]If you experience any type of bug, remember, you can:[/h2]
  1. Join our Discord.
  2. Go to our Bug Report forum


Patch Notes



    [h3]Seasonal Event[/h3]
  • Updated Seasonal event item chance based on how many dwarves you have. I'll keep adjusting this if I need to.


Fixes



    [h2]UI[/h2]
    [h3]Tooltip[/h3]
  • Fixed hovering over tooltip it would spaz out if your cursor went between the tooltip background and the button. I ended up bringing this bug back when I changed the look of the Tooltip.


https://store.steampowered.com/app/2220570/Dwarves_Mining_Idle/

Major QoL Update v0.2.00

Major Quality of Life Update


This new update is set on making the player navigate the game better and adds lots of new things!

Note: If 'Backups' folder does not exist, it will be created and open the Settings Window. Please backup your save as this is cautionary to preserve your saved data.

Major Update v0.2.00.
Bugs, Feedback and Suggestions Reported/Given by Community on Discord. (Thank you!)

[h2]To instantly receive the update to download, you can:[/h2]
  • Click 'Steam' and press Go Offline and click Go Online again.
  • Restart Steam


[h2]If you experience any type of bug, remember, you can:[/h2]
  1. Join our Discord.
  2. Go to our Bug Report forum
Patch Notes

    [h3]General[/h3]
  • New Store has been added. You can access the store from the Top Right panel. The Store will allow you to spend the credits and seasonal event tokens you accumulate. Please note; the store is in-game currency only and will not have any IRL currency whatsoever.
  • New Seasonal event system has been added. This new system will allow the player to farm for event tokens and use them in the Store.
  • New Seasonal Event: Halloween. Tokens "Pumpkins" can be obtained by Dwarves doing any action; Combat, Mining, Looting, Digging, etc.

    [h3]Camera[/h3]
  • Camera's last position will now save.
  • Camera will now follow a floor or dwarf if selected. Dwarf has priority over floors if followed, but if you want to follow a floor it will cancel following a Dwarf.

[h2]AI[/h2]

    [h3]Dwarf[/h3]
  • Dwarves will now get experience when killing enemies.
  • Dwarves will now get experience when picking items up.
  • Dwarves now have a unique Id to tell them apart (besides naming them). This is mainly for the new UI changes.
  • Rework for Dwarves trying to find the closest loot item. Dwarves will now go through a range check and the range will become bigger the further away items are to preserve resources for performance. Dwarves will also iterate through items that drop closer to them if they don't already have a loot target. If a target is set before an item spawned they are going to go to that one first.

[h2]Placeables[/h2]

    [h3]Workbench[/h3]
  • Removed the limitation for placing a Workbench.

    [h3]Guide[/h3]
  • Added a confirmation when you click the Skip Guide button. Just in case you accidentially click it.

    [h3]Artwork[/h3]
  • Overhauled all Dwarf animations and VFX.
  • Fixed all Dwarf animations because they were incorrect. The Dwarf animations were offset and made them look like they were jumping when hitting, etc. They weren't supposed to be looking like they were jumping.
  • Fixed discoloration that's noticable for all of the artwork.
  • Rework for Dwarf Mining and Attack animations, including VFX (the fancy light animation when attacking, mining, etc)
  • Added Digging and Looting animation (not fully implemented yet)


[h2]UI[/h2]

    [h3]Floors & Areas[/h3]
  • Completely overhauled this window with all quality of life changes and player suggestions.
  • By default, the camera will follow floor 1 if it's not following a dwarf. You can go to Floors & Areas window and click 'Unfollow' to unfollow the floor.
  • Added a better snap to area. It's also a bit more dyanmic.
  • Added a new option for the camera to follow dwarves mining new areas within a floor. It will basically follow the newly created areas.
  • Added a new option to change area reset without having to wait for the reset door. You will be able to see which floors have reset toggled and the background color will change to red when a floor is resetting, giving you an indication if it's resetting or not.
  • Added a new option for the camera to snap to placeable objects (Doors, Furnaces, etc) so you don't have to try and find what area they're in. I still recommend creating those in Area 1-5 so you know where they are at, instead of fighting where you created them.

    [h3]Dwarves Window[/h3]
  • Added a better overview of Dwarves. It's way more organized now.
  • Added a Edit Name button to rename your Dwarf. Minimum name character limit is 3.
  • Added a View Stats button to view that Dwarf's stats.
  • Added a color 'select' when you're viewing a Dwarf's stats. That way you know which Dwarf's stats you're viewing.
  • Added a follow button. You will now be able to have the camera follow a Dwarf.

    [h3]Settings Window[/h3]
  • Added a Backup Save button to backup your save. This will help you preserve your save just in case something bad happens.

    [h3]Placeable Build Window[/h3]
  • Remember, this window shows up when selecting a ground tile.
  • Overhauled look. It was pretty barren before.
  • Added information when selecting objects. You can double click an object to place it down if it's unlocked.

    [h3]Dwarf Stat Window[/h3]
  • This window will no longer close the Dwarves Window.

    [h3]Tooltip[/h3]
  • Tooltip will now show on the top right under the buttons panel.
  • Tooltip had a makeover. It looks so much better now.

    [h3]Reset Door[/h3]
  • Removed the "No" option from the decide window. The decide window will always show until you make a decision to reset or not.
  • Added a confirmation to the Reset Door if you want to reset after clicking the Reset button.


[h2]Fixes[/h2]

    [h3]General[/h3]
  • Fixed the game not checking if everything has loaded correctly before saving on game exit. This could potentially stop your save from being overwritten if a load error occurred.

    [h3]World Generation[/h3]
  • Resetting a floor will now give the amount of fuel inserted into a Furnace, Crusher, etc. back to your materials.
  • Resetting a floor will now give the amount of ore, crushed ore or item loot inserted into a Furnace, Crusher, etc. back to your materials.
  • Fixed a placeable objects list not clearing after a floor reset. This caused a UI error when trying to access Floors & Areas window.

    [h3]Placeables[/h3]
  • Fixed certain materials having a negative value. This only happened if you tried to use a fuel source with a material that you didn't have.
  • Fixed when clicking on a fuel source and a furnace, crusher, etc allowed you to use materials that weren't gathered yet.
  • Materials used for a fuel source will no longer show if you don't have that material. This prevents clicking on it and it bugging out thinking you own that material.

[h2]UI[/h2]

    [h3]General[/h3]
  • Fixed when clicking in an open window you can click behind that UI window.

    [h3]Settings Window[/h3]
  • Fixed when unmuting audio it wouldn't uncheck 'Muteall'. It will now unmute everything once you change audio if mute all was selected.

    [h3]Dwarves Window[/h3]
  • Status Text will no longer update if the Dwarves window is closed. This was a potential performance issue.
  • Fixed Floor 2 always being selected by default when opening the Dwarves Window. It will now select Floor 1 by default.

    [h3]Dwarven Book[/h3]
  • Fixed constant refresh for perks after a new area was created if the Dwarven Book is open. It will now check if newly unlocked perks aren't showing then refresh the tab you have selected.
  • Fixed Standard Notation format causing a text overlap. It will now only show an integer value instead returning double.
  • Fixed certain perks taking materials before checking if you have all the materials required to purchase that perk. It will now properly check for all of those materials without taking anything unless you CAN unlock it.

[h2]AI[/h2]

    [h3]Dwarf[/h3]
  • Fixed Dwarves y offset due to destination. Dwarves should no longer be at an offset when they load in the game. This was happening when their default destination wasn't anything but 0.
  • Fixed idle animation not playing when dwarves are idle.
  • Fixed Dwarves hitting air when there's nothing else to mine.
  • Fixed Combat Damage returning -1. It wasn't properly implemented. The points spent in Combat Hit Damage should calculate based on how many points you put in to Combat Hit Damage perk.
  • Fixed Combat Hit Speed returning incorrect value and assigning an incorrect value when upgraded.

    [h3]Reset Door[/h3]
  • Fixed Reset Door decide window not showing on game load and when the Reset Door spawns.
  • Fixed an error when the Reset Door loaded and it tried to set its toggle value when it didn't exist.
What's Next?
  • Not every suggestion was in this update as I wanted it to be. From suggestions, I'll be adding a zoom out feature, destroying placeables and more information regarding how the game works in a whole (mostly Dwarven Book rework -- see below). I will also be looking into spawning areas in a 'dark' immersive way seeing most people suggested this -- we'll see how it impacts performance down the road if implemented.
  • Dig mechanic so you're able to farm water and lava. It was supposed to be this update but I need to finish implementing the animations.
  • Looting animations
  • Placeables Quality of Life because they are very basic right now and need to show more valuable information. This will include destroying placeables and Dwarf selection to be more obvious (for example, telling the different between dwarves in a workbench, etc).
  • Dwarven Book overhaul. Currently it's okay for now, but I want to make it more user-friendly.
  • Pump and Pipes update. Dig mechanic is the default way until you can unlock a better way, and Pump and Pipes update will be the 'better' way to farm water and lava.
  • More Store buy options. Right now there's 3 basic things to purchase.
  • Add the different cosmetics. However, I'm thinking of adding special abilities to these to make some cosmetics and some special upgrades. It's a work-in-progress at the moment.


https://store.steampowered.com/app/2220570/Dwarves_Mining_Idle/

Dwarf Weekend News #2

Hello fellow Idler grinders! It has been a week since my last update, and it's time to share some things. First off, thank you all for your commitment to suggest new things and for all the bug reports we've received. There hasn't been any major bugs reported, and the 'bugs' that were reported are very minor, and I'm super happy about that.

Since the bugs have been squished I've been following the roadmap. So far, here's what I have going on:

Upcoming UI Quality of Life Update

These quality of life changes includes all suggestions from our community forum and Discord. There's some bug fixes and updates to AI that have been changed; along with smaller changes that have a big impact. Patch notes will be available soon.

[h2]Floors & Area Window[/h2]
Changes include a complete overhaul on this window. It's more organized and has more features.

[h3]Floors & Area BEFORE[/h3]


[h3]Floors & Area Window AFTER[/h3]


[h2]Dwarves Window[/h2]
Changes also include a complete overhaul on this window. Super organized, more features and even suggested features.

[h3]Dwarves Window BEFORE[/h3]


[h3]Dwarves Window AFTER[/h3]
    What's New?
  • New Store. You can access the store from the Top Right panel. The Store will allow you to spend the credits and seasonal event tokens you accumulate. Please note; the store is in-game currency only and will not have any IRL currency whatsoever.
  • New Seasonal event system has been added. This new system will allow the player to farm for event tokens and use them in the Store.
  • New Seasonal Event: Halloween. Tokens "Pumpkins" can be obtained by Dwarves doing any action; Combat, Mining, Looting, Digging, etc.




What's Next?

Currently we're waiting for the Artist to finish all of our requested animations and new cosmetics for the Dwarves. I'm hoping to push this build next week, but I want to push it with all the included animations, dig behavior and cosmetics. However, I'll probably end up pushing the QoL changes next week and the dig behavior later on if it's going to take more time to create. These new cosmetics will be added in the store for a specific in-game currency. It will only be head, pickaxe and shovel cosmetics.

Rough little sketch the artist did as a teaser for dwarf cosmetics:


Thank you all that have stuck with us from the beginning or for those who tried out our game. I'm looking forward to keep everybody entertained with new content! See you soon!

https://store.steampowered.com/app/2220570/Dwarves_Mining_Idle/

Dwarf Weekend News #1

Hello fellow Dwarf gamers! We had a great launch and overall an amazing experience with the community and their bug reports. I cannot thank you all enough for that! It takes a community to make a game better, and with your reports, suggestions and feedback -- it's just that!

Since Early Access Launch, 26th of September, we:
  • Had numerous bug reports from the community.
  • Fixed over 25 bugs. Including a huge log file issue.
  • Reworked Dwarf AI
  • Created better enemy spawning and waypoints


Currently, we haven't had any reports of bugs since yesterday. If this continues I'm going to start working on Quality of Life and Dwarf digging mechanic.

[h2]What is Quality of Life update?[/h2]
[h3]Quality of life is reworking or overhauling mechanics or certain aspects of a game to make it easier for the gamers in the long run.[/h3]

[h3]Community Suggestions[/h3]
    (All will be implemented)
  • Rename option for Dwarves. This was originally going to happen, but I had no time to implement it before launch and I'm going to add this soon enough.
  • Camera following a specific Dwarf from the Dwarves Window. There also might be an indication of the camera following a random Dwarf on game launch too, instead of the Camera always staying at the default start position.
  • Remove Workbench requirement and have a way to find your Workbench, Furnace, etc.


Quality of Life



    [h3]Areas UI Window[/h3]
  • This was overall created to find each area and snap to them with your Camera. Currently, the camera doesn't really snap like it should to an area, having to click an area button twice to finally get there. My main idea is to remove the smooth snap and just have the camera go to the area selected.

  • Organizing this Window is important. It's ugly. Cannot lie about it. My main QoL idea is to remove all areas and display Floor panels instead, with various options. Trust me, it will be a whole lot better once it's fully completed.

  • So there's no way to access your Workbench, furnace or anything from any window. No way to navigate to them, find them, etc. I will add an option for this with the new area QoL look.

    [h3]Dwarves UI Window[/h3]
  • Like the Area Window, it's ugly too. I have the same idea for organizing and a layout that's more in-your-face for easier navigation or control over your dwarves. QoL updates will most definitely include community suggested features.



    [h3]Placeable Objects (Workbench, Furnace, etc)[/h3]
  • There's no real features to handle these. No UI (see above for UI info), no way to delete or relocate. I plan on working on a way to delete and relocate any placeable objects.


New Dwarf Behavior 'Dig'

There's currently no way in obtaining water. The basic idea is for a Dwarf to find water if any spawned, go to it and dig. There won't be any upgrading the Dwarf's digging speed or anything. 'Dig' will be the standard way until Pump and Pipes are implemented, which those will be the upgraded version of 'Dig' but more automated and somewhat costly, but upgrade-able.


A BIG THANK YOU!

Thank you all for the wishlists and for trying out our game. This has been a great experience so far and I cannot wait for the future. But, I want to address some things.

Dwarves Mining Idle is a grind so expect that from an Idler. However, you can micromanage, upgrade and do lots more than what meets the eye. Yes, graphically our game is simplistic, but I believe the gameplay outweighs any graphical issue players might have. You're going to have loads and beyond hours of fun based off of the Early Access build. You just need to give it a chance! Yes, there's content, but there's a build-up to that content. New floors, more dwarves, better opportunities to strategize which floor will farm a certain material.

Here's to many more updates all. \o