Unstable Update
I've pushed an unstable update. It's taken a bit longer than I planned, but that delay also allowed a bit more art to make it into this update. This is the long list of everything since the last stable release.
* Dwarf equipment -
* Tab added to dwarf info screen.
* Remove and equip tools and clothing.
* Tools required to complete tasks.
* Some tasks can be completed without tools to prevent deadlock.
* Dwarves automatically retrieve the appropriate tool, if available.
* Equipment is shown on the dwarf sprite.
* This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink.
* Added Hoes - used for farming.
* Dwarves start with default tools.
* Tools aquire wear and eventually break.
* Some color variations of standard equipment available through god menu - will eventually be craftable.
* Tools made of different materials last different amounts of time.
* Wood breaks quickest - Iron lasts the longest.
* New plant - Cotton
* Spawns in grasslands and wetlands.
* Currently unused - but expect it to be an ingredient for crafting clothing.
* New voxel types -
* Beam and Stucco - made from sand.
* Carved stone.
* New tile colors.
* Improved the tutorial
* New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active.
* Introductory tutorials flow automatically into each other.
* Added filter to employee listing.
* Implemented camera hotkeys.
* Shift + Number to save a camera position.
* Control + Number to jump to a saved position.
* Changed behavior of training equipment
* It can now be removed without having to break it, and replaced somewhere else.
* Breaking it through training destroys it completely.
* Tasks now show why they are failing.
* Hover over a task in the task pane to see a tooltip saying why the task has failed.
* Some tasks are impossible - it may tell you something like "You do not have the resources", etc.
* If a specific dwarf fails a task, it will display their name and why.
* This is a work in progress, but most tasks should be covered.
* Build voxel tasks are now combined the same as dig tasks.
* Resource spawning separated from other entities in god menu.
* Quickplay option - previously used for debugging - added to main menu.
* Launches game with large set of dwarves into a small world.
* Tweaked biome map colors to make them more distinguishable.
* Tweaked plant spawn rates to make them more abundant.
* Added mushrooms to more biomes to make starting with no food sources less likely.
* Increased Jolly Forest and Haunted Forest appearance rates.
* The Pumpking reigns... might want to avoid haunted forests unless you have a lot of muskets...
* Stuff you don't care about -
* Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend.
* Improved GUI mesh generation.
* Support dynamic GUI textures - used for the palettized resources.
* Better resource templating.
* All dwarf layers use palettes.
* Fighting the billion dollar mistake.
* Bug fixes
* Fixed gem-set trinkets not using correct graphics.
* Fixed crafting table using wrong graphic when in resource form.
* Fixed trinkets generated as part of trade sometimes not having graphics.
* Fixed targets using wrong graphic when in resource form... sensing a pattern here.
* Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path.
* Fixed issue preventing wizards from building bookshelves.
* Fixed issue preventing placement of apothecary.
* Fixed issue with object placement tool shutting off.
* Fixed issue with teleporter stranding dwarves inside voxels.
* Fixed issue that caused dwarves to fall through single voxel width bridges.
* Fixed issue that sometimes prevented ladders from being placed.
* Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion.
* Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock.
* Fixed crash when destroying certain rail pieces.
* Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.
* Dwarf equipment -
* Tab added to dwarf info screen.
* Remove and equip tools and clothing.
* Tools required to complete tasks.
* Some tasks can be completed without tools to prevent deadlock.
* Dwarves automatically retrieve the appropriate tool, if available.
* Equipment is shown on the dwarf sprite.
* This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink.
* Added Hoes - used for farming.
* Dwarves start with default tools.
* Tools aquire wear and eventually break.
* Some color variations of standard equipment available through god menu - will eventually be craftable.
* Tools made of different materials last different amounts of time.
* Wood breaks quickest - Iron lasts the longest.
* New plant - Cotton
* Spawns in grasslands and wetlands.
* Currently unused - but expect it to be an ingredient for crafting clothing.
* New voxel types -
* Beam and Stucco - made from sand.
* Carved stone.
* New tile colors.
* Improved the tutorial
* New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active.
* Introductory tutorials flow automatically into each other.
* Added filter to employee listing.
* Implemented camera hotkeys.
* Shift + Number to save a camera position.
* Control + Number to jump to a saved position.
* Changed behavior of training equipment
* It can now be removed without having to break it, and replaced somewhere else.
* Breaking it through training destroys it completely.
* Tasks now show why they are failing.
* Hover over a task in the task pane to see a tooltip saying why the task has failed.
* Some tasks are impossible - it may tell you something like "You do not have the resources", etc.
* If a specific dwarf fails a task, it will display their name and why.
* This is a work in progress, but most tasks should be covered.
* Build voxel tasks are now combined the same as dig tasks.
* Resource spawning separated from other entities in god menu.
* Quickplay option - previously used for debugging - added to main menu.
* Launches game with large set of dwarves into a small world.
* Tweaked biome map colors to make them more distinguishable.
* Tweaked plant spawn rates to make them more abundant.
* Added mushrooms to more biomes to make starting with no food sources less likely.
* Increased Jolly Forest and Haunted Forest appearance rates.
* The Pumpking reigns... might want to avoid haunted forests unless you have a lot of muskets...
* Stuff you don't care about -
* Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend.
* Improved GUI mesh generation.
* Support dynamic GUI textures - used for the palettized resources.
* Better resource templating.
* All dwarf layers use palettes.
* Fighting the billion dollar mistake.
* Bug fixes
* Fixed gem-set trinkets not using correct graphics.
* Fixed crafting table using wrong graphic when in resource form.
* Fixed trinkets generated as part of trade sometimes not having graphics.
* Fixed targets using wrong graphic when in resource form... sensing a pattern here.
* Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path.
* Fixed issue preventing wizards from building bookshelves.
* Fixed issue preventing placement of apothecary.
* Fixed issue with object placement tool shutting off.
* Fixed issue with teleporter stranding dwarves inside voxels.
* Fixed issue that caused dwarves to fall through single voxel width bridges.
* Fixed issue that sometimes prevented ladders from being placed.
* Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion.
* Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock.
* Fixed crash when destroying certain rail pieces.
* Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.