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July Update

Here's the monthly update for July. There's no unstable release at the moment but it should be ready soon.

Here's what I'm working on:
  • A Dwarf's attacks are determined by the weapon they have in their hand, not their class. This means musketeers holding an axe won't mysteriously shoot things. It also means you shouldn't expect dwarves with no tools to be effective in combat. This is really opening the door to a pretty big change -
  • I'm working on getting rid of classes entirely. Instead, you'll level up individual stats, and any dwarf will be able to fill any role. Haven't quite figured out how this will work with managers and some other highly specialized dwarves.
  • This change also lets me introduce some more craftable items... like the firestaff. A wizard weapon that drops fireballs.
  • How much dwarves have to pay for food can now be adjusted - from half price (which will make them happy) to 10x (which will really piss them off, but might help you grow your coffers). Also working on adjusting pay rate similarly.
  • Dwarves will get mad if they have to go into debt to buy food. Oh well, maybe they shouldn't gamble so much?
  • Added the ability to mark voxels as off limits. It won't stop dwarves from walking on them entirely - but it will count them as unpassable when pathfinding.
  • Working on a better command bar thingy - will let you search possible commands and create a custom bar with your most used commands on it.