1. DwarfCorp
  2. News

DwarfCorp News

Stable Update

Minor patch pushed today.

So, it turns out that I forgot to update the version number for the last one - which means if you had been playing on unstable it might have allowed you to try loading incompatible saves. Now I can't change it without making it reject any saves you might have created in the last week. So. Oops? Anyway, it's marked as compatible with the previous version so you won't lose your saves, but saves older than last week's update will not work.

Also fixed - or, more accurately, patched over - a couple of crash bug that came through the automatic reporting. Only one of them made sense. The rest should have been impossible situations but - well, someone encountered them. Now they might lead to oddities in game but they shouldn't crash outright.

June 2020 Stable Release

Wow, it's here. Finally.

This update will break saves. As before, the current stable release has been made available as legacy_june_2020. If you have a save you want to keep you can find it using the debug build options in the steam launcher.

What's new?

Everything in the unstable updates since the last stable of course.

April Update

How is April gone already?

A new unstable update is out. There's only a few critical issues that need fixed before this one goes to stable.

In this update:
- New block types. Bricks for the various kinds of stone - you'll find them in the god menu.
- Fixed all the resources that had the wrong graphic.

March Update

Evening all,

I don't know how hard it's hit where you live, but I hope you're all doing well and avoiding this virus. For me, it's really shook things up. I've not been sick but my day job has taken over every bit of free time I had. Time that previously had been devoted to Dwarf Corp.

At this point I don't know when things will get back to normal, or when I'll have regurally scheduled Dwarf Corp development sessions.

Ah well.

An unstable update is in the works. At some point these changes will make it to stable - I swear - but for now I'm still finding new bugs. I've been working on voxel shapes. This is a bit of a challenge though as most (Well - all) of the game assumes a voxel is a solid cube. So when the next unstable is ready you'll be able to place slabs through the god menu, but they probably won't play nice with physics and pathing yet.

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.