1. DwarfCorp
  2. News

DwarfCorp News

December update

Unstable release has been updated again. The sole thing you'll notice here is an addition to the 'advanced' options during world generation - a world height scale value.

This will determine how high your hills are. By default it will be set to high. You can turn it all the way from very low, which will get you a flat plain, to very high which is honestly a bit ridiculous.

Been taking a bit of a break from DwarfCorp to work on a gameplay prototype / vertical slice for a very different project - a platformer metroidvania with (and this is key here) absolutely no complex AI or procedurally generated voxel nonsense at all.

I am, however, getting closer to the next stable release. Things are going well with the current unstable. I do not know if the command favorites thing will make it in, but there's only a few things to clean up with missing assets for new features before I can call it ready.

I have a lot of ideas for future enhancements to the game, but at the moment the only big gameplay-changing feature knocking around are steam powered devices. You would build steam generators and pipes to power machines, but what would you want to do with those machines? I would like to tie them into the rail network in some way as well. What are your ideas?

November Update

Unstable branch has been updated to what I am calling the first RC for the next stable update. In this update:

  1. Restructured the world generation on the front end to give you more control over your generated world.
  2. Most of the little popups in the menu are now windows that you can drag around wherever you want.




While making this change I accidentally screwed up the scale of the overworld during generation - but, I'm keeping it. So the world is now far more hilly.

Couple quick bug fixes on Unstable

Pushed a couple of bug fixes.

October Update & Unstable Release

October time. And it actually still is October.

I've just pushed an Unstable Update. In this one, we've got -
  • That new command bar. It's much nicer. Less clicking I hope.
  • A lot more control over world generation. I did away with that whole 'tiled' thing, now you're just creating the chunk of land you'll load into. Plus, your balloon port will drop right where you set the balloon on the map.
  • During generation, you can pick which biomes you want.

    Which allows for some nice single-biome worlds.
  • You might also find some new ruined structures in the game.






September Update

Wait it's October. Lame.

Here's what's on deck - obviously the stuff currently in the unstable release, which I've learned doesn't work on Mac or Linux -
  • Crossed a threshold finally and was able to break out some of the entity updating in threads. Only been working toward that for almost two years...
  • Working now on the reworked menu. The current one will continue to exist but you also get a 'favorites' bar where you can stick whatever commands you want.
  • This is in the unstable - there's a tool to lay down pathing hints. It essentially marks voxels that dwarves should not cross.
  • Way back in the kickstarter (long before my time here) the colony would apparently be on an island. I'm thinking about bringing that back. I don't know that anyone actually likes or understands the 'overworld' I tried to implement, or the 'corporate' stuff.