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Dwarfveloper log #19 – Of Slimes and Dwarves

Hello everyone!

Welcome to the Dwarfveloper log #19! This week we’re thrilled to share with you that we’ve visited our new great hall which after mining upwards have forged a mighty high ceiling! In the tongue of men - we removed old unused ventilation pipes and thick layers of nasty insulation in the ceiling of our new offices. We can’t wait to call it home!

Moving on to the fruits of our labour.

We have toiled hard to improve our UI experience to make it as easy as possible to manage your dwarven enterprises. A few of these efforts include:
• Work on a top bar with handy shortcuts.
• Adding a list of missions in the overworld for easy overview.


You call this an enemy?

We have now added support for enemy loot drops, here’s a drop from one of the classic cave dwelling monsters - the slime!



Our dwarven rune scribes have also been hard at work with more art which we hope to preview soon, including:
• Concept art for small foundry and smithy, with alternative workstations.
• Concept art for faces, hairstyles and beards (what would dwarves be without beards?).
• Updated build icons for all rooms.
• Textures for almost all new rooms plus some buildings have simple animations.

Tinkering with core mechanics we have:
• Improved animation management, added validation.
• Fixed order of entity creation at map load.
• Combatants can now attack non-combatants, provided they are enemies.

Join us in the great hall next week for another Dwarfveloper log by the hearth where we’ll have more exciting news to share on what’s to come!