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  3. Dwarveloper Log #52 - New Missions & Areas to Explore!

Dwarveloper Log #52 - New Missions & Areas to Explore!

Hello Dwarves!
A lot has happened since our last update - read all about it below!

Tweaks & new features
  • Dwarves' vision range is now by default quite a bit lower, but is now affected by their Explorer level (and Awareness since earlier).
  • Dwarfs are now a bit better at seeing through the ground (to compensate for their slightly smaller vision radius). This makes it a bit easier to place buildings without having to dig everything out beforehand.
  • Biomes are now slightly smaller and nearer the starting location.
  • Lairs will now spawn additional enemy waves while it's being attacked.
  • Sometimes the dwarves would get an extra attribute point when calculating profession skills. Not any longer
  • Increased start chest capacity from 48 to 320
  • Fonts can now be resized and/or condensed on a per-language basis. DE, FR, IT, ES, and RU have had their font sizes slightly reduced so fonts won't overflow text boxes as often
  • Stone Chests now take up 3x3 tiles instead of 2x2.
  • Added paragraph endings for all entries in the Book of Tings
  • Changed the desire icon (going to eat / get payment) in the top right dwarf UI
  • Extended the money tab. in the top bar
  • Added Arcane Lore "Tradewind Recipes", unlocking various cooking recipes.
  • Added Arcane Lore "Cogborne Transmission" & "Mechanized Excavation", moved around several recipes, and enabled more powerful drill types.
  • Added Arcane Lore "Spear Making", and moved several spear related recipes to it.
  • Two new options for when the game window loses focus (for example by alt-tabbing).



  • Added a 'Sell All Items' button to chests



  • Sell all of a specific item (globally) is now available in the ledger



  • It's now possible to specify inputs to a recipe explicitly (inputs need to have been crafted prior)



  • Recipes now gives feedback on the selected input straight away



  • Reworked the look of crafting orders.



  • Added an option to scale the UI



  • Changed the selection + mouse-over effect from an outline, to show on the entire object instead. Also gives a boost to weaker graphics cards
  • Added a small light, that always illuminates each dwarf, to make them easier to spot in dark areas
  • New option to mute all audio when the window loses focus.



  • New Cave Mission "An Ancient Omen" requires you to locate the "God of the Forge", located deep beneath the boundless stone. Reward may feel underwhelming, but cool in itself.



  • New mission "The Rats in the Walls" unlocked when discovering a Rat Hole



  • Professions are now sorted so that the character's main professions are shown first.



  • New mission "Mopping the Floors" unlocked when killing a Green Slime



  • working on lots of different loot and foods that can be found/crafted in the game world.



  • Added "tier" headers to research screen, and adjusted the spacing somewhat



Fixes
  • Dwarves now get XP for each ore mined, not just for the last one in a block.



  • Crushing, Piercing, and Slashing Damage values now contribute to a weapon's Militia Weapon Skill value. This makes the AI choose the best weapon from a dwarfs toolbelt before going into combat.
  • Fixed crash when tearing down an elevator platform or mine cart with one or more dwarfs on/in it
  • Grottos once again extend dwarfs' vision (fix requires starting a new game)
  • Clicking +/- very fast in a room's production queue will now longer "miss" some clicks. Also it will not crash!
  • Game now sets working dir when clicking the icon in the tray properly
  • Dwarves will no longer consume something if it will bring one of their statusbars (e.g. health) to/below zero.
  • Fixed ugly black border on mouse cursor
  • Fixed an error when deleting structures, which didn't clean up properly after themselves
  • Language selection is now supported, many of us are working on additional fixes for it



  • When dwarves got really low on morale/energy/greed, bonus energy/health/morale was given instead of draining them faster
  • Progress status bars for building should advance correctly again.
  • Fixed a bug when a dwarf could see an enemy, start moving towards it, then lose line-of-sight to it and forgetting about it, then resuming its previous task only to see the enemy and starting the entire process over again.
  • When playing the game in French, it now uses AZERTY keyboard layout instead of QWERTY
  • Item preciousness now modifies item prices
  • added an indicator for when the game is in power save mode



  • Fixed dwarfs sometimes getting stuck in an indecision-loop when hauling repairs to a building or bandages to a hurt friend.
  • fixed dwarfs sometimes hauling items to a storage chest instead of something more important like a foundry or overworld mission
  • Fixed dwarfs not properly equipping tools if the tool was dropped and then picked up again
  • Cleaver Axe Head no longer has a lingering dependency on building a Cookhouse
  • Main menu that pops up when pressing 'ESC' is now a bit smarter about when to pause/unpause
  • Fixed various bug with missions giving rewards inconsistent with descriptive texts, missing icons, &c.
  • Rooms under construction are now disabled in the time between completion of the room, and the removal of the last scaffold.
  • When a generic production order (in this case Support Beams) gets at least one input (in this case Iron Sheet), the game now lists "Missing X Iron Sheet(s)" instead of "Missing X Metal Sheet(s)"



  • Attribute leveling and indicators work as intended.
  • All overworld factions have appropriate descriptive texts.
  • Tools now generally implement weight and preciousness.
  • All modifiers for tools and components set to non-zero values.
  • Missions for the Town of Duskmoon should now give coin, rather than copper ingots. Added trade lore rewards to various missions.
  • Map panning and Overworld panning now work correctly with UI scaling
  • Pretty new Team17 Logo in the loading screen



  • Fixed some mission that would be broken after loading a save game (no savegames were harmed during this process)
  • Drill UIs should have proper images set.
  • Most food items should have appropriate drop models.



  • Massive optimization. Game no longer absolutely tanks your framerate when checking if the CTRL key is being held down.
  • Buildings now have different sounds for when they are idle and when they are actively used.
  • Improved tooltips in character screen, to give the player some much needed information when deciding which attribute to level up. (Note: The new UI for profession values only shows up when holding CTRL, to keep clutter down).


That's all for now folks!

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