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
Fixes
That's all for now folks!
Until next time, join the dwarfversation:
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https://store.steampowered.com/app/760650/Hammerting/
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!
Until next time, join the dwarfversation:
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Wishlist Hammerting on Steam!
https://store.steampowered.com/app/760650/Hammerting/