Hammerting MEGA Update PLUS 20% off!
Hello mighty Dwarves!
Today we bring you an update worthy of the strongest of clans!
New features, bug fixes and a couple of tweaks here and there!
Dig in to these meaty patch notes!

Version 0.1.2.14
Features
Tweaks
Crash Fixes
Bug Fixes
Performance
How's that for an update ːsteamhappyː
Want to try out these updates for yourself?! You can pick up Hammerting for a mighty 20% off during the Steam Autumn sale!
https://store.steampowered.com/app/760650/Hammerting/
Today we bring you an update worthy of the strongest of clans!
New features, bug fixes and a couple of tweaks here and there!
Dig in to these meaty patch notes!

Version 0.1.2.14
Features
- The game can now be continued after triggering a victory condition, such as winning the overworld war.
- There is now a gem cutting industry in six steps, by which gems can be refined from the raw, freshly mined state, to more advanced cuts. Three technologies added.
- Added a stone bridge.
- Scaffolds are now smaller and more versatile. Ore and other items flying through the air will now land on them, and dwarves can use them to jump and climb.
- Room layouts are now re-applied to the map after load, ensuring that they can be tweaked in a save-compatible manner.
- Added several new item filter categories for “Cooking Ingredients”, “Fluids”, Restless Bones, &c.
- Overworld missions previously requesting Copper Beams now request Any Beam instead.
- Overworld Crisis missions now present their fail timer in the mission outliner.
- Added a new resource “Railway Tracks”, used to construct elevator rails and railway at a cost lower than one ingot per tile.
- Added support for intrinsic recipe difficulty. Notably, farming recipes without inputs now have intrinsic difficulty.
- Changed the look on the load menu. You can now select the save files instead of having them immediately loading the game. This is so that we can provide with some more information about the saves in the future.
- Players can now enter a name for their savegame.
- Added art to the ‘Saving game…’ pop up.
- There is now a special overworld mission indicator for locations with active missions.
- Version number will now show on start menu screen
- Version number is now correctly set in the game executable.
Tweaks
- Dwarves and enemies spawning from the entrance or a cave will now spread out a bit more, and will make sure to choose a destination that they can pathfind to.
- Healing job type renamed to Apothecary
- Placing tiles is now done by Builders, rather than Blacksmiths.
- Added Thörvalk to the list of names a dwarf can be named
- Added another way to forcefully crash the game in the debug menu
- Buffed overworld mission reward for mission “A Windmill Ill”
- Equipping toolbelt items is now seen as an urgent action, ensuring that dwarves will do it as soon as possible.
- Drills now have audio. Drill particles now have slightly shorter life time.
- Updated game paths for Jackpot Mine and Sacred Well for better traversal of those rooms.
- Dwarves now have a 12 size inventory, rather than 10.
- Restless Bones are now a more common drop from Dreadstone and Tormented soil.
- Fixed several text issues, notably adding descriptions to Railway components.
- Fixed so that pop up warnings don't disappear when you click inside the window.
- New game, Load menu, options menu and credits now have both a 'back' button and a close button in the top right corner.
- Tweaked the hair color of the dwarves.
- Changed so that the filter list scales according to screen resolution.
- Adjusted some texts to align better ( cave mission entries for example).
- Changed the look on character UI header, dwarf entries in outliner and dwarf entries in job broker to support longer names.
- Added an arrow in the Knowledge UI to indicate that there are more technologies to the right.
- Items loitering on the ground will take longer to despawn.
- Railway and elevator stations now have a walkable area in front of them.
- Drill cooldowns are now lower for harder materials.
Crash Fixes
- Fixed crash with error: “Property 'FOREACH' (4204897809) in chain string 'PRIO_GAME.CTX.DATA.FOREACH('LOCALIZE')' caused a buffer overflow”
- Dwarves will now claim (reserve) the item they are going to harvest/rummage, ensuring that two dwarves don’t try to use the same mushroom for different purposes.
- Various gamestate accesses are now more thread safe.
- It is no longer possible to set attack orders on dead enemies.
- Possible fix for the "existing->_replacable == true" crash (please let us know if you still get it).
- Fixed crash that could happen when tearing down rooms or scaffolding
- Fixed 'Assertion failed: is_valid_tile( abs_x, abs_y )'
- Removed unnecessary (and wrong) runtime animation validation.
- Fixed a few issues with enemy spawns and old saves that could cause a crash.
- Enemy wave definitions would sometimes be confused with enemy spawn definitions, causing very bad things to happen.
- Crash fix when mission window no longer has valid mission.
- Removed obsolete texture reference check. (You may now have more than 10000 ores lying around on the map!)
- Interact orders (harvest/rummage) now claims the target entity.
- Mine carts now wait a frame after snapping to a railway.
- Fixed bug where 'load save' and 'delete save' buttons wouldn't grey out if no save were selected.
- Map tile entities now survive game loads.
- Game process now properly exits after closing down window.
- Game is properly cleaned up upon exit.
Bug Fixes
- In certain cases hauling tried to reach a target it couldn't go to. This has now been fixed (could result in frozen dwarves)
- Lairs will no longer spawn waves after they've been destroyed.
- Lair waves are now guaranteed to spawn in a location from which they are able to find a path to the dwarven base.
- Lairs will now kill off previous wave enemies before spawning new ones.
- Fixed infinite loop, and added an assert to detect enemy wave gaps.
- All enemy waves are now able to both climb and jump.
- Added ‘’ language, which is different from English. Players using a store’s launcher in another language than English should now have an easier time setting English as in-game language
- Game no longer autosaves directly after loading a save, only after a certain amount of time has passed
- Fixed a bug where Overworld missions could transfer ownership of claimed items to another mission when flagged as 'Ready for Delivery'
- Refilling status bar tasks now have appropriate localization
- Dwarves can no longer waste attribute points by attempting to level beyond the maximum value.
- Fixed a bug that made tutorial pop ups visible although they were turned off.
- Recruits should now have all professions properly set.
- Disabled some debug-logs that were only supposed to be enabled in the experimental branch.
- Fixed a bug for the filter menu that wouldn’t let you select entries outside a specified space.
- Ore veins no longer block building drills on certain positions. A map restart is needed to fix this.
- Fixed dwarves sometimes getting stuck when scaffolding is built behind them.
- Fixed dwarves sometimes getting stuck in a loop when climbing
- Lava and Skull Rat now have same animations as Fat Rat
- Fixed a couple of remaining map issues when building scaffolds
- Harvest/rummage can fail when another dwarf "goes first", plus in general various safety fixes regarding claims.
- Fix for finding a good landing position when falling
- Pressing "Enter" when editing a save game name now saves the game straight away
- Access Violations should now also list the faulty module name, if possible
- Added ability to set game version in ASSERT/crash messages
- Fixed a bug with filename not resolving correctly for callstacks
- Save games now include all game versions that have "touched" to the save, to help debugging
- Increased accuracy of UI text positions
- Fixed bug with finding the nearest valid navgraph position
- Fixed handling an entity losing its connection to the path graph.
- Rail station has more exits for better pathfinding.
- An old elevator model was removed, and model version bumped to ensure no invalid texture references.
Performance
- Fixed several performance issues in games with lots of generic orders (such as movement, attack, and equip).
- The number of movement orders created by enemies has been reduced a lot, and loading a save file from an older version will purge a lot of these orders that had already been created.
- Optimized the game-thread and gfx-thread synchronization and resolved some timing issues. The game simulation should see a noticeable speed boost from this.
How's that for an update ːsteamhappyː
Want to try out these updates for yourself?! You can pick up Hammerting for a mighty 20% off during the Steam Autumn sale!
https://store.steampowered.com/app/760650/Hammerting/