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Update 10 - Relations!

Grab yourself a drink and get comfortable – Hammerting’s Dwarven Relations update is OUT NOW!

[previewyoutube][/previewyoutube]


[h3]Relations Update - Version 0.10.15.0[/h3]
Features:
⦿ Relations!

• All dwarves now have an opinion of their friends. Or foes, as it may be.
• The opinion can move them into different relations statuses.
• Similarly, the relations a dwarf has with another dwarf influences their opinion of them.
• Being in different clans will affect their opinion towards each other... usually for the worse.
• A new Relations window has been added to the Dwarf UI.
• New Traits have been added: Skald
• New Knowledge has been added: Common Heritage.

⦿ Talking!
• Dwarves can now stop for a chat!
• They will talk about just about anything.
• Depending on their relations and if they thought the other dwarf had good points, they will walk away with a higher or lower opinion of the dwarf.
• They can also get a Morale and Energy boost.
• Dwarves have new stats that impact how it goes: Empathy makes them more likely to like the other dwarf. Social Competence makes other dwarves like them more.
• Dwarves that are socially starved will head to the nearest tavern to hear the latest gossip.

⦿ Sleep!
• Whenever a dwarf is low on energy they will try to find a place to sleep
• Dwarves with an assigned Dwelling will always sleep in their Dwelling
• Dwarves without an assigned Dwelling will try to find the closest dry spot on the ground to sleep on
• Sleeping in a Dwelling replenishes more energy than sleeping on the ground

⦿ Hunger!
• Hunger is now explicitly represented with its own character statusbar.
• Every time a dwarf eats a piece of food, a "Food Effect"-modifier will be added to it, providing buffs or debuffs, depending on the quality of food item consumed, over some amount of time.
• While a dwarf has a "Food Effect" active, they cannot eat more food.
• Hunger increases with the level of the Dwarf.
• Energy is now primarily restored by sleeping, rather than eating.

Performance:
⦿ Fixed an issue where entities would override their position settings whenever they became the child of another entity. This also removes a huge lag spike caused by thousands of entities refreshing their positions when the navgraph was updated.
⦿ Fixed mining jobs not being saved/loaded correctly. This caused mining jobs to get stuck in the job list after loading even if there was nothing to dig. Saves prior to this fix will recreate all dig jobs and will lose any priority that might have been set.
⦿ Improved performance of hauling mine carts.
⦿ Overworld location update is now done in parallel.
⦿ Time-to-finish for jobs is now only recalculated when necessary.

Tweaks:
⦿ Gameplay

• Gauze is now cheaper
• High level enemies are tougher.
• Low level enemies have slightly less armor.
• Very Hard enemies have slightly less armor.
• Reduced Driftwood preciousness.
• Overworld locations should now attempt to cull overproduction, to make place for a varied and nice inventory of goods at all times.

⦿ UI
• Adjusted the Mountainhome window's position in the overworld to resemble the other location windows.
• Clicking the 'available mission' icon on location entries will now open the location with the mission tab open.
• Tutorial popup now shows up above the buildbar menu and it's horizontal position is affected by the width of the left side outliner.
• Various behind-the-scenes fixes to the build menu.

Bug fixes:
⦿ Gameplay

• Armors should now propagate values for production and vision range.
• 'The Rats in the walls' quest should now track progress between saving and loading
• Tools made out of various types of bone should now show their handles correctly
⦿ UI
• Added fallback for missing codepoints in the 'Norse' font
• Fixed a bug where outliner entries size wouldn't update when moving them from one side to another.
• Fixed increase/decrease opinion tooltip showing '%Oproperty_comp' instead of faction name
• Fixed the idle-dwarfs alert turning on for a single tick.
⦿ AI
• Changing priority of a craft/restoration job in the job broker will now properly update the priority in the building interface. Craft- and Restoration job share priority (changing one will drag along the other).
• Dwarves would sometimes consider certain items unreachable for equipping even if they weren't, but should now have come to their senses.
• Fixed a pathfinding bug where a building next to a station with no carts connected would not be able to find paths to some items.
• Fixed dwarfs standing around idling for a while after finishing a job. They'll now get a new job assigned to them as soon as possible.
• Restore/refuel jobs now get the same priority as the crafting/hauling jobs when changing priority in a room.
• Tweaked how dwarves evaluate things to eat (not food, but other consumables such as medicine). They'll now focus more on refilling statusbars that are low. This is an attempt to solve an issue where Dwarfs with low health would panic and start eating anything beneficial they could find even if it did nothing for health.

⦿ Auto-Equip
• Auto-equip now looks at entire toolbelt to determine if equipping a new tool gives a net positive gain.
• Auto-equip now summarizes production values that are increased/decreased. This should prevent dwarves from becoming stuck in an auto-equip ping-pong behavior.
• Dwarves will now only consider items they can reach when auto-equipping.
• Rewrote part of dwarf auto-equip behavior. Dwarves would sometimes not consider upgrading tool when there were better available.

Stability improvements:

⦿ 'Custom Order' food could become bugged and crash the game in previous versions. All existing 'Custom Orders' are now destroyed when loading a save from an earlier version.
⦿ Fixed a crash that could sometime occur in the recruit UI
⦿ Hopefully fixed the 'Available mission' indicator sometimes crashing the game
⦿ Increased the size of the buffer used by UI layout entities.
⦿ Item decay increased significantly when reaching the engine's maximum entity limit.
⦿ Spamming 'Recruit'/'Dismiss' buttons should no longer crash the game

HAMMERTING Releases November 16th | Play the new Epic Crafting Update NOW!

Good day, Dwarves!


We're delighted to announce that Hammerting will launch on Steam -- November 16th!

Nestled away in the Mountains of Mara, Hammerting follows a community of dwarves as they explore, build, craft, and mine to develop their stronghold. From humble beginnings and a handful of dwarves, develop their base to unparalleled depths underneath the mountain range, as they send valuable resources, weapons, and supplies to the surface.

Pickaxes at the ready, the Mountains of Mara await:
[previewyoutube][/previewyoutube]


Throughout its time in Steam Early Access over the past 10 months, Hammerting has received a hoard of updates that’s built upon a solid foundation. These have included The Fluids Update, which brought lava and water to the cavernous environments the dwarves call home, together with new tavern and drinks recipes, ingredients, and knowledges. The Overworld Update introduced an overhauled Overworld featuring procedurally generated factions, locations, and roads. Most recently, June’s Automation Update streamlined dwarven efficiency alongside the addition of a win state that challenges players to prove their dwarven mining prowess.

Key Features
  • Control the destiny of the dwarves: As the colony grows active management of the dwarves, including the friendships they make and their morale, will be key to helping the war effort
  • Design and create the ultimate base: Bore and upgrade a variety of rooms, from forges and sculpting studios to taverns and auxiliary functions and help the colony craft the ultimate base
  • Help with the war effort: Build and upgrade a variety of items through a deep levelling system
  • Discover valuable materials to quarry: Venture into the bowels of the mountainside & face increasingly perilous situations.


Hammerting is currently available to buy in Steam Early Access for $24.99/£19.99/€24.99.

Epic Crafting Update




The all-new Epic Crafting update expands on Hammerting with crafting, exploration changes, lair scaling, various overhauls, languages and much more!

Features:
⦿ Epic Crafting!

  • When crafting an item, there is now a chance for the item to get a rarity level and become extra awesome.
  • The rarity levels are: Uncommon, Rare, Epic, Mythic.
  • This makes the item overall better and worth more coin!


⦿ Lanterns!

  • The classic Lantern can now be equipped in the toolbelt and yields a bonus to vision range and to Exploration.
  • The Grandmother's Lantern has been added. You can find one in the start chest.
  • The Explorer's Lantern has been added. It requires a Star of Mara to craft.
  • Dwarves will equip vision extending items (AKA lanterns) when executing a move order, and when idling, if they have one.


⦿ Armor & Rings!

  • Added armors: Skulker's Armor, Soldier's Armor, Worker's Clothes.
  • Added rings: Armored Ring, Half Round Ring, Thimble Ring, Signet Ring.
  • Both armor and rings affect their wielder in different ways, so choose wisely.
  • Dwarves can now equip two rings and a piece of armor, in addition to the toolbelt.
  • Armor and Rings are now influenced by the materials used to craft them.

⦿ Gemmed Rings!

  • Rings can be combined with a gem, yielding a powerful artifact!

⦿ Exploration!:

  • Explorers now (finally!) gain experience from exploring, finding new biomes and from discovering new locations in the cave.
  • Explorers also get experience from harvesting and rummaging items in the world.
  • Explorers can critically succeed and fail when rummaging, spawning double (or no) loot.
  • General move orders (without having a dwarf selected), and harvest/rummage orders, will now only be executed by dwarves with the Explorer profession allowed.
  • Dire Tunnels now reduces vision range.
  • Location discoveries are now made upon actually seeing them. This will not take effect on old save games, in fact it may work a little worse there.
  • Vision range base value slightly reduced, and vision range also increases slower.

⦿ Lair Scaling!

  • Enemy lairs are now stronger further down, and have unique modifiers applied to them, and to the creatures they spawn. Look out for their strengths and weaknesses!
  • Enemy lairs are given three different modifiers (buffs/debuffs).
  • One base modifier affecting many values, based on how deep in the cave the lair is.
  • One positive modifier, mostly affecting one or two values, also based on how deep in the cave the lair is.
  • One negative modifier, mostly affecting one or two values.
  • Enemy Waves: If multiple lairs want to send a wave, the most aggressive, or closest, one will do it.
  • Enemy Waves: Lairs no longer has a chance to not spawn a wave if they can.
  • Enemy Waves: Playing at a harder enemy level increases the amount of enemies in early waves.
  • Enemy Waves: Undiscovered lairs will only send small groups of enemies.
  • Lair base health has been significantly reduced, but they have a bit of armor to compensate.
  • Lairs now show their current modifiers in their tooltip.
  • You do have to start a new game for this to take proper effect.

⦿ Mountain Lore Overhaul!

  • After exploring the initial area, Mountain Lore gained from simply uncovering Unexplored areas diminishes quickly.
  • Mountain Lore is now awarded when making discoveries of various locations in the cave.
  • Mountain Lore is now awarded when discovering a new biome. A new notification has been added for this.
  • Mountain Lore description rewritten.
  • More Mountain Lore is now awarded for completing the harder cave missions, up to 25 or so.
  • More Mountain Lore is generally awarded for things further down in the cave.

⦿ Medium Vault!

  • Small Vault has been reduced in capacity, making it necessary for early-game but not viable for long.
  • Small Vault now requires Metallurgy.
  • Medium Vault requires Silver Ingots to be constructed. Silver has been tweaked to be slightly more plentiful in the cave, and has a small chance to be produced by Overworld mines.
  • Large Vault no longer requires any ingots. Instead it requires massive amounts of construction material and a Star of Mara. Knowledge requirement updated to match.

⦿ More languages!

  • Hammerting is now available in Brazilian Portuguese.
  • Hammerting is now available in Polish.


Performance:
⦿ Added a single character to the code, actually very big optimization much wow. (Removed copying a huge object)
⦿ Alerts evaluation runs in parallel.
⦿ Checking if a dwarf is in fluid or in a new biome is now done more seldomly.
⦿ Crafting buildings now evaluates if an item is wanted quite a lot faster.
⦿ Hauling significantly optimized.
⦿ Reduced the visual range of some lights in buildings, and removed a couple of lights as well.
⦿ Removed unnecessary allocations.
⦿ Toolbelts don't recalculate their modifier cache when an item is moved between backpacks.
⦿ When a hauler reaches a target, it can now pick up multiple items in one go.

Tweaks:
⦿ AI

  • Dwarves are now unconscious for 1500 seconds instead of 500.
  • Dwarves will ignore items in fluid.
  • Replacing a tool in the same slot as the tool that was currently being used could lead to the new tool providing no benefits.

⦿ UI

  • Added a notification for when rooms are attacked.
  • Added a option to always have the dwarf names visible.
  • Added a warning in the Outliner for oversized dwarf list entries.
  • Added icon for equipment sorting.
  • Added icons for statistics.
  • Fixed Old Equipment alert counting all sorts of items as old.
  • Fixed various text issues.
  • Improved Vault UI.
  • Missions now show which reward you will get when completing it.
  • Reworked character screen.
  • Tooltips for all infrastructure has been unified.
  • Tweaked some Alert descriptions.

⦿ Gameplay

  • Adjusted modifiers for all Pens and Needles to remove various superfluous bonuses to Preciousness and Hardness.
  • Changed recipe for Runic Bone from 2x Fabric to 1x Slime
  • Crabs drop slightly more loot, and crab items can now occasionally be found on the Overworld in select locations.
  • Craft buildings now have an inventory size of 120 instead of 60. This is a temporary fix until we can make item reservation logic smarter.
  • Difficulty setting now affects enemy armor.
  • Drills now mine over their whole construction area.
  • Drills now require much less fuel.
  • Eggs and Hide are now more plentiful on the Overworld.
  • Elevator rails will no longer dig into the background. They can now be built in front of Grottos. Due to this, if you load an older game, it will take an extra bit of time to load.
  • Increased Preciousness of Demon Bones significantly.
  • Increased Preciousness of gems.
  • Overworld locations of the same type has less chance to end up near each other.
  • Rats drop rate of hides and bones slightly increased, meat drop slightly reduced.
  • Slightly increased the amount of Adamantine, Heavy Metal, and Platinum in the cave.
  • Slightly increased the amount of hides available on the Overworld.
  • Slime King has more HP and more armor.

⦿ Misc

  • Added lights to vaults.
  • Assert message is now formatted for Discord.
  • Autosave filenames now contain the colony name and a rolling ID 1-5.


Bug fixes:
⦿ UI

  • 'Idling Dwarves' alert should no longer flicker.
  • Character UI, chests and craft UI no longer stretches over the action bar.
  • Fixed Profession UI issue in character screen.
  • Fixed reputation bars for Mountainhome.
  • Fixed text wrapping for notifications.
  • Fixed tooltips for notification rewards.
  • More icons should now appear in tooltips.
  • The Militia profession is now re-allowable.

⦿ Gameplay

  • Discovering biomes and locations now count as progress towards Cave Missions that want Mountain Lore.
  • Fixed a case where Ratholes could get placed without a path to it.
  • Fixed crash that could happen with a specific outliner setting.
  • Fixed die roll for critical success/fail.
  • Fixed large vault layout.
  • Non-items, such as biomes or dwarves or locations, no longer have a Coin value.
  • Railway station now tiles properly.
  • Rat Hole discovery mission now starts at 1/3.
  • Statusbars such as health will now be at max if the entity has a modifier increasing the max value.


Stability improvements:

⦿ After harvesting a mushroom, the mushroom wasn't guaranteed to actually make it into the dwarf's inventory.
⦿ Any mushrooms marked for harvesting or loot objects marked for rummaging will now get a proper reservation after load. This fixes a long-standing bug where a mushroom could be hauled to a chest, and a dwarf would then think they could go to the chest to harvest it.
⦿ Fixed crash that could occur when a dwarf or creature spawns in a room without exits.
⦿ Fixed crash when crafting Mushroom Stew.
⦿ Fixed crash when destroying a mine cart.
⦿ Fixed crash when destroying a rail station.
⦿ Fixed load crash for old save games.
⦿ Fixed logic for when to dump items into a container.
⦿ Fixed potential memory corruption when spawning new entities.
⦿ Removed unnecessary audio assert.

[h3]PLAY THE EPIC CRAFTING UPDATE TODAY IN EARLY ACCESS [/h3]
https://store.steampowered.com/app/760650/Hammerting/

Update 8 - Automation!

Dwarves!

A new update awaits bringing highly requested community features to the Mountains of Mara!

[previewyoutube][/previewyoutube]

[h3]Automation Update - Version 0.4.0.30[/h3]

Features:
⦿ Cart hauling!

  • Carts will now pick up and deliver items just like the dwarves will.
  • Don't worry, they will still transport dwarves!
  • Platforms are now gone from the game. Use carts instead.
  • Platforms are now gone from the game. That's right, the rail and elevator network is now one and the same!

⦿ Combined Railway Station!

  • The building previously known as Elevator Station is now known as Rail Station.
  • The building previously known as Railway Station has been yeeted. (But will continue to work in your old saves) (And may come back in some form.)
  • It can connect both to horizontal and vertical railways.
  • Some say it can even connect to Inclined Railways. Extremely obscure reference warning: Or dress up as a stationmaster.

⦿ Inclined Railway!

  • Or is it just Incline Railway? Sloped Railway? The debate rages in the dev chat channels.
  • This is for those of you who like to build your base diagonally!




⦿ Tool Automatic Upgrading!

  • Dwarves will now automatically go to equip new items that are better than the ones they have in the toolbelt.
  • This can be turned on and off. There's also an option to customize how you want it to work.
  • By default, the autoupgrade logic will attempt to figure out ONE profession per tool that it thinks it should look for when upgrading.
  • Unallowed professions are ignored, and Favorited professions are preferred.
  • The logic refreshes when the player favorites or allows a profession, and when the dwarf gains a level.




⦿ Equip-from-dwarf!

  • It is now possible to equip items directly from a dwarf's inventory.




⦿ Talents Automatic Acquire!.

  • It is now possible to set a dwarf to automatically acquire Talents when they level up.
  • Double click on any Talent to set it, and all of its requirements, to be auto-acquired.
  • Improved Talent tooltip.




⦿ Clean Inventory Action!

  • Dwarves will go and drop off items they are carrying that aren't reserved for something else.
  • This has a higher priority than general work.

⦿ Crafting Animations!

  • Added new animations for Sewing and Writing.
  • Different recipes will now use different animations.

⦿ Outliner Customization!

  • Added a mission notification on location entries in the outliner.
  • Change the height and/or width of the Outliner.
  • Change the size for Alert and Dwarf entries.
  • Different parts can be moved to the left and right side of the screen.
  • Different settings for when you're viewing the Cave and the Overworld.
  • List or icon variations for Alert entries.
  • Lots of outliner tooltips.
  • New icon variant for dwarf entries in outliner.
  • Outliner scrollbars are now hidden if the list is too small.
  • Rumor has it that parts can even be completely hidden!

⦿ Overworld Improvements!

  • A Production Capacity modifier has been added, allowing for location production on the Overworld to differ based on various effects.
  • It's now possible to affect Faction Influence on the Overworld by paying a location with Trade Lore.
  • New Overworld Missions: Mote & Beam, Axes for the Mill, Dwarven Embassy, Water for the Thirsty.
  • Overworld prices are now updated on relevant events.
  • Prices on the Overworld are now affected by your standing with the location's faction.
  • Various price tweaks.

⦿ Health & Desire Indicators!

  • Added a notification when a dwarf becomes unconscious. This is also stored in the logbook.
  • Added a tooltip on an unconscious dwarf if there are no healing items available for revival.
  • Added new Alerts, warning when there are no Morale/Energy/Health items in the colony.
  • Added notification for when a dwarf is attacked.




⦿ Vaults!

  • With great automation comes great coin. Now you have somewhere to store it!
  • The Small Vault has been added. It can store 10 gold.
  • The Large Vault has been added. It can store 50000 gold. Yes, you read that right.
  • Vaults are now the primary storage for your Mountainhoard.
  • The Mountainhome can store a small amount as well.
  • A Vaults Needed Alert is shown when your Mountainhoard is larger than how much can fit inside your vaults. Avoid this, or coin will be continuously wasted.
  • Added an indicator by the Mountainhoard UI that's visible when you are over capacity.
  • Dwarves will, for now, still go to the Mountainhome Chest to take gold, but it will be magically teleported from an existing vault.
  • All coins are in fact magically teleported to and from vaults. In the far future, we may figure out how to make the dwarves carry gold to them.
  • Vaults visually display roughly how full they are.




⦿ Win Condition: Righteous Affluence!

  • A brand new Cave Mission has been added. Upon completing it, you trigger a Win Condition.
  • To complete the mission, you need to construct a Large Vault, and then fill it to the brim!
  • You can continue to play even after winning.
  • If you manage to do this, let us know! It is not an easy task.


Tweaks:
⦿ AI

  • Dwarves can now jump or drop vertically into a room. They don't need to enter from exactly level ground any more.
  • Dwarves will no longer try to satiate their desires (Health, Morale, Energy) from things on the ground, like mushrooms.
  • Dwarves will strongly prefer to continue doing their job, once they've actually started it (not just moving towards it).
  • Dwarves have a preference to haul items that are already in their inventory.
  • Haul jobs are now given an overall higher score.
  • Item equipping and regular move orders are now HIGH_DESIRE actions, rather than PERSONAL_ORDER. This means they will do them slightly less urgently. Move orders for selected dwarves are still PERSONAL_ORDER (the highest priority).
  • Jobs are now assigned once per second instead of ten times per second. This improves performance significantly.
  • Dwarves now prefer carts with no queue when choosing which one to wait for.
  • When waiting for a cart, a dwarf now re-evaluates which cart they should wait for every now and then.

⦿ UI

  • Added Tab-controls for Location window.
  • Added a warning if you are trying to bind a key that is already taken.
  • Added doubleclick to pan to location for location entries.
  • Added various tooltips and updated old 'Click to...' tooltips.
  • An icon is now shown when a dwarf is about to equip a new tool in a slot. Related tooltips improved.
  • Chests, storage and crafting buildings all share the same inventory UI.
  • Fixed a bug where Alert icon entries would consume scroll wheel input.
  • Fixed rewards panel in notification UI.
  • Logbook UI reworked.
  • New icon for 'look at' action in notification entry.
  • New larger dwarf portraits in Outliner.
  • Notifications moved to the center of the screen.
  • Remade the tooltip icons for mouse actions.
  • Removed superfluous close button from the overworld.
  • The camera will now pan to locations when clicked on their entries in the Outliner.

⦿ Fluids.

  • Fluid sources should now pump out all of their contents at the start of the game, leaving only a small bonus drip that's triggered on discovery, instead of a minor flood.
  • Fluid sources will now provide a bit of vision around them, similarly to grottos.
  • Lava will now restore Fuel.
  • Reduced the amount of initial fluids spawned on the map.

⦿ Other

  • Added female dwarf VO grunts.
  • Added models for Pen and Needle.
  • Added some Water to the Mountainhome chest.
  • Fixed layout for Infirmary.
  • Improved various textures and models for the Overworld Desert biome.
  • Parchment made from different types of Hide are no longer considered different. One might say they are cut from the same cloth.
  • The logbook entry for arriving at the cave no longer pauses the game, it simply shows a notification.


Bug fixes:
⦿ AI

  • Dwarven Maps can now be crafted again.
  • Dwarves (and other creatures) can now stop moving while traversing down natural cave stairs, without teleporting to the end. This fixes a bug where a dwarf and an enemy were locked in a vinkelvolt!
  • Dwarves and creatures spawning from lairs will not get stuck in a jump/drop loop.
  • Dwarves are no longer able to run in unexplored areas on the Overworld.
  • Dwarves will no longer "forget" to unreserve an item when they go from a mild desire to a high desire. This may have been the cause of some instances of not healing downed friends.
  • Dwarves will now be able to haul things between two buildings that are connected by rails, even if there aren't any carts on the rails.
  • Elevator rails should now be buildable downwards.
  • Fixed a bug by which hauling to locations would stop on account of no inventory space.
  • Fixed a bug that would cause dwarves to do the left-right-dance.
  • Fixed an issue that would cause dwarves to only stash gold in the dwelling once, and then getting completely stuck.
  • Fixed bug that would cause dwarves to think they couldn't haul an item they actually could haul, resulting in them changing jobs overly frequently. This also improves the performance of the game.
  • Fixed bug that would cause the wrong Overworld tiles to be explored, thus potentially locking movement.
  • Items should no longer be moved into containers with unmatching filters.
  • Job broker no longer distributes jobs types into fixed buckets based on how many are working on them. This would frequently cause dwarves to abandon hauling. This feature may return in some form at some point.
  • Maintain orders on hand pump now work as expected.
  • Overworld mission hauling will now let dwarves haul all needed items if they are able to.
  • Overworld missions should no longer be hauled to just one or two items at a time.
  • Overworld missions should require the correct amount of items after load.
  • Pathfinding is now updated properly when the last tile in a block is removed. This prevents dwarves from getting stuck, standing in the air.
  • Recipes that produce the same output item regardless of input (Bone Ash, for example) now works properly with 'local maintain'.
  • Regular move order utility scoring no longer reduced by legacy 0.5 multiplier. Also decreased the impact distance had on scoring.

⦿ UI

  • Added storage category to Mushroom Oil and Bones.
  • Fixed Overworld missions displayed in location UI lists from top to bottom correctly.
  • Fixed overflowing texts in Dwelling UI.
  • Fixed so equipment values aren't shown in the job broker.
  • UI audio scroll and Mute when focus lost checkboxes no longer share space.
  • Fixed various text issues.
  • Items should now be in the correct langauge even after switching language.
  • Notification option 'Notify, pause, and pan to' now works, meaning you can run the game at full speed and still pause at important events.
  • Sell and Buy UI works more consistently under the hood. Sorting should now be possible in both tabs.

⦿ Other

  • Added a tiny sleep while waiting for game and media thread to sync up.
  • Fixed an issue with Overworld debug names that will make logs easier to parse.
  • Fixed inheritance issues with crafted bones.
  • Locations no longer calculate any reserved item as 'in stock', only those claimed by itself.
  • Missions to buy lumber should properly register when buying lumber in bulk.


Stability improvements:
⦿ Fixed a bug where mission items were also considered as viable to be sold for a location. This fix should fix the TRADE_OFFERS/ASSERT( to ); crash, and also that players were unable to buy certain items listed for sale (but were actually mission items).
⦿ Fixed a couple Overworld missions.
⦿ Fixed a couple of bugs relating to moving items between inventories.
⦿ Fixed a crash that could happen when cancelling orders.
⦿ Fixed a crash that could happen when finishing Overworld missions.
⦿ Fixed a crash that could happen when items were moved to a full destination.
⦿ Fixed a crash that could happen when tutorial messages were shown.
⦿ Fixed a tooltip bug that could potentially be Very Bad.
⦿ Fixed crash that could occur in the experimental build when enabling AI path visualization.
⦿ Fixed crash that could occur the first time a mission was started.
⦿ Fixed crash that could occur when too many missions were active at the same time.
⦿ Fixed fluid related crash.
⦿ Fixed is_valid_vehicle_position crash.
⦿ Fixed potential inventory related crash.
⦿ Fixed potential multithreading crash.
⦿ Fixed potential multithreading related startup crash.
⦿ Fixed validation for mission related commands.
⦿ Jobs are now logged by default for easier debugging.
⦿ Reduced Trader XP per sale. Too much of the good stuff can apparently be... too little?
⦿ Removed an unnecessary assertion.
⦿ Removed bad assert.
⦿ We should now get better error reports for GOG and Epic experimental builds, and in stable builds.

Known issues:
  • Performance decrease in late game. We have internal optimizations already and will continue to improve this for the next update.
  • Two dwarves mining/digging on the same block may appear to make zero progress. We have a fix for this internally that will be in an upcoming update. Workaround: Select one of the dwarves and move them somewhere else, or ensure they do another job.
  • The Large Vault graphics are work in progress.


Dig in: https://store.steampowered.com/app/760650/Hammerting/

Hammerting - 33% off!

Dwarves!

Hammerting is currently 33% off in the Steam Summer Sale!

The horn of war blows, your clan decides the surface dwellers fate. Dig, craft, build, explore and forge your new home in the Mountains of Mara, for less!

We'll drink a nice cool ale to that!

PLUS, a new update is coming VERY soon, so there's no better time to dig in:
https://store.steampowered.com/app/760650/Hammerting/

Update 7 - Quality of Life

Overworld Quality of Life Update - Version 0.3.1.14


Dwarves… it’s the moment you’ve been waiting for!

Overworld missions are back and better than ever (with more to come in future updates) alongside some other highly requested quality of life features and bug fixes!



[h2]Patch Notes[/h2]

Features:
⦿ Overworld missions!

  • Overworld missions are scripted to only start after a specific sequence of events have transpired.
  • Missions can now reward the player in various ways, not simply by giving Trade or Mountain Lore.
  • Only a few missions have been added. More will come soon.
  • The Faraway Lands Cave mission correctly hooks into the new Overworld missions.

⦿ Trader profession!

  • A new Trader profession has been added. Traders are wise types who work with great fervency to get the best deals.
  • A more skilled Trader will yield better trade results.
  • A tip is to just allow this profession for a handful of dwarves to keep the rest working diligently in the cave.

⦿ Locations!

  • Dwarves will now carry bought things from the Overworld to chests and storage, even without checking 'Take from Inventories' setting.
  • Location types, for example the lumber mill, will yield the appropriate output based on what the biome feeds it.
  • Locations that have a lot of items of a specific type will sell it at a discount. The amount of items will fluctuate a bit.
  • Locations types will now be spread more evenly across the map. For example, it should be rare to find two markets next to each other.
  • Locations will now have a wider distribution of items to buy. Yes, that includes lumber, for some location types.
  • Many of the locations and hexes have been remade to be prettier and be more optimized.
  • The biome a location is on will now determine what is available for a location to produce. You won't be finding that Vendar Lumber in the desert.
  • The faction capitals now have a new cool model!
  • The Hunter's Lodge has been added, providing hide, bone, and meat.
  • Towns and capitals have a minor desire for drinks.

⦿ Fluid sources!

  • Fluid sources now re-spawn fluids as intended.
  • The fluid sources now need to be discovered before they can start re-spawn any fluid.

⦿ Audio improvements!

  • Added sounds for when the player discovers cool stuff in the mountain. Different discoveries are tied to different sounds.
  • Dwarves now make more sounds and grunts when moving around. (Only male voices for now - female will come!)
  • Many improvements to the Overworld ambience sounds.
  • The Brazier now has a sound effect.

⦿ Notifications!

  • Notifications have now been added when important things happen.
  • Notifications can be configured in various ways per type. For example, to pause the game when a dwarf is downed.
  • You can click on them to show the full entry in the log book.
  • A new entry type has been added: The monthly report, showing you how the colony has fared.

⦿ Job Priority UI!

  • You can now set priorities on the types of jobs (Hauling and Craft/Refill) in a crafting building separately.
  • The Job List UI (Page 2 of the Job Broker) has been improved and provides a good overview of the jobs in the colony.

⦿ Overworld Tutorial has been added.
⦿ Key bindings can now be reset to default.


Tweaks:
⦿ UI!

  • Added tooltips for profession entries in character UI.
  • F7 closes Overworld Trade window if it's open.
  • Made the item name text bolder in location buy and sell menus.
  • Made the note in the Options screen stating that you may need to restart the game to apply the changes a bit more hard to miss.
  • Mountain Name is now shown when selecting a savegame.
  • "New Mission" button now jumps between locations with new missions.
  • Outliner now changes it contents depending on whether Overworld is open or not.
  • You can set Favorite professions in the job broker, just like you can in the character sheet. Known issue: The UI doesn't immediately refresh to show the favoriteness.

⦿ Added a faction flag for the Mountainhome.
⦿ Renamed "Rail Tracks" to "Track Section".
⦿ Updated Overworld Grass biome graphics.

Bug fixes:
⦿ '.' is no longer a valid character in savegame names.
⦿ Added icons for sacks.
⦿ Added icons for top grain leather.
⦿ Attribute tooltips no longer show entries for professions where it doesn't make sense, for example hauling critical success.
⦿ Biome region names are now updated if playing in another language than the save was saved in.
⦿ Bone ash is no longer affected by the type of bone used to create it.
⦿ Capital hexes now also get a name.
⦿ Colony name is now correctly set on Mountain Home.
⦿ Crafting a building on top of water no longer remove the water.
⦿ Enemy Waves option now works.
⦿ Fix for dwarves getting stuck in saves just as they were entering/exiting the overworld.
⦿ Fixed bug that would cause the job broker entries to misalign.
⦿ Fixed so that tutorial pop ups won't show up when reloading the game.
⦿ Gelatinous Gluttony and Molasses now have a description.
⦿ Improved a case that could cause dwarves to break out in a left-right dance right before reaching their destination.
⦿ It is no longer possible to move the camera infinitely far on the Overworld.
⦿ Overworld section of Dwarfelopedia is removed. It will return at some point.
⦿ Pens now inherit values.
⦿ Scaled hex tiles for Overworld locations to fit with all other hexes.
⦿ Top grained leather is now only affected by the leather used, not the mushroom oil.

Crash fixes:
⦿ Fixed a crash when selling to locations.
⦿ Removed unnecessary sanity check for dropping off a cliff.


Enjoy!

https://store.steampowered.com/app/760650/Hammerting/