1. Hammerting
  2. News

Hammerting News

Hammerting - 33% Off!

Dwarves! ⚒️

A new update has landed in the Mountains of Mara* PLUS Hammerting is currently 33% off as part of the Team17 publisher sale, so this is the best time to dig in!



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

Check out the full Team17 Steam Publisher Sale: https://bit.ly/T17SteamSale21

*find out more here https://store.steampowered.com/news/app/760650/view/3099017193079219426

Update 6 - Overworld Update!

Dwarves!

Introducing the Overworld Update!

Explore new locations, form relationships with different factions and trade items for that precious gold!

[previewyoutube][/previewyoutube]

Check out what's new:
[h3]Overworld Update - Version 0.3.0.19[/h3]

Features:
⦿ Completely revamped Overworld!

  • The map, factions, locations, and roads, are procedurally generated every time you start a new game.

⦿ Overworld locations!

  • Different locations want different items, based on the type of location.
  • Locations occasionally have higher demand for some items, increasing how much they are willing to pay for it.
  • Demand goes down if you buy a lot of that type of item, then slowly comes back over time.
  • To sell to a location, a dwarf needs to take the items and walk to it on the Overworld. A tip is to ensure that your dwarves have plenty of carrying capacity, for example by dropping a tool they aren't using.
  • When you buy from a location, it's put into its inventory for you to use. A dwarf needs to go and grab the items, just as if it was stored in a chest. A tip is to build a chest or two near your Entrance and set up its filters so that dwarves immediately bring home items you buy.
  • By trading with a location, it gains Trade Levels. Whenever you gain a Trade Level, more area near the location is revealed to you. You also gain Trade Lore in this manner.

⦿ Overworld factions!

  • Factions control different parts of the map.
  • Factions have relationships with each other and with the dwarven Mountainhome.
  • Relationships will change dynamically over the course of the game due to various factors.

⦿ The Overworld overhaul is a solid foundation for us to build even more cool stuff upon!
• In the Quality of Life update coming after this update, you can look forward to a new, dynamic mission system, a Trader profession, and many more improvements!

Tweaks:
⦿ AI:

  • Dwarves could flip between a restoration job and other work. A gentle tweak to remove this behavior has been applied.
  • Dwarves idling on an elevator will now try to go somewhere else to idle, freeing it up for the rest of the dwarves.
  • Dwarves who need to drop some items to make room for some other item they wish to pick up from a container, can now put it in the container instead of dropping it on the ground.
  • Fixed a couple of problems with pathfinding.
  • Fixed some instances of jittery dwarf behavior near rooms.

⦿ Audio:

  • Added ambience for the Sacred Well.
  • Added starting time randomization for ambience layers.
  • Removed unnecessary variations of assets.
  • Reworked pitch & vol randomization for most events and instruments.
  • Reworked mix automation.
  • Attenuation is now automated in the mix.

⦿ Crafting:

  • Added a Needle tool in a few variants for the Tailor profession.
  • Added a Pen tool in a few variants for the Arcanist profession.
  • More creatures now spawn bones, and a few new recipes have been added that uses bones.

⦿ UI:

  • Made the Talents section larger in Character UI.
  • Removed a close button that would show up after selecting a save file in the load menu.
  • Save game versions is now shown in the load game screen.
  • Slightly tweaked the color for action tooltips ("press 'x' to...").
  • The Job List UI has been improved by grouping and combining entries. You can find it by opening the Job Broker page and going to Page 2.
  • The Overworld button closes the Overworld if open.
  • The Overworld button has a different icon while the Overworld is open.
  • The icons for digging and mining have been removed. You can still set the priority for orders, though it isn't very clear at the moment. You can inspect the Job List UI to see the different jobs and their priorities.
  • Tweaked item right click menu so the item name has more space and added a large icon of the item in the background of the UI.
  • Tweaked the credits menu so that the scrollbar doesn't show up behind the close button.

    Bug fixes:

⦿ Added vertical scrollbar and arrow notice for Research UI.
⦿ Adjusted button and dialogue box texts in the tutorial that were overflowing in Japanese.
⦿ Dwarves now sometimes splashes when falling into water.
⦿ Fixed how some statusbars would handle when their max value grew.
⦿ Fixed so that Research entries can't consume scroll inputs.
⦿ Fixed stacking (non-Overworld) biome effects. Dwarves could go blind after delving too deep. This was not intentional.
⦿ Fixed textures sometimes not getting set for the first frame an object was rendered.
⦿ Selling items will no longer consider items on the ground.
⦿ Various minor text issues fixed.

Crash fixes:
⦿ The following fixes will possibly help those who encounter the VK_ERROR_DEVICE_LOST error when playing the game:

  • Fixed an out-of-bounds error on the GPU
  • Fixed write-after-write hazard with transitioning depth buffer at the same time as clearing it
  • Fixed read-after-write synchronization hazard with light system

⦿ Fixed a crash when completing multiple move orders the same frame.
⦿ Fixed crash that could happen for Intel graphics cards when starting the game.
⦿ Fixed crash that could happen when exiting the game.
⦿ Fixed crash that could happen when items used for restoration were destroyed.
⦿ Fixed crash that would happen when a dwarf's target got removed while on a vehicle.
⦿ Potentially fixed a tooltip related crash.

What's coming next you ask?! The next Hammerting update will be a quality of life patch which will bring further improvements and features, such as bigger and better missions, for you to enjoy!

Don't forget to join our Discord for all the tavern gossip!

Update 5: Quality of Life

​​Dwarves!

A new quality of life update has just dug its way into your mountain home… and it’s a big one!



Version 0.2.1.16, Update 5: Quality of Life


Features:
⦿ Maintain Mountainhome Amount!

  • This complements the previous Maintain Amount, which only looked at the building's own inventory.
  • This is now the default option for Maintain Amount.
  • Global inventory now tracks reserved and unreserved items separately.
  • Inventory Ledger UI lists both reserved and unreserved items.
  • Mountainhome Maintain only tracks unreserved items.

⦿ Multi-select!

  • You can now drag a box to select multiple dwarves.
  • When issuing a move order, the dwarves who arrive first will become Vigilant until all have arrived.
  • While Vigilant, a dwarf will not do any work. They will engage in combat, and they will look after their most pressing needs.

⦿ New game improvements!

  • Colony and Mountain name are generated, and can be changed.

  • Mountain name is now the seed for the game.
  • Option to choose map size.
  • Option to choose enemy difficulty.
  • Revamped tutorial screens.

⦿ Save game improvements!

  • Temporary folders from saving game are now cleaned up afterwards.
  • 'Time Played' and 'Colony Lifetime' are now shown in savegame list
  • Saves now shows last modified time and colony name.
  • Added image preview when loading saves.
  • Save game list can be sorted in various ways.
  • Saves are now ordered by last modified time per default.
  • We have the option of marking specific versions as deprecated.

⦿ Screenshots!

  • 'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder.
  • Shift + 'Print screen' will save a screenshot with UI disabled.
  • Control + "Print screen" will save a screenshot with only UI.

⦿ Brickwall Doors!

  • Not exactly a new feature, but they do work now.
  • Enemies can not pathfind through them.
  • Enemies will attack them.
  • When reaching zero health, they are completely destroyed.

⦿ New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.

  • Look at the detailed map tooltip to see which modifiers each Biome Region has.

⦿ New Talents: Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.

⦿ Decay system!

  • Handles destroying things after they've lived for a very long time.
  • The pace of decay is currently very slow. It is more of a performance feature than something players will need to think about.
  • Items on the ground will decay faster.
  • Reserved items such as mission deliveries and toolbelt items do not decay.
  • In case you're wondering where all your cool Dwarven Statues went with all that sweet Sovereignty... In the old system, they decayed and despawned. Oops!

⦿ Added error icon for crafting orders when no dwarf has a required tool for it.
⦿ Added Reserve for Sell option for crafting.

⦿ Dig orders now an order icon on the map just like other orders do, and can have their priority changed.
⦿ Faction system has received an upgrade in the background. Should not be noticeable, but will allow us to do cool stuff in the future.
⦿ New Infrastructure and Room menus.
⦿ Priority can now be set on a building. All the building's craft entries will use that priority.

Performance:
⦿ Improved our performance profiling support, allowing us to better optimize the game in the future.
⦿ Optimized character UI.

Tweaks:
⦿ AI!

  • Changed dig reservation rules slightly so that digging downwards creates a sparse pattern similar to when digging upwards.
  • Combatants will look a bit further for enemies in certain cases.
  • Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL.
  • Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss.
  • Creatures idling near other creatures will move away from them. This results in less doomstacks outside lairs, as the the enemies guarding it will be more spread out nearby.
  • Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map.
  • Dwarves will now stick to any action they start doing for one second.
  • Dwarves will now stick to any job they start doing for 30 seconds.
  • Falling: Creatures can now drop a bit shorter, and jump a bit farther up. This means that whenever dwarves go to pick mushrooms, they'll find their way back.
  • Falling: Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added!
  • Falling: Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places.
  • Falling: Falling damage has been increased substantially, but is currently capped so as to not be fatal.
  • Selling: Dwarves will now sell items immediately upon reaching the Entrance Chest.
  • Selling: Items in the Entrance Chest marked for sale will be sold instantly.

⦿ UI!

  • Added arrow above selected dwarves.
  • Can now double-click to complete a mission.
  • Clarified tooltip saying that no dwarves can find a path.
  • Command tooltip moved to bottom right corner.
  • Crafting UI scales to the full height of the screen.
  • DWARF attributes show their corresponding Favorite Professions.
  • Energy and health descriptions updated.
  • Improved map tooltip in various ways. Now shows icons, fluids, and the Biome Region's modifiers.
  • Loading screen now fades out smoothly.
  • Many new icons.
  • Move-to command now has a custom cursor. The cursor is now shown when a dwarf is selected, making it more clear that you can give individual move orders to dwarves.
  • Pressing TAB in a craft UI now switches between tabs.
  • Various UI animations added.
  • Version number is now always shown in debug and experimental builds.

⦿ Bone Ash no longer restores Fecundity, and so won't be used to restore the Cave Farm.
⦿ It is now possible to move the camera with the mouse when in command mode.
⦿ The starting Dawnlit Caverns Biome Region does not get any biome modifiers.
⦿ When crafting an item, the input items are now first removed from the inventory, giving space to the new item. Results in fewer Granite Blocks being spewed on the ground.

Bug fixes:
⦿ AI!

  • Combatants cooldown to re-evaluate targets was only reduced in the brief moment in time between two attacks.
  • Dwarves can now walk down properly next to Scaffold stairs. Yet another case of the insidious Vinkel Volt fixed!
  • Dwarves will now lie down after loading a game, if they are unconscious.
  • Goblin animations fixed.
  • Movement fix for sometimes getting stuck after stopping a movement behavior early.
  • Orders should not be able to overwrite already existing layer data. Previously, placing a new stairs order could cause nearby places to not be reachable.
  • Recruits will now get random talents matching their current level.
  • Refilling other entities with for example fuel now looks at all their interaction positions. This fixes dwarves not refuelling drills.

⦿ UI!

  • Buildings now show HP bar at zero health.
  • Camera will no longer fall all the way to the Underworld after interacting with the action menu.
  • Fix for overflowing text in Dwarfelopedia new tutorial event.
  • Opening and closing menu now unpauses the game.
  • The 'Base Production Value' column in the character UI now works as described, ignoring the items in the toolbelt.
  • The 'Stranded Dwarves' alert will no longer count Dwarves who are falling.
  • The 'Use less resources when window loses focus' option was secretly ON by default without showing as enabled in settings menu or in-game.
  • Fixed localization error in fuel requirement (Crushed Granite instead of Coal)
  • Various texts updated.

⦿ Big Quarry's geometry and animation fixed.
⦿ Attacking creatures has highest 'click' priority, lairs the lowest.
⦿ Cave Missions would sometimes not properly evaluate their conditions upon start, causing them to be done and not done at the same time.
⦿ Dwelling and Cook House room layouts no longer has vestigial layout bump.
⦿ Fixed bug where drill animation stopped working after load.
⦿ Fixed footprint for dwarf statue.
⦿ Mushroom swig uses any shroom.

Crash fixes:
⦿ Correct cursor used for rare DPI scaling.
⦿ Fixed crash that sometimes happened if a Cave Mission was completed as soon as it was unlocked.
⦿ Fixed crash when a dwarf ended up inside a map block.
⦿ Fixed crash when attacking a creature just as it despawned.
⦿ Fixed crash when clicking alerts just as they disappeared.
⦿ Fixed crash when dying while falling.
⦿ Fixed crash when ordering an harvest/rummage action just as the target despawned.
⦿ Fixed some creatures getting negative movement speed.
⦿ Fixed trade claims not being restored correctly after loading a game. Fixes some items sometimes never getting hauled and sometimes crashing.

Now go, your allies need you!

Experimental Branch Patch 0.2.1.0

Experimental Version 0.2.1.0 Patch Notes

Dwarves!

A new update is live now on the experimental branch!



Features:
New game improvements
  • Lots of ways to customize your game.
  • Colony and Mountain name are generated, and can be changed.
  • Mountain name is now the seed for the game.
  • Option to choose map size.
  • Option to combat challenge level. [Note, not currently enabled.]
  • Revamped tutorial screens.

Save game improvements
  • Temporary folders from saving game are now cleaned up afterwards.
  • 'Time Played' and 'Colony Lifetime' are now shown in savegame list
  • Saves now shows last modified time and colony name.
  • Added image preview when loading saves.
  • Save game list can be sorted in various ways.
  • Saves are now ordered by last modified time per default.

Screenshots
  • 'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder
  • Shift + 'Print screen' button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with UI disabled
  • Control + "Print screen" button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with only UI
  • New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
  • New Talents: Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.


Performance:
Optimized character UI

Tweaks:
AI
  • Creatures can now drop a bit shorter, and jump a bit farther up. This means that whenever dwarves go to pick mushrooms, they'll find their way back.
  • Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map.
  • Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added!
  • Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places.
  • Creatures idling near other creatures will move away from them. This results in less doomstacks outside lairs, as the the enemies guarding it will be more spread out nearby.
  • Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss.
  • Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL.
  • Falling damage has been increased substantially, but is currently capped so as to not be fatal.

UI
  • Command tooltip moved to bottom right corner.
  • Crafting UI scales to the full height of the screen.
  • DWARF attributes show their corresponding Favorite Professions.
  • Improved map tooltip in various ways. Now shows fluids and the Biome Region's modifiers.
  • Many new icons.
  • Move-to command now has a custom cursor. The cursor is now shown when a dwarf is selected, making it more clear that you can give individual move orders to dwarves.
  • Pressing TAB in a craft UI now switches between tabs.
  • Version number is now always shown in debug and experimental builds.
  • It is now possible to move the camera with the mouse when in command mode.
  • The starting Dawnlit Caverns Biome Region does not get any biome modifiers.
  • When crafting an item, the input items are now first removed from the inventory, giving space to the new item. Results in fewer Granite Blocks being spewed on the ground.


Bug fixes:
AI
  • Combatants cooldown to re-evaluate targets was only reduced in the brief moment in time between two attacks.
  • Dwarves can now walk down properly next to Scaffold stairs. Yet another case of the insidious Vinkel Volt fixed!
  • Dwarves will now lie down after loading a game, if they are unconscious.
  • Goblin animations fixed.
  • Movement fix for sometimes getting stuck after stopping a movement behavior early.
  • Orders should not be able to overwrite already existing layer data. Previously, placing a new stairs order could cause nearby places to not be reachable.
  • Recruits will now get random talents matching their current level.

UI
  • Camera will no longer fall all the way to the Underworld after interacting with the action menu.
  • Fix for overflowing text in Dwarfelopedia new tutorial event.
  • Opening and closing menu now unpauses the game.
  • The 'Base Production Value' column in the character UI now works as described, ignoring the items in the toolbelt.
  • The 'Stranded Dwarves' alert will no longer count Dwarves who are falling.
  • Cave Missions would sometimes not properly evaluate their conditions upon start, causing them to be done and not done at the same time.
  • Dwelling and Cook House room layouts no longer has vestigial layout bump.
  • Fixed bug where drill animation stopped working after load.
  • Fixed footprint for dwarf statue.
  • Mushroom swig uses any shroom.
  • The same random generator instance should now always be used.


Crash fixes:
  • Correct cursor used for weird DPI scalings.
  • Fixed crash when clicking alerts just as they disappeared.


Enjoy!

Update 4 - Fluid Update!

Dwarves!

Deep in the Mountains of Mara there is so much to discover, and the latest update adds even more! ​
You will now come across fluids, such as water & lava, while exploring! 🌊🌋



Features: Fluids are in the game!
  • Starting a new game is required to get fluids, and definitely something we recommend. (You can still acquire water in the farm, so old save games will still work.)
  • Two types of fluids: Water and Lava. Don't step in the lava, unless you're a Lava Slime or a Lava Rat, in which case it's all good.
  • A Hand Pump building to help you pump up the fluids from the cave.
  • A Drain Sink building to pour them back into the cave.
  • Fluid sources that dole out fluids from time to time.
  • Lava pouring onto Water will spawn Granite blocks.
  • Small fluid puddles dries up after a while.
  • Effects are now listed in the character screen. (There are currently only fluid based effects)
  • Dwarves idling in a fluid will opt to go elsewhere.
  • Dwarves and creatures are more keen to avoid lava than water.
Tavern and Brewery!
  • 6 Tavern recipes, such as Warrior's Feast and Noble Dinner.
  • 7 new ingredients, such as Yeast and Cinnamon.
  • 14 drink recipes, such as Mulled Wine and Dragon's Tears.
  • 9 Knowledges, for example Gastronomic Heritage and Social Gatherings
Biome Regions!
  • All separate biome areas on the map now go by the name Biome Region.
  • They all have a difficulty level, increasing with depth. This is not currently used, but it's there now so we can build upon it at some point.
  • They have different modifiers applied to them, so one might be extra wet, another may be dark, and so on.
Sovereignty!
  • Dwarves can no longer be recruited willy-nilly. A certain level of Sovereignty is required.
  • Sovereignty is currently gained from various Knowledges, and from exploring and finding Dwarf Guardian statues.
  • The Mountainhome's current Sovereignty is shown in the top bar.
  • New Cave Mission: Establishing Sovereignty
  • Recruitment screen shows Sovereignty to make it clear why you can't recruit a dwarf.
Job Priority!
  • Jobs have three levels of priorities.
  • You can now set these on construction orders on the map, using the new button in the action menu, or with the "." hotkey.
  • You can also get an overview of all the current jobs in the second page of the Job Broker UI. From here you can set priorities and move the camera around to the different jobs.
  • Game now shows the Job Priority of construction orders, if they differ from 'Normal'.


• A lot of tooltips for entities on the map now show the entity's name instead of its archetype name. For instance a renamed stone chest will now show the chest's actual name instead of just "Stone Chest"
• A new enemy, the Rimeling, now spawns in the Frozen Waste biome.
• Player must now give attack order on lair in order for dwarves to attack it.


Performance:
  • CPU speed improvements to global light system.
  • Map system is now a lot smarter when handling graphics updates.
  • Removed obsolete pathfinding queries from buildings.
  • Optimized refill sensor.
  • Fixed memory leak whenever gold was given to the Mountainhome.
  • Global light system now prioritizes visible blocks for the player.


Tweaks: Enemy Waves!
  • Enemy waves from lairs will now initially spawn weak waves and then, incrementally, stronger ones.
  • Lairs won't spawn waves until some time has passed in the beginning.
  • Enemy waves will now properly find buildings with health and move to a position where they can attack it.
  • General Tip: Waves spawn much more frequently once you've discovered a lair, so be careful when exploring.
  • Fixed save/load issue with enemy lairs.


• Map generation has been tweaked a bit due to code refactoring.
• Map generation no longer adds a bump next to the Entrance and other cave rooms.
• Bumped max attribute values to 30.
• Clicking dwarf portrait when zoomed out should now select dwarf, rather than zoom to it.
• Creatures' tooltips display their main modifier.
• Small stone bridge costs slabs instead of ingots. Reduced cost of stairway from 3x to 2x.
• Interact positions has a bit wider search radius for game paths. Fixes sometimes not being able to build long elevator rails upwards. (Tentative change, may be reverted)
• You can now double-click to buy a talent.
• Yeast can be made from shrooms.
• Tweaked Cave Mission dependencies to make them appear a bit more slowly in the beginning.

Bug fixes: AI!
  • Fixed dwarves sometimes not using items from an inventory to refuel a building or heal another dwarf.
  • Many creatures had a faulty climb animation, occasionally causing them to get stuck in the so called "vinkel volt".
  • Attack orders are now removed when the target has zero health.
  • Recipes now accepts any mushrooms.
  • Dwarves can haul things from sacred well and other neutral buildings.
  • Combatants will now prefer to attack over approaching an enemy, and prefer to approach a nearby enemy over moving to a marked attack target.
  • Fixed haul jobs sometimes stopped working. A bug made haul jobs incorrectly think they already had enough items incoming, making them refuse new workers.

• Added F7 for recruitment to the options menu.
• Entities that have modifiers added/removed under their lifetime now gets updated names/icons.
• Fixed storages ejecting all items when pasting a new filter to them.
• Lime should no longer have negative Fecundity.
• Fixed overflowing texts in inventory and ledger filter.
• Fixed hover and click for input select in craft UI. Hidden the unused specific material boxes in craft entries (until they're actually used).
• Fixed a size bug for research entries.
• It's no longer possible to place buildings or dig commands on Cornerstone.
• Text width fix for harvesting.
• Mountainhome now has a hover effect on the Overworld map.
• Base production value listed in character screen is now proper base value, ignoring any items or other entities that may affect it.

Crash fixes:
  • Vulkan implementation now falls back to system RAM when out of GPU RAM, instead of crashing. GPU RAM will always be chosen if possible though. Fixes VK_ERROR_OUT_OF_DEVICE_MEMORY on low-end systems.
  • Fixed a rare crash that occurred when the game started.
  • Fixed crash when clicking fast enough to spawn two popups. Could happen with the storages filter button, and items' right click menu.
  • Fixed crash when pasting storage filter settings too quickly.
  • Fixed infinite loop when spawning enemy waves.
  • Fixed a crash that would happen after issuing a new construction order.
  • Fixed a crash that would happen when an event type was registered while an event was being triggered.
  • Fixed a few crashes that could happen when a UI showed an entity that died.


As you can see... there's so much more to dig in to! Enjoy!