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Patch 4 - Out Now! Including New Knowledge Lore, Talents and Lair Type!

Dwarves!

A new update is live now including new knowledge lore, talents and lair type!



Feast your eyes on the full changelist below:

Features
  • Dwarves can now steal hauling jobs from other dwarves if they are better suited, making hauling in general more efficient. Fewer dwarves will carry more stuff!
  • It is now possible for dwarfs to refuel or extract items from inventories using the same positions as they use when delivering items for crafting or constructing buildings. I.e you no longer need to build floors under drills to refuel them or take their ore.
  • It is now possible to set attack orders against lairs.
  • More settings for storages.
    • You can now toggle if a storage accepts items from the ground or not, and if it accepts items from other buildings' inventories or not.
    • It is also possible to change the priority of the Hauling job generated for a storage room or chest.
    • Inventory filters now remember their layout for game entities (filter tree will be expanded in the same way as it was when last you saw it for that storage entity)
    • New Storage filters: Industry Produce, Support Beams, Charcoal, Ashes, Lime, Mortar, Killer Plant Berry & Root



    • Added settings for if the storage should accept items from the ground and/or other inventories.
  • Options menu reworked
  • Added support for input remapping
  • Camera controls are now exposed in keybindings
  • Professions list in the dwarf UI has several improvements.
    • You can now right click to toggle if a dwarf is allowed to do a certain profession.
    • You can left click to toggle a profession as a "Favorite". Favorite professions do not affect gameplay, but serves as a useful reminder, and is shown and used in other UIs, such as the Job Broker and the new Equip Item window.
    • Added a "base" production value column. The profession list is now sorted by this value.
    • Professions have a mouse-over effect to indicate they can be interacted with.
    • Mouse now works on the whole profession list in dwarf UI.
    • The blue bar now shows the dwarf's XP in that profession.
  • Equip Item window has been reworked.



    • The professions that the item affects gets a column each. The values shows the dwarf's profession in that value. It's sorted by Favorite, allowed, disallowed professions.



    • The toolbelt slot icons now show the level of the profession that the item in that toolbelt affects the most.
    • Icons have been added to quickly show if equipping an item would be an improvement. The comparison is done using the professions that the tool affects, factoring in the dwarf's levels, and hinges on whether or not the profession that the dwarf is best at would improve.
  • Knowledge improvements:
    • UI more clearly indicates that it's scrollable.
    • Knowledge unlocks sorted in UI
    • Knowledge unlocks now indicate which type of unlock it is.
    • Knowledge Lore aligned.
    • New Knowledges: Lething Militia, Geological Surveys, Written Chronicle, Cargo Manifests.
  • Enemy waves improvements.
    • They will now spawn from a better direction. This gives the player a better idea where the lair might be, and ensures that the wave will attack a more reasonable target.
    • Performance improvements.
    • Lairs will now spawn enemy waves even after saving and loading the game. Oops.
    • Lairs that haven't been found yet are less likely to spawn waves.
    • Lairs will become active from a longer distance.
  • A new archetype system will allow us to more easily patch the game in a backwards compatible manner.
  • Added support for Mountainhome Modifiers, affecting all dwarves. Formalized Education now unlocks a modifier "Educated Populace", which increases XP gain for all dwarves. The idea for future development is to add more of these Modifiers under new Knowledges.
  • Maintain Amount can now be toggled to be the default way to start recipes.
  • New damage calculations for armor.
  • New talents: Thrifty Outlook, Forgemind, Goldsmith, Fearless Brawler, Militia Volunteer



  • New underlying “Modifier 2.0” system improves the way we can give buffs, generate tooltips, and fixes some outstanding bugs such as all dwarves getting +200% movement speed. Item tooltips should also become a lot clearer from now on.
  • Shroomfolk lair added.



  • You can now rename buildings.
  • You can now select the next/previous dwarf that has unspent talent points on the character screen by holding CTRL. Added hotkeys for this as well.



Tweaks
  • Many tweaks to improve dwarf AI:
    • Distance matters a lot more for calculating which item is desired.
    • Desires are now less likely to become high-prio, but dwarves are in general more likely to fill their desires, compared to doing other things of the same priority.
    • Multiple dwarves can now satisfy their greed at the same time.
    • Each copper is now worth 10 points of greed instead of 5.
    • Healing downed dwarves is now a high priority job.
    • All pathfinding queries are now more frequently recalculated, which should lead to less dwarves becoming stuck
    • Many buildings which were missing gamepaths now have them added, such as Infirmary and Foundry
    • Cleaned up the "Carrying Capacity" tooltip with a proper presentation of its calculation, and added a base value of 50. Dorfs should now be able to carry more.
    • More haul slots are now given to each haul job, allowing dwarves to carry their full potential.
  • Character screen improvements:
    • DWARF attribute tooltip improvements. Entries have icons and are sorted alphabetically.
    • Icons set for all profession and statusbar related modifiers.
    • Dwarf character screen now has a bar for the dwarf's XP.
    • Red text when carried weight > max weight.
  • Buildings can now be placed even when they are a bit into unexplored territory.
  • Fixed hover and click for input select in craft UI.
  • Fixed tooltips for attributes in recruitment ui (you can now hold ctrl to see a more detailed tooltip)
  • Re-tweaked all particle system which have gravity, so they look good with the bug fix
  • Recruitment screen button added to top bar with F7 as the hotkey.
  • Removed XP popups. Added icon to "Level up" text
  • Removed demo menu from loaded games.
  • Slightly tweaked research entries (to prevent overflowing texts)
  • Slime Eater gains energy, rather than health.
  • Unified when icons are shown together with names
  • Unseen indicators in build menu a bit smaller.



Performance
  • Desire sensor performance improvements
  • Dig sensor now serializes its data to prevent extra job and workplace creations.
  • Haul system now updates destinations and distances in parallel
  • Huuuge performance boost when loading textures. This comes at the expense of increasing the game archive size, which has gone from ~1.5GB to ~3.5GB
  • Refill sensor performance improvements
  • Resurrected haul system's update-distance-cache for better performance



Bug fixes
  • Many fixes to improve dwarf AI:
    • "has_path_to" now correctly calculates if the dwarf in fact does has path to. (Could cause dwarves flipflopping between hauling and idling)
    • Dwarves now dequeue from vehicles if exiting too early. Fixes dwarves stuck on elevators.
    • Dwarves will not try to fill their desires with things in unexplored parts of the map.
    • Fixed an issue where dwarves would arrive at a elevator/railway station, but not understand that they had arrived
    • Fixed an issue where dwarves would go to work on the middle of an elevator/railway and get off the platform/minecart, even when they shouldn't
    • Fixed another issue causing dwarfs to get stuck twitching left and right.
    • Fixed bug causing dwarfs to be assigned to haul jobs and immediately failing them
    • Fixed haul-jobs for overworld missions frequently degrading to normal-priority. They should now always be considered high priority.
    • Increased desire sensor (internal) stickiness factor for fillers that dwarves are currently running towards. This should prevent some left-right dancing issues.
    • Many fixes to elevators and stations, and dwarves getting stuck.
    • Various fixes for Maintain Amount.
  • Added missing Mithril icons
  • Cancel command now only cancels orders that are on the map. This could cause buildings to completely stop working unless you removed all crafting entries and added them back again.
  • Dwarves should now present accurate attribute values while being recruited.
  • Dwellings and other buildings should now have the correct visual state after load.
  • Fixed a broken icon on recipe inputs
  • Fixed vegetation not spawning
  • Hovering the cursor above research entry icons will now display more info on the side tab (just like the rest of the entry)
  • Minecarts no longer has health
  • Particle systems affected by gravity weren’t simulating properly when changing game speeds. This is now fixed.
  • Profession Production & Critical Success values are correctly calculated, and are now dependent on their respective profession levels, rather than all being dependent on the Arcanist profession levels. Arrays are hard, man.
  • Rail station no longer requires digging below it
  • Recruits now get proper last names.
  • Removed small hole in Entrance Cave that allowed you to see into the void.
  • Settings are now refreshed when opening the options UI.
  • Tools should now have a minimum of 1 in production values.
  • When selecting explicit inputs at crafting stations, the tooltip was showing :CLS_ITEM: Item, instead of an icon. This is now fixed.



Crash fixes
  • Crash fix when dwarves died.
  • Dwarves should now always have a direction after riding a vehicle.
  • Dwarves will no longer take jobs for which they don't have a matching required tool.
  • Dwarves will not fall so long as they are on a vehicle.
  • Dwarves will now exit vehicles that are not on a proper vehicle graph edge.
  • Fix for destroying platform when dwarf is waiting for it.
  • Fixed a couple of multithreading bugs that could cause crashes.
  • Fixed crash in recruitment screen, if opening it prior to the initial dwarves have spawned
  • Fixed crash when double-clicking on the Acquire Talent button.
  • Fixed crash when having the job broker open while a dwarf died
  • Fixed crash when tooltipping an empty tool slot
  • Fixed mismatch between game and graphics code that determined how many entities are allowed at the same time.
  • Increased number of simultaneous available textures (fixes ASSERT( !"Not enough buckets" ))
  • It is no longer possible to use illegal characters in save game names.
  • It is no longer possible to build rails on top of each other. Removing such dupe-rails would cause a crash. Note that previous saves may still have such rails, and they will still crash if torn down.
  • Navigation queries now respect invert-dir from records.
  • Talent UI will not crash for un-localized talents.
  • Tooltip entities are now cleared if they are the children of disabled parents.
  • Vegetation could sometimes get wrong textures, and/or cause VK_DEVICE_LOST if unlucky.



Known issues
  • Previous saves may still have "duplicate" rails, and they will still crash the game if torn down.
  • Dwarves will occasionally stand in place while trying to fulfill a desire. After a while, they snap out of it.
  • It is possible for crafting buildings to end up in a state where no-one will go there to craft. In that case, you can first set all its crafting recipe entries to zero, and then set them back again to what you want.


Enjoy!

Update 3 - Live Now! Including Dwarf Talent Tree, New Buildings & So Much More!

Dwarves!

We bring you a Friday gift...

Version 0.1.3.3 of Hammerting is live now!



Features:
  • “Maintain” craft order is now available (currently ignores explicit inputs)
  • Holding CTRL or SHIFT to set craft amount will now first round to the nearest appropriate value.
  • Added a “Talent Tree” to dwarves. Rather than leveling up DWARF attributes every level, dwarves now rather get one talent point every fifth level. Talent points can be used to acquire a particular bonus modifier “Talent” from a tree of such, with some Talents unlocking others, etc.




  • DWARF attributes now automatically increase by one point randomly with each level up, with a greater chance to gain points in attributes which benefit their highest leveled professions
  • Dwarves can now craft “Stone stairs”
  • Added “Broodmother” enemy.
  • Added “Broodlings” enemy.
  • Added Spider lairs.
  • Added “Arachnophobia” setting, which replaces spiders with less realistic spiders.




  • Players can now use “Next”/”Prev” dwarf in the dwarf character interface (Hotkey: Tab/Shift + Tab per default)
  • The camera now moves to selected dwarf when using tab or shift + tab.
  • Double Clicking the dwarf portrait in the dwarf UI will pan the camera to the selected dwarf.
  • New and improved Storage filters. It is now possible to:
    - Reject everything
    - Accept everything
    - Toggle Accept/Reject for an entire category
    - Copy + Paste filters from one Storage to another
  • Build menu has gotten an overhaul.
  • Smithy, Quarry and Foundry has gotten new icons to discern them from their “Small” counterparts.




  • Added support for performing some repairs on old save games on load, hopefully aiding in maintaining save game compatibility between game versions.
  • Added 4-tiles rails and elevator rails, but they are currently not functioning properly.
  • Added new bridges: Small Stone Bridge, Small Stone Walk Bridge, and Small Wooden Walk Bridge. The walk bridges only take up space in the walk layer, which means you can run elevator rails behind them.




  • Added a safety-net that forces pathfinding to reevaluate for an entity after being idle for a while. This will get some dwarfs out of a stuck-in-idle state.
  • Added an icon on the Overworld to indicate that a location has a mission that is in progress.


Bug fixes
  • Many improvements to elevator/rail pathfinding.
  • Fixed an issue where some popup windows would disappear when using the mouse wheel.
  • “Active mission” icon is only displayed when there are no inactive missions.
  • Combatants will no longer be stuck attacking dead enemies/buildings.
  • Dig orders on front tiles will no longer remove ores in the background by mistake.
  • Dwarves with super long sight will no longer crash the game and corrupt memory.
  • Imps can now climb.
  • Scaffolds now places dig orders above them.
  • Various fixes to bridges and other room layouts.
  • Elevator stations can't be built on rail station.
  • Fixed a bug where dig orders would sometimes disappear when more than one dwarf was digging in the same area.
  • Dwarves no longer remove "walk layer" when digging.
  • Castle War missions should no longer happen if the overworld war has concluded.
  • Castle War missions should no longer happen when the scales of war are approximately even (initial condition)


Crash fixes
  • Dwarf UI now closes when the dwarf is despawned.


Oh... and we're also getting the next big update flowing...



So, do you want to try out this new update for yourself, for less?

Hammerting is currently 20% off! Dig in!

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

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
  • 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

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Hammerting - Update!

[h3]Fellow Dwarves!

We've been hard at work digging up a new update for you all![/h3]



Check out what's new!

• Lime & Mortar no longer restore Fecundity or Morale. (They will stop eating it...)
• Large ore veins are now spawned on new maps.
• Fixed dwarfs thinking they could work jobs with 0 num desired workers.
• Haul jobs will now allow 1 worker per 5 items to be hauled. This significantly speeds up hauling for large deliveries.
• Fixed bug where a dwarf could get stuck in "Idle" when assigned to a hauling job.
• Fixed another case of dwarfs getting stuck in "Idle" while hauling.
• Fixed crash when changing the filter of a storage with more than 256 items.
• Fixed dwarves not being able to find a path to some restore/heal jobs.
• Added more debug features to try and identify startup crashes.
• Fixed a potential crash where graphics & UI entities were not properly initialized and destroyed.
• The game now allows many, many more UI elements to display at the same time.
• Fixed an issue where dwarfs could not decide which mushroom to eat. (causing them to get stuck in a left-right-left-right dance)
• Iron has preciousness 1, making Iron tools more valuable.
• Added command line option to set home directory using '--home-directory' (instead of always Documents/)
• Fixed crash when dwarfs got too much XP from hauling.
• Fixed crash in research-available tooltip due to missing localization strings.
• Increased inventory size of build orders. Great Halls can now be constructed.
• Increased the amount of text that can be displayed on screen by a lot.
• Fixed false-positive assert when turning in quests like Pressing the Advantage.
• Updated localization for German, Spanish, Italian, French, Russian, Japanese and Simplified Chinese.
• Fixed crash with message "BT_HAUL trying to release claim on item [####] but it is not in the list of claimed items."
• Fixed out-of-bounds array access which could cause negative vision ranges in visibility system.
• Fixed crash caused by haul system leaving invalid data for the workers. (crash without error message)
• Fixed crash with message "!ord || ord->_order_entity == order_entity"
• Some crashes could result in memory corruption, so it's possible more oddities have been fixed.
• Fixed a bug where elevators would get stuck trying to reach a point in between two stations.
• Fixed so that missions and crafting no longer shuffles around claimed items. (fix for 'claim_count >= required')
• Fixed crash that can occur when selling toolbelt items.
• Selling items from global inventory in the ledger will no longer sell reserved or equipped items.
• Some particle systems didn't despawn as they should, leading to slowdowns the longer you played. This has now been fixed.
• Removed ASSERT(uid) which was unnecessary.
• Bumped haul bucket limit. This is just a sanity check, and with the overworld chest 64 was a bit low.
• Fixed "Assertion failed: worst != 0xffffffffffffffffu" when assigning workers.
• Fixed a crash when entities did not detect if they weren't able to move to a target. (caused the rats and skeletons trying to jump and climb)
• Fixed an issue where dwarfs incorrectly thought they could take over another dwarfs hauling job, resulting in them standing idle until that job was done.
• Removed dwarf prio in character screen since it was deprecated for almost all professions.
• Removed unnecessary max limit for transitions. (fixed Assertion failed: t._self && t._self < static_cast( _transition_lookup.size() ))
• The "Impossible Orders" alert no longer shows orders created for enemies.

We hope you're enjoying your time in the Mountains of Mara! Thank you so much for all your feedback - we appreciate it so much!

Join our Discord for the latest Tavern gossip and game update news: http://bit.ly/WarpZoneDiscord

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