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Dwarveloper Log #54

Welcome to this weeks Dwarveloper log!

Here's what the dwarvelopment team have been working on!

Let's dig in!

Tweaks & New Features
  • Added "Jackpot Mine", cave room
  • Added "Supply" status bar to Sacred Well and Jackpot mine, limiting the amount that can be produced in them.
  • Dwarves will now retreat when they are low on health and near an enemy.
  • We have a new awesome particle system in the engine. Wanna taste some dwarven soup?



  • Cave Farms now have a "Fecundity" meter, and most recipes in them have Fecundity costs specified. Fecundity restores over time, or with the application of fertilizers. Crushed Granite and Algae are currently fertilizers.
  • The starting location is no longer at a fixed coordinate on the map, there's some randomness applied.


Fixes
  • Added better support for variable number/types of status bars in craft rooms.



  • Alerts have been tweaked. Fewer shown at the start of the game to make sure new players aren't intimidated.



  • Improved the logic for choosing production queue entry considering key value costs.



  • Two patches, one of copper and one of coal, are now guaranteed to spawn somewhere reasonable easy to find, reasonably near the starting entrance.



  • Added log book entry for Mountain Discoveries. Logbook entries now determine their entry height, rather than use a fixed size.


Until next time, Dwarves!

Dwarveloper Log #53 - Fixes, Ambient Sounds & More Missions!

Welcome back, Dwarves!

We've added a bunch of cool new features to make mountain life even more enjoyable!

Tweaks & New Features
  • Combined 'Dwarves Portraits', Overworld missions and Cave missions to one singular list.
  • New Mission "Geological Explorations"
  • New Mission "Jelly Potluck"
  • Some more loot, like Slime Balm for example. It's for sensitive skin!
  • New Mission "Frozen Cold"
  • New Mission "Where Mushrooms Grow"
  • Ambient cave audio volume is now lowered near buildings and other things that has ambience of their own. As a result, ambience volumes have been tweaked allround.
  • Grottos, the overworld and its locations, and the entrance cave now also have ambient sounds.
  • The tooltips for Attributes are slightly improved.
  • New mission "The First Feast"
  • New mission "Studies Arcane"
  • By holding CTRL in the character screen, more information is now displayed, and it is possible to directly change the dwarf's profession priorities.
  • Mission "Reaping Folk, and Sowing"
  • Added "Sacred Well", Cave Room
  • A sound is now triggered when enough resources have been delivered for an overworld mission, indicating that it is Ready for Delivery.
  • Added two new sounds to slightly distinguish between plussing and minusing attributes, and better sounds are now triggered for reverting/committing the attribute changes.
  • Added a sidebar to the Overworld map


Fixes
  • MSAA option is now exposed in 'Options' menu
  • The dwarf Level Up indicator should now behave a little bit better
  • Added support for 64x64 cursor icons, to support more modes of DPI scaling
  • Fixed a broken path to a certain cursor at 256x256px resolution, causing the game to crash
  • Attribute tooltip is now easier to understand.
  • Sounds for buying research (or not, due to not having enough money) have been fixed. Also fixed a clicking bug in the UI.


Word around the Tavern is there's a new demo out now... check it out!
https://store.steampowered.com/app/760650/Hammerting/

New Hammerting Demo - PGX

Dwarves!

A new demo is available to download now!

[previewyoutube][/previewyoutube]

Get ready to build and manage your dwarven colony in the undiscovered Mountains of Mara to gather and craft weapons and gear to assist in the war raging on in the Overworld!

This new updated demo includes:
-Loads of bug fixes
-Improved user onboarding
-Cave Missions
-QOL improvements

Dig in!

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

We love hearing your feedback so feel free to let us know what you think in the Steam discussions forum on join us over on our Discord!

Dwarveloper Log #52 - New Missions & Areas to Explore!

Hello Dwarves!
A lot has happened since our last update - read all about it below!

Tweaks & new features
  • Dwarves' vision range is now by default quite a bit lower, but is now affected by their Explorer level (and Awareness since earlier).
  • Dwarfs are now a bit better at seeing through the ground (to compensate for their slightly smaller vision radius). This makes it a bit easier to place buildings without having to dig everything out beforehand.
  • Biomes are now slightly smaller and nearer the starting location.
  • Lairs will now spawn additional enemy waves while it's being attacked.
  • Sometimes the dwarves would get an extra attribute point when calculating profession skills. Not any longer
  • Increased start chest capacity from 48 to 320
  • Fonts can now be resized and/or condensed on a per-language basis. DE, FR, IT, ES, and RU have had their font sizes slightly reduced so fonts won't overflow text boxes as often
  • Stone Chests now take up 3x3 tiles instead of 2x2.
  • Added paragraph endings for all entries in the Book of Tings
  • Changed the desire icon (going to eat / get payment) in the top right dwarf UI
  • Extended the money tab. in the top bar
  • Added Arcane Lore "Tradewind Recipes", unlocking various cooking recipes.
  • Added Arcane Lore "Cogborne Transmission" & "Mechanized Excavation", moved around several recipes, and enabled more powerful drill types.
  • Added Arcane Lore "Spear Making", and moved several spear related recipes to it.
  • Two new options for when the game window loses focus (for example by alt-tabbing).



  • Added a 'Sell All Items' button to chests



  • Sell all of a specific item (globally) is now available in the ledger



  • It's now possible to specify inputs to a recipe explicitly (inputs need to have been crafted prior)



  • Recipes now gives feedback on the selected input straight away



  • Reworked the look of crafting orders.



  • Added an option to scale the UI



  • Changed the selection + mouse-over effect from an outline, to show on the entire object instead. Also gives a boost to weaker graphics cards
  • Added a small light, that always illuminates each dwarf, to make them easier to spot in dark areas
  • New option to mute all audio when the window loses focus.



  • New Cave Mission "An Ancient Omen" requires you to locate the "God of the Forge", located deep beneath the boundless stone. Reward may feel underwhelming, but cool in itself.



  • New mission "The Rats in the Walls" unlocked when discovering a Rat Hole



  • Professions are now sorted so that the character's main professions are shown first.



  • New mission "Mopping the Floors" unlocked when killing a Green Slime



  • working on lots of different loot and foods that can be found/crafted in the game world.



  • Added "tier" headers to research screen, and adjusted the spacing somewhat



Fixes
  • Dwarves now get XP for each ore mined, not just for the last one in a block.



  • Crushing, Piercing, and Slashing Damage values now contribute to a weapon's Militia Weapon Skill value. This makes the AI choose the best weapon from a dwarfs toolbelt before going into combat.
  • Fixed crash when tearing down an elevator platform or mine cart with one or more dwarfs on/in it
  • Grottos once again extend dwarfs' vision (fix requires starting a new game)
  • Clicking +/- very fast in a room's production queue will now longer "miss" some clicks. Also it will not crash!
  • Game now sets working dir when clicking the icon in the tray properly
  • Dwarves will no longer consume something if it will bring one of their statusbars (e.g. health) to/below zero.
  • Fixed ugly black border on mouse cursor
  • Fixed an error when deleting structures, which didn't clean up properly after themselves
  • Language selection is now supported, many of us are working on additional fixes for it



  • When dwarves got really low on morale/energy/greed, bonus energy/health/morale was given instead of draining them faster
  • Progress status bars for building should advance correctly again.
  • Fixed a bug when a dwarf could see an enemy, start moving towards it, then lose line-of-sight to it and forgetting about it, then resuming its previous task only to see the enemy and starting the entire process over again.
  • When playing the game in French, it now uses AZERTY keyboard layout instead of QWERTY
  • Item preciousness now modifies item prices
  • added an indicator for when the game is in power save mode



  • Fixed dwarfs sometimes getting stuck in an indecision-loop when hauling repairs to a building or bandages to a hurt friend.
  • fixed dwarfs sometimes hauling items to a storage chest instead of something more important like a foundry or overworld mission
  • Fixed dwarfs not properly equipping tools if the tool was dropped and then picked up again
  • Cleaver Axe Head no longer has a lingering dependency on building a Cookhouse
  • Main menu that pops up when pressing 'ESC' is now a bit smarter about when to pause/unpause
  • Fixed various bug with missions giving rewards inconsistent with descriptive texts, missing icons, &c.
  • Rooms under construction are now disabled in the time between completion of the room, and the removal of the last scaffold.
  • When a generic production order (in this case Support Beams) gets at least one input (in this case Iron Sheet), the game now lists "Missing X Iron Sheet(s)" instead of "Missing X Metal Sheet(s)"



  • Attribute leveling and indicators work as intended.
  • All overworld factions have appropriate descriptive texts.
  • Tools now generally implement weight and preciousness.
  • All modifiers for tools and components set to non-zero values.
  • Missions for the Town of Duskmoon should now give coin, rather than copper ingots. Added trade lore rewards to various missions.
  • Map panning and Overworld panning now work correctly with UI scaling
  • Pretty new Team17 Logo in the loading screen



  • Fixed some mission that would be broken after loading a save game (no savegames were harmed during this process)
  • Drill UIs should have proper images set.
  • Most food items should have appropriate drop models.



  • Massive optimization. Game no longer absolutely tanks your framerate when checking if the CTRL key is being held down.
  • Buildings now have different sounds for when they are idle and when they are actively used.
  • Improved tooltips in character screen, to give the player some much needed information when deciding which attribute to level up. (Note: The new UI for profession values only shows up when holding CTRL, to keep clutter down).


That's all for now folks!

Until next time, join the dwarfversation:
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Wishlist Hammerting on Steam!
https://store.steampowered.com/app/760650/Hammerting/

Dwarveloper Log #51

Dwarves!

The latest tavern gossip is here!

While most of the development dwarves are taking a much deserved break over summer, two strong dwarves have been mining away at bugs and crafting features!

  • Crafting entries can now be paused, and moved up/down the list.



  • Objects on the ground may now despawn after a while. (Better implementation will follow)
  • Combatants will now prioritise attacking other combatants rather than buildings. This may fix the "looking in the wrong direction, getting stabby-stabbed in the back" bug.
  • In-game dwarf portrait, and the character screen, now indicates when a dwarf has leveled up, so that the player knows there are attribute points to assign.




  • (Re)added names when zoomed out, and added an option to disable it.
  • Book of Tings tutorial no longer pop up in your face. Instead you get a notification that you can click to open it up.




  • Some audio triggers added to research screen.
  • Build and mine commands are now slightly more lenient when it decides if you have explored enough or not. Now, "half-visible" tiles also count as explored.


Mission UI