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Easter Eggs & Root Beer (Patch Notes 34)


[h3]🐰Easter Mode🐰[/h3]
Hope you're ready for the hunt as Easter Mode is enabled (until April. 30th)!
In Easter Mode, you will experience the following changes to the game:
  1. Atmosphere - The environment has a different look and feel.
  2. Mobbits - Mobbits are larger than normal, and provide more meat!
  3. Easter Eggs - You will find easter eggs sprawled about everywhere, even hidden in the walls! You can harvest easter eggs using the gather instruction, and they can be stored on tables similar to meals. How many can you find? (Find out at the bottom of the Stats window)
  4. Map Tables - Among other resources, Map Tables will be able to highlight any nearby Easter eggs in your minimap!
  5. Pet Mobbits - It's what you've all been waiting for! Collecting 50 easter eggs in a level will earn you a pet mobbit!

[h2]Patch Notes[/h2]
[h3]The big stuff:[/h3]
  1. Clan Creation Menu - Clan creation has moved to its own section in the main menu. Now, instead of creating a new clan each time you start a new game, you create a clan first, which you can then play with in all 3 main modes: campaign, skirmish and caverns modes!
  2. Clan Creation - We've also added 2 new features to clan creation. A description area where you can write lore about your clan, and a starting technology for you to choose. Now when you play new games in the campaign, skirmish or caverns modes, you start with your chosen tech already unlocked. We hope this enables for more personality to the clans you create. Both options have a default value, so if you just want to skip through and jump into the game you still can.
  3. Brewery - This new tech unlocks the brewing of beer! Root beer can be drunk by your dwarves to restore stamina, a small amount of hitpoints, and makes them drunk! Dwarves can take Root Beers with them just like meals.
  4. Instruction List - A new management UI will now appear in the list when you click the Dwarf icon in the Instruction Panel (bottom-left), the same way you can open the Dwarf List and By Laws. Rather than listing all your dwarves, this UI lists all the clan instructions you currently have, grouped by type. From there you can open any respective assignment UI and assign/prioritise/remove any instruction you see fit.
  5. Battle-Hold - A new type of hold button, next to the regular hold button. While the hold button is supposed to hold a dwarf in place, the battle-hold won't hold them still, but instead prevents them from performing any action other than attacking enemies and fleeing to recover hitpoints. This should help allow a bit more autonomy during assaults with larger groups of units.
  6. Storage Signposts - A new building that helps your dwarves correctly prioritise storage. In cases where players want to build multiple separated bases, priority storage was an issue. You may have observed a dwarf walking across the map to deliver items miles away. Now their range is limited to 20 tiles, but this can be extended by building signposts, that connect regions of storage together.
  7. Storage Auto-Collect - A new button allows you to toggle a group of connected storage to automatically assign pickup instructions when they become full. This is mostly useful for minecart drop-off points. Note: You can set this option for food barrels and tables as well.


The small stuff:
  1. Potpies - Along with unlocking root beer, the Brewery tech also allows you to cook up a new type of meal: Potpies! By combining a regular meal with root beer, potpies gain the effects of both for that extra kick!
  2. Tables now use the same system as food barrels for prioritising specific meal / potion types, for easier setting.
  3. Storage Arrangements - New button 'Apply to Neighbours' makes it easier to change a group of storage from one type of arrangement to another. When switching the first storage, click Apply to Neighbours and any connected storage that had the same previous arrangement will be changed. This functions like a paint-bucket tool.
  4. Storage Priority - The new behaviour surrounding storage signposts replaces the priority numbers in storage arrangements. Instead priority is determined simply by how restrictive the storage is. A storage that only allows 1 type of item will be prioritised over one that allows 2 or 3, which will also be prioritised over one that allows more.
  5. Assignment UI - In the case of building and supply instructions, using this UI to tell dwarves to prioritise something immediately now applies to the specific building selected, rather than the instruction as a whole like other types of instruction.
  6. Eating & Resting - Fixed some confused dwarf behaviour, most notably when both food and rest are needed.
  7. Radius Markers - When selecting or placing buildings that have a functional radius (such as support posts, map tables or the new storage signposts), all buildings of that type now mark a collective perimeter, so you can see the total coverage! This also applies when hovering over their respective build buttons in the instruction panel.
  8. New Setting - New setting under Gameplay that allows you to configure what a dwarf does when they first spawn from a spring. Do they immediately go rest and eat? Or do they wait for your instruction?
  9. Various other fixes & improvements, including minecart behaviour, losing/ignoring 'move building' instructions, and roots sometimes appearing invisible when buried in a wall.

That's all for now, stay safe and Happy Easter!