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Patch Notes 4



Hi everyone! Getting cold out there isn't it? This is a short post detailing this week's fixes and some small feature updates.

Patch notes:
  1. You can now click the items in the All-Items display (on the left) for a short description of what each item is used for.
  2. We received feedback of a bug affecting some users playing in full-screen. Each time a decision was issued, the screen would flicker black. We've made an attempt at fixing this, if this problem persists, please let us know.
  3. A significant change to how walls are built. Now when you tell your engineers to build walls where stone minerals already exist, they will pick up the difference and build over the top, rather than mining out the minerals first. This change applies to stone, while ores will still be mined as usual.
  4. Units will no longer dump more than the available capacity of a storage building, and will distribute their items more intelligently now.
  5. Configuring a storage's 'allowed items' will now raise the priority of that storage. e.g. units with gold will prefer placing gold in storage that is restricted to that item. Any storage left unconfigured will be treated as overflow for items that don't fit anywhere else.
  6. We've also updated the third tutorial to remove the build bridge section from it, since it was confusing and interrupted the flow. We've replaced this with hints about building bridges in Bridge-It Lake.
  7. Various minor fixes, including missing sounds, etc.

Halloween mode will still be enabled for another week. We may keep the option available for longer as well, you'll be able to find it under Options > Gameplay > Seasonal.

We're also working on a new unique scenario map, inspired by sandbox games. We're not sure yet when this will be released, we may save it for the chapter 2 release so that it has all the new features. We'll keep you posted!

That's all for this week, stay warm out there!