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  3. Storage Arrangements & Fish Lures (Patch Notes 18)

Storage Arrangements & Fish Lures (Patch Notes 18)



Fellow Dwarves! Our engineers have made two important discoveries in the world of Glistenveld! First, a new technique of organising storage spaces that blows previous designs out of the water! Second, a new technology that reprocesses materials for industrialisation, such as repopulating fish!

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Storage Arrangements - Instead of toggling individual resources for each tile of storage, the configure button now takes you to a new UI that allows you to create arrangement templates where you can configure what items are permitted as well as the arrangement's priority. You can then easily set which storage corresponds to which arrangement. Newly placed storage tiles copy the arrangement of their neighbours.
  2. Game Speed SFX - When fast-forwarding using the cog, sounds and voices should now play back sped-up to correspond with the game-speed.
  3. Unit Aggro - Warriors should attack enemies on sight more, rather than relying mostly on defend zones or being idle. This change also applies to other classes, but at a much smaller radius. We're still experimenting with aggro cooldowns, so this may be adjusted in future patches, we'll see.
  4. New Tech: Farming II - The first tier-3 technology unlocks 2 buildings: the charcoal kiln and fish lure. The kiln turns piles of wood into coal by burning them under a mound of dirt. Keep your dwarves out of its vicinity however, as it produces lingering toxic smoke. The fish lure consists predominantly of algae that is found on growing green mushrooms, and can be placed near waterfalls to spawn fish. This tech also unlocks the ability to harvest growing green mushrooms, just tread carefully!
  5. Idle Dwarves - When dwarves are idle, they will stop themselves from crowding certain buildings including: tables, beds, doors, tracks, storage and food barrels.
  6. Skirmish Mode - 'Random cave' setting will no longer spawn empty caves. Setting a team number to '0' will now match the species, for example if a dwarf camp spawns there, they will be allied with all other dwarves.

Fixes & Improvements:
  1. Engine Crash Fix - Stability fixes for the sound engine, which includes a multi-thread fix that was causing most of the game's (rare) crashes.
  2. Pick-up Instruction - Placing an instruction over storage will stop units from dropping items there until the job is complete.
  3. Move Instruction - Telling an engineer to prioritise this instruction should now work as intended.
  4. Minecarts - Units will now drop all their items on the pick-up location, instead of on neighbouring tiles when the pick-up location has a full stack.
  5. Caverns Mode v0.54 - Enemy spawn balance improvements, and improvements to some cave spawns, in an attempt to ensure every type of cave has a purpose.
  6. Dead Units - The deceased unit tab of the dwarf-list should now correctly show unit portraits, and gravestones should now retain their text.
  7. Windy Rivers - Fixed some soft-lock bugs that were recently introduced at the beginning segment of this level.
  8. Mobbits - Some mobbits were frozen in place after loading a save game or wouldn't leave their warrens.
  9. Assembling - Fixed bug where engineers might build the wrong building on top of another instruction, during major batch constructions.
  10. Building Sprites - Buildings that you own outside of visible light will now still appear opaque, rather than transparent, to be more easily recognised.
  11. Scenarios & Skirmish - Polished up and fixed some bugs in scenario maps & skirmish mode.
  12. Various other fixes including a change to how save-file icons are generated, FPS drops caused by pathing issues with scripted movement, and inconsistencies with selection in one-button mode.

Next month we will be focusing mostly on preparing chapter 2 content. The next patch will feature Halloween mode, but probably won't have too much else in terms of features.

That's all for now, stay safe out there!