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The Christmas Patch (Patch Notes 29)



Fellow Dwarves! Glistenveld is getting wintery as Christmas Mode is enabled (until Jan. 7th)!
Patch Notes


[h3]🎄Christmas Mode🎄[/h3]
In Christmas Mode, you will experience the following changes to the game:
  1. Atmosphere - The place is looking wintery with a change of colour palette and mist!
  2. Christmas Roots - Roots have now been decorated with Christmas lights! Unfortunately there are no blink patterns you can change...
  3. Presents - Random presents will appear in each map, some buried in cave walls to be mined out, others in water to be fished for and some just laying around! Each contains one of six small random gifts!
  4. Chests - Chests are now decorated as 'locked' presents!
  5. Snowprints - All units will leave prints in the frosty dirt, giving you insight into their habits!

[h3]The big stuff:[/h3]
  1. Configure Farming Plots - With a Farming Plot selected, you can now configure what the plot will choose to harvest by toggling each item on/off, like mushrooms, roots, etc.
  2. Instruction Assignment UI - Revamped this UI. Before it had a secondary panel which looked unintuitive. Now you can assign workers, see who is currently working on the job and prioritise them immediately in the same panel! This panel is now sorted by distance, so you can see who is nearest/farthest from the job.
  3. Minecarts - You can now choose whether minecarts prefer traveling right or left at a Y junction! Also fixed an issue where clicking 'drop items' with a minecart selected wouldn't drop items properly if they took up too many tiles.
  4. Mining / Harvesting FX - New 'breakage' particles appear whenever your units mine cave walls or rocks, or harvest mushrooms, roots etc.


The small stuff:
  1. Fishing - You can now tell a forager to fish a specific location by right clicking the water, or tell them to prioritise a fishing instruction.
  2. Picking up items - Unlike most other actions, there was no pop-up menu when you right clicked a pile of items on the ground. Now units will still default to picking up, but you can tell them just to move, or to pick up specific items instead.
  3. Mining cave walls - Similar to picking up items, right clicking cave walls will now present a pop-up menu if there is something else that can be done besides mining. All actions should now have the same consistent behaviour.
  4. Building Walls - Fixed an issue where you could build normal buildings over the top of certain entities, but not walls.
  5. Map Table - Selecting an object to find in the minimap would render all buildings you owned, sometimes obstructing areas of the minimap.
  6. Accomplishment counters - When you mine gems or harvest wood, a little stat number appears showing you how many you've collected in this map!
  7. Unit Portrait - Clicking a unit or object's portrait multiple times will now cycle through units or objects of that type.
  8. Hit Effects - Reworked the maths for hit effects like bleed, poison and splash damage. Before they were tied to individual hit cards, which meant the chance reduced as units leveled up in combat (and gained new cards). This is no longer the case. A bleed effect with 33% chance will now always hit one every 3 attacks.
  9. Battle Lines - Warriors should no longer claim the same battle-line tile at the same time.
  10. Various other improvements, including new selection SFX & when a storage is selected, clicking on the item button will now open that item in the guide.

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