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The Dwarves of Glistenveld News

Mini-Patch

Fix for resting spiders causing issues for the pathfinder (most noticeable in the endgame).
Fix for tabbing through buildings ignoring which team the buildings belonged to.

Summer Sale Livestream (Updates + Giveaways)

In celebration of the Steam Summer Sale, we are announcing giveaways as well as exciting new updates for The Dwarves of Glistenveld!

We're giving away up to 8 steam keys today!

Your chance to win a steam key:

[h3]via Instagram[/h3]
Follow us on Instagram, then go over to our Livestream announcement and tag 3 friends!

[h3]via Discord[/h3]
Join our Discord and post: 'for Glistenborg!' in #game-chat!

For an additional chance to win:
  • Post a dwarvish name (first & last name) worthy of adding to the game in #ideas-suggestions
  • Post an idea for a cool new building or mechanic to add to the game in #ideas-suggestions
  • Post your own created artwork of a Dwarf in #art-screenshots
  • Play the demo and post a screenshot of a fun moment you had in #art-screenshots
All entries close tonight at midnight GMT! We will then post the giveaway draws in #announcements and announce the winners!

Instagram: https://www.instagram.com/nyskogames/

Discord: https://discord.gg/RsYJbBhxRe/

Twitch: https://www.twitch.tv/nyskogames/

Armour & Palisade (Patch Notes 31)



Fellow dwarves! We've received reports that goblins have started building palisade walls around their bases! To combat this, we'll be sending over new schematics to equip your Warriors with new chainmail armour!

[h3]Livestream Tomorrow:[/h3]
By the way, we're livestreaming tomorrow (Friday 28th June) at 7pm GMT / 3pm EST, to announce steam key giveaways and exciting new updates for The Dwarves of Glistenveld! Hit the follow button over at twitch.tv/NyskoGames, or join our Discord if you don't want to miss it!

[h3]The big stuff:[/h3]
  1. Iron Armour - A new technology found alongside Iron Tools, that unlocks iron chainmail for your Warriors, giving them bonus defence! This chainmail can be combined with iron helmets to make 'full chainmail', which provides the benefit of both pieces of armour! We will also be adding more to this tech in a future patch.
  2. New Combat FX - Battles have been made more satisfying with new sound effects for when a unit scores a crit or simply grazes their target, as well as an explosion of particles on strong impacts! Also added a sheathing sound when battles conclude.
  3. Idle Unit Notifications - You will now be notified when you have dwarves of a particular class that have nothing to do. These notifications are intended to help you manage your clan, but they can be ignored.
  4. Goblin Palisade - Goblins expanding their base will now build palisade walls around it, which will need to be destroyed before you can enter! Unlike stone walls which require miners, palisades can be destroyed by any class.
  5. Enemy AI - AI camps had a habit of throwing all their units at you, even if you weren't near their base! We've been adjusting this behaviour so they only throw some of their units at you, among other AI improvements.
  6. Doors - Doors (as well as the new palisade walls) now block line of sight, similar to walls. To see through a door, you will need to stand a dwarf by it, or place a lamp-post on the other side!
  7. Tutorials - We've moved the original tutorials into Extras and polished up the dynamic tutorial, with the intent that new players will be able to learn the game while playing any mode of their choice! We hope this works to make the game more enjoyable to pick up.
  8. Minecart Mayhem - A new puzzling minigame where you play as a member of clan Kindlewick as he hunts for treasure! The first 4 levels are complete, and the remaining levels will be introduced in a future update.


The small stuff:
  1. Mineral Textures - Stone, Gold & Coal now have some new sprite variations.
  2. Old Tracks - Now have a more 'broken' appearance, to better distinguish them from your own tracks.
  3. New Icons - Updated some outdated or inconsistent icons, including the Engineer's class icon.
  4. Removing Instructions - Fixed a bug where removing instructions wouldn't always stop units from working on it.
  5. Skirmish Mode - Updated quick-start to include a food barrel, and updated some icons to be more distinguishable.
  6. Sound System - Fixed an elusive bug where many sounds would stop playing after some time playing the game.
  7. Various other bug fixes and improvements including updated difficulty setting descriptions, and not being able to use the Escape key to enter the escape menu while in dialogue.

These past few months we've been hard at work on chapter 3 content! We are excited for the next few patches that will introduce a new rolling boulder trap, steam vents, iron weapons and more!

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

Easter Eggs & Runestones (Patch Notes 30)



Fellow Dwarves! A new exciting technology 'Runestones' as well as manned ballistas, and a myriad of bug-fixes come with this year's Easter patch!

[h3]🐰 Easter Mode 🐰[/h3]
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)

[h3]The big stuff:[/h3]
  1. Runestones - Runestones are a new unlockable building that, when placed, can be marked with one of four effects: Forging, Growth, Resistance and Warding. Forging speeds up forges and can reduce the amount of ore required for smelting. Growth creates moisture which speeds up mushroom & sapling growth, and can also trigger the power-slider combat ability. Resistance reduces incoming damage dealt to your dwarves and buildings. Warding prevents undead creatures like Draugr from reawakening. As Runestones are used they will charge up energy which will eventually release and spawn an elemental!
  2. Elementals - In this patch elementals only appear in caverns mode or as a result of Runestones charging, but they will feature more in future patches. Each runestone triggers the respective elemental: Fire, Water, Rock & Wind. Each elemental has its own special ability unlocked when it reaches level 2.
  3. Manned Ballistas - This one is a game-changer in our opinion! Now when you select an engineer or warrior to interact with a ballista, they will 'man' it and remain in position. Then whenever enemies come close, your unit will automatically rotate the ballista around and fire at them! Your dwarves are smart enough not to fire at allies in the way, but sometimes their shots might not meet their mark. Their accuracy is determined by combat level, so if you use a high level warrior, fewer shots will miss.
  4. Spiders - Rebalanced and redesigned some behaviours. Level 1 spiders can no longer lay eggs. Spiders will now only flee if their hitpoints are very low, which means harder-hitting dwarves have greater chance of defeating them without having to chase. Higher level spiders will flee sooner. When a spider mother is attacked, it calls for help. If it then dies, all nearby spiders will flee from battle for a while.
  5. AI Territory - Allies in caverns mode will now avoid building, mining or gathering resources near your buildings, based on a new territory system. This system is hidden but essentially each building is given a weight based on its type and distance, and nearby buildings are counted up to determine whose territory a particular hex belongs to.
  6. Draugr Heads - Draugr can be a thorn in the side, especially in caverns mode. Well, now you can roll their heads around and move them out of your way! No, you can't play footie with them, but you can hide them in the closet!


The small stuff:
  1. Schematics & Barrels - You can now obtain these resources using the gather instruction, rather than having to select a dwarf and interact with them manually.
  2. Call for reinforcements - This button used to be hidden away in the escape menu, since it only applied in the campaign and would only be used rarely. Now the dwarf button in the instruction panel on the bottom left opens up a sub-menu which provides the dwarf-list, by-laws (if it is unlocked) and call for reinforcements. To maintain previous UX click patterns, you can double click the dwarf button to open up the dwarf-list without having to move your mouse into the new menu.
  3. Build Wall - If items are in the way of a wall instruction, a pickup instruction will now be automatically assigned and executed before the wall is built.
  4. Engineers - Fixed some behaviour where they refused to build a building that they clearly had access to without putting it back in storage first or trying to build a new one. This may still occur under certain circumstances, further testing is necessary to confirm this.
  5. Repair - Increased engineer's priority of repair instructions.
  6. Guide - Updated with a new look & feel. More entries have been added and some have been rewritten for clarity.
  7. Various other fixes including ambient SFX panning, some voice lines not triggering, removing random dwarf complaints from the dialog history.

We've also been hard at work on Chapter 3 assets and content, some of which we cannot reveal yet, but we will continue to trickle in updates regarding Chapter 3 in future patches & blog posts!
That's all for now, stay safe out there, and Happy Easter!

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!