
[h3]Halloween Mode[/h3]
Glistenveld is getting spooky once again as Halloween Mode is now enabled!
In Halloween Mode, you will experience the following changes to the game:
- Atmosphere - The colour and atmosphere of levels have become a little spooky!
- Pumpkins - You will find random pumpkins in each level. You can harvest these to get a tasty pumpkin stew, which dwarves will treat like meals!
- Webs - You will find random webs that stick to your dwarves and slow them down!
- Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
- Bubbling waters and mist - Water has turned greenish and bubbles, and you will find mist emerging here and there.
- Green blood - Units and creatures flash green when injured, instead of red.
As usual, seasonal modes can always be disabled in the options menu under Gameplay > Seasonal.
[h3]Fishbeard's Mining Operation[/h3]
To help celebrate this spooky event, we have released a new map: Fishbeard's Mining Operation. Fishbeard is one of the other clans you encounter in your journeys under Glistenveld, and in this scenario you step in the shoes of one of their expedition groups, but not all is what it seems about this particular venture... Find it in the list of scenario maps under New Game > Scenarios!

[h3]Patch Notes[/h3]
- Various AI Fixes - Includes some warrior AI improvements. We're still not entirely happy with when units decide to rest or fight. This might be worthy of a blog post, we'll see.
- Spider AI - Spiders were not properly utilising burrows and would occasionally get stuck. The spider mother should mostly keep to its original nest.
- Unit Buried/Drowning - When dwarves end up buried in a wall they will now take damage and jump to a nearby ground tile if able. When dwarves end up in water, they will start losing stamina and then health until a friendly unit stands next to them, at which point they are rescued and jump out. (This update will become more relevant in future content)
- Campaign World Map - Polished up the interface for the world map. New/unexplored maps are given an outline. Refined code behind the scenes in preparation for an upcoming feature.
- Bats - Should no longer fly through doors.
- Ballistas - Which pressure-plates automatically link to ballistas has been improved. Rather than first-come first-serve, they now switch according to which ballista is closest. This is the case unless they've been set by the player or were already existing before the game was last loaded.
Not too much in terms of updates this month, and I know we haven't released a blog post in a while. We've been focusing on chapter 2 content, mostly grind-work and spoilers at the moment, so we don't have a lot to share, but rest assured we're still working hard and making progress!
Until our next update, Happy Halloween!