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The Dwarves of Glistenveld News

Mini-Patch

While working on chapter 2 content, we discovered a potential issue that may cause certain elements to freeze. Though we're not sure if this would happen for existing content in the game, it's better to be safe than sorry!

[h3]Patch Notes[/h3]
  • Fixed bug that may cause pathfinding or other elements to freeze.
  • Holding space to speed up time was skipping the first dialog bubble.
  • Dwarf clans in caverns mode in some circumstances were spawning injured.

Base Management & Balance Improvements (Patch Notes 21)



Fellow Dwarves! We've been working hard to make your base-building endeavours easier to manage and better organised, among other improvements!

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Load Game UI - Load Game has been updated to include a full list of saves in order of recency, as well as filter options to the different modes. Also now shows the difficulty setting (only applies to saves created after this patch).

  2. Farming & Repair Plots - Added a toggle button that allows you to enable/disable these. Note any existing instructions will have to be removed individually.
  3. Dwarf-List - Added Held Units tab to the dwarf-list so you can quickly find your held units.
  4. Storage Arrangements - In the Arrangements UI, buildings have been compressed into a single checkbox that applies to all packed buildings.
  5. Minecart Arrangements - Minecarts can now be given arrangements similar to storage, which restricts what items your dwarves will drop at their pick-up point as well as what items the minecart will pick up along its journey. This allows you to organise minecarts according to specific tasks.
  6. Minecart Show Home Button - Added button to selected minecarts that centres the camera on their pick-up point. Likewise selecting the track at the pick-up point has a button to show the associated minecart.
  7. Guide to Glistenveld - Added search bar at the top of the list that allows you to search for sections by their names or content. More entries are hidden until they are discovered in-game. Added and corrected entries.
  8. Old Support Posts - Similar to Old Tracks, Old Support Posts can be salvaged by Foragers for wood. In the new version of caverns mode, any pre-existing support posts will now be old support posts.
  9. Sculptures - The re-roll button no longer picks a random sculpture, it now allows you to select any sculpture design you want from a pop-up UI.
  10. Engineering Exp - Buffed the exp-gain from assembling buildings, since engineers were levelling slower than other classes.
  11. Survivalist - Adjusted this warrior ability to apply in the vicinity of mushrooms.
  12. Track-Runner - Replaced the Duelist warrior ability with Track-Runner, which gives a movement speed bonus while in the vicinity of tracks.
  13. Caverns Mode v0.59 - Fixed a bug where sometimes the reputation quests would not appear. Features a new option called Massive Mines which will connect many of the caves together with mineshafts, adding another level of danger, but also enables you to explore quicker! Cave spawn & clan strength balances.
  14. Resurrection Hearts - A new very rare item has been added to the game that enables you to resurrect a dwarf buried at a Gravestone. This will feature more in future updates, but for now finding one is the only way to obtain it.


Fixes & Improvements:
  1. Force Rest / Eat - Should now eat/rest immediately even if held.
  2. Building - Can now build over the top of more scenery objects, such as debris and discarded/broken tools.
  3. Deconstruct - Fixed bug where deconstructing certain buildings such as the monument would give nothing in return, instead of their recipe components.
  4. All Items UI - If the All Items UI gets too full, rather than overlapping the Instruction Panel, it will create a second column.
  5. Introduction - Small changes to the campaign Introduction map. Opening the journals now ask if you wish to enable the accessibility modes, rather than doing so automatically.
  6. Tutorials - Updated signs, added more polish, edited dialog.
  7. Game Speed - The keybinds for pausing the game now act in the same way as the cog, and will speed up the game when held.

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

Combat Engagement & Other Refinements (Patch Notes 20)



Fellow Dwarves! Our messengers are giving us more precise information about battle engagements, and we've made a few new discoveries in the caverns!

[h3]Patch Notes[/h3]
  1. Battle Notifications - Now show you which enemy is engaging you, right on the notification! So you can now decide whether or not it's worth your time depending on what you see.
  2. AI Improvements - AI deciding when units should engage in battle is an ever-improving formula. In this patch units will now still engage even if they intend to rest, provided their HP is high enough. We have also refined how the pathfinder interacts around battles, allowing units to walk around obstacles, walls or other battling units to reach their target.
  3. Caverns Mode v0.57 - New start type: Lone Dwarf. In Lone Dwarf you start as a single dwarf spawning from a lone spring. This dwarf has a Multi-Tool which is a special equipment that allows the wielder to switch classes at will, without needing a toolrack. The first portion of Lone Dwarf is more challenging than other start-types. The reputation objectives have also been refined, as well as the introduction of some new objects (described below) & various fixes.
  4. Vases - Introduced a new type of treasure container with 3 variants, Clay, Iron and Bronze. Currently only featured in the latest version of caverns mode. Similar to barrels, vases can be broken into, but have different loot-tables. The bronze variant provides the best rewards.
  5. Moss - Currently mostly an aesthetic object that grows and spreads of its own accord, but generates moisture similar to stalagmites and water, increasing the rate of mushroom and root-sapling growth. Moss may be harvestable in a future update.
  6. New Icons & Textures - New icons for Eat, Rest & Drop Items. Updated textures for gems, coal, iron ore & gold ore, to stand out a little more in the environment and make them easier to spot.
  7. Farming Plots - Fixed bug where Farming Plots may have stopped working if green mushrooms existed in their vicinity. Note that farming plots will not place gather instructions on green mushrooms, due to their dangerous nature.
  8. Kilns - Altered the design a little to make them more intuitive to use, and will now auto-generate a pickup instruction to pick up the coal left behind.
  9. Tutorials - Dialog and hint improvements for the first, second and fifth tutorial levels.
  10. Save & Load Fixes - Includes a fix for a rare situation where a user-save and autosave occurs at the same time. Also fixes a few objects that were losing some minor data on a load.

We're taking a break for the holidays, but we'll be back in action in January! Hope you all have a pleasant break, don't forget to treat yourselves and stay wrapped up warm if you're in a cold climate!

Until our next update, have a Merry Christmas!

Mini-Patch

We noticed in some playtests spiders can get a bit out of hand!

[h3]Patch Notes[/h3]
  • Fishbeard's Mining Operation - Updated and added a second spring to try to balance the difficulty. Fixed potential soft-lock scenario.
  • Spiders - Tweaked combat agility & worked on burrow behaviour to stop too many leaving their nest.
  • Game-speed Fixed bug where game-speed would sometimes go too fast during dialog & in-game cutscenes.

Halloween Mode & New Scenario Map (Patch Notes 19)



[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:
  1. Atmosphere - The colour and atmosphere of levels have become a little spooky!
  2. 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!
  3. Webs - You will find random webs that stick to your dwarves and slow them down!
  4. Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
  5. Bubbling waters and mist - Water has turned greenish and bubbles, and you will find mist emerging here and there.
  6. 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]
  1. 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.
  2. Spider AI - Spiders were not properly utilising burrows and would occasionally get stuck. The spider mother should mostly keep to its original nest.
  3. 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)
  4. 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.
  5. Bats - Should no longer fly through doors.
  6. 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!