1. The Dwarves of Glistenveld
  2. News

The Dwarves of Glistenveld News

Patch Notes 4



Hi everyone! Getting cold out there isn't it? This is a short post detailing this week's fixes and some small feature updates.

Patch notes:
  1. You can now click the items in the All-Items display (on the left) for a short description of what each item is used for.
  2. We received feedback of a bug affecting some users playing in full-screen. Each time a decision was issued, the screen would flicker black. We've made an attempt at fixing this, if this problem persists, please let us know.
  3. A significant change to how walls are built. Now when you tell your engineers to build walls where stone minerals already exist, they will pick up the difference and build over the top, rather than mining out the minerals first. This change applies to stone, while ores will still be mined as usual.
  4. Units will no longer dump more than the available capacity of a storage building, and will distribute their items more intelligently now.
  5. Configuring a storage's 'allowed items' will now raise the priority of that storage. e.g. units with gold will prefer placing gold in storage that is restricted to that item. Any storage left unconfigured will be treated as overflow for items that don't fit anywhere else.
  6. We've also updated the third tutorial to remove the build bridge section from it, since it was confusing and interrupted the flow. We've replaced this with hints about building bridges in Bridge-It Lake.
  7. Various minor fixes, including missing sounds, etc.

Halloween mode will still be enabled for another week. We may keep the option available for longer as well, you'll be able to find it under Options > Gameplay > Seasonal.

We're also working on a new unique scenario map, inspired by sandbox games. We're not sure yet when this will be released, we may save it for the chapter 2 release so that it has all the new features. We'll keep you posted!

That's all for this week, stay warm out there!

Happy Halloween! + Patch Notes 3



Hi everyone, hope you're all ready for some scares tonight! This is a short post detailing some of the bugs that were fixed over the last few days, plus we've added a halloween mode to the game, which will be active over the next week or so!

Patch notes:
  1. Loading game saves - A bug mentioned last week where a game save would load incorrectly every now and then. This one wasn't easy to track down, but I think we've fixed it!
  2. Save/load UI - With this open, you were able to click on buttons in the escape menu through the UI, meaning that if you clicked in the wrong place you could quit to the desktop. Whoops.
  3. Skirmish mode - Fixed some performance issues due to goblins getting in each others' way.
  4. Mobbit traps - A building destruction sound was being played instead of the trap sound when triggered.

Now for the exciting part: Halloween mode!
  1. Atmosphere - You may notice the game's colour and atmosphere 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!
  3. Webs - You will find random webs too which are sticky and slow units 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.

If you'd rather play the game normally, you can turn halloween mode off by going to options, gameplay and unchecking Halloween Mode in the Seasonal section.

We'll keep you informed of any future updates. If you come across any bugs yourself, or would like to request a feature, let us know!

Happy Halloween!

Patch Notes 2



Hi everyone! This is a short post detailing some of the bugs that were found and fixed over the last few days, as well as a couple of requested quality of life improvements.

Patch notes:
  1. Bugs revolving around the victory screen and other UI. The fanfare would sometimes play twice, and input wouldn't always be restored after leaving the map or after a new save.
  2. On linux builds, you couldn't travel to later levels of the campaign. Sorry about that linux users!
  3. Once in a blue moon, the form alliance options wouldn't resume the dialog and soft-locked the level. If anyone is experiencing this issue, let us know and we'll patch your save files for you.
  4. Saving & reloading in floody hell could soft-lock the level.
  5. Placing a building instruction somewhere inaccessible would cause an Engineer to get stuck trying to build it.
  6. In full-screen mode, tooltip was sometimes turning into a small square after the cursor leaves an entity or tile.
  7. Various descriptions for buildings, scenery or traits were missing.
  8. With the cursor in certain positions, pressing down and left/right would move the camera up instead of down. This was caused by a conflict with mouse-edge panning.
  9. The list of levels on linux builds, for example the tutorials, were displaying in the wrong order.
  10. In Bridge-It Lake, added various signs to remind players of the fundamental mechanics in the game. Also made it a little clearer how to reach the fishbeard outpost.
  11. Double tapping a number key will now centre the camera on that unit.
  12. Under all-items, there will now be a summary of how full your storage is.

We've also noticed occasionally a saved game won't load correctly, but that it can reload again without issue. We'll try to have this resolved next week.

We'll keep you informed of any future patches. If you come across any bugs yourself, or would like to request a feature, let us know!

Patch Notes



Hi everyone! Hope you're all enjoying the game so far!

This is a short post detailing some of the bugs that were found and fixed over the last few days, as well as an explanation of how we plan on releasing updates in the future.

Patch Notes:
  1. The 'Got it!' button wasn't always appearing once the game had finished loading. We've had trouble reproducing this one ourselves, but we had a go at fixing it anyway. We'll see if it worked!
  2. Issues with not being able to name new game saves or remove existing ones from the escape menu. This should be fixed now.
  3. For users that can't currently play cutscenes in-game, it should no longer switch to windowed mode and then back to full-screen. If you want to know more about the game's cutscenes, send us a message in the discussions tab.
  4. We're also aware that on some machines the game uses a lot more memory than it should, but we're still investigating this issue.

We'll keep you informed of any future patches. If you come across any bugs yourself, or would like to request a feature, let us know!

One last thing, I'd like to mention how we plan on releasing updates in future. We don't want to flood you guys with patches, but at the same time if there's a critical bug we'll need to fix it as soon as possible. So we have updates split into 3 groups:
  1. Game breaking / major issues. These will receive an immediate patch, as soon as we know we've fixed the problem.
  2. Minor bugs or feature improvements. We'll roll these out on the 'testing' branch first, while we check that we haven't broken anything else. If you don't want to wait for these, you can opt in to the 'testing' beta in the game's properties. Note that you may experience other bugs on this branch.
  3. Feature / chapter releases. We want to surprise you all with exciting new content, so we'll be keeping new features close to our chest until the next chapter is ready to go live. This may take a while, so stay tuned and follow our progress through steam or one of our social media platforms!


I wish you all the best!
Perry.

The Dwarves of Glistenveld - Release Date Reveal

The Dwarves of Glistenveld has been in development for the past few years. Today we are really excited to announce that TDoG will be releasing next month, specifically the 18th October at 18:00 GMT! As a small indie company working on our first title, this launch marks a really big milestone for us, not only for Nysko Games, but for everyone that has helped support us along the way.



[previewyoutube][/previewyoutube]


We are also making our discord server public, so if you want a place to chat about the game, follow this link to join here: https://discord.gg/rg5Q9kC

Stay connected
šŸ–¤ Instagram – https://www.instagram.com/nyskogames/
šŸ’Ž Twitter – https://twitter.com/NyskoGames
šŸ’œ Facebook - https://www.facebook.com/nyskogames/
šŸ”“ YouTube - https://bit.ly/2lWEAs8