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The Dwarves of Glistenveld News

Minimap Overhaul (Patch Notes 28)



Fellow Dwarves! We've worked out how to utilise a Map Table! Dwarves can now catalogue their sightings on the minimap for you!

Patch Notes

[h3]The big stuff:[/h3]
  1. Map Table - A new tech that unlocks the Map Table. Once placed, this building reveals friendly and enemy units moving around in the minimap. More importantly however, it also enables you to mark (within the radius of the table) any visible occurrences of a chosen resource or object! Build multiple around the map to make the most of this feature!
  2. Minimap - In some maps this wasn't centred or maximised, and clicking wouldn't always centre the camera correctly. This should now be working in all cases.
  3. Fleeing from battle - Units fleeing from battle would sometimes get stuck due to another friendly unit also being in battle. If they are desperate and need to rest or are low health, they will now be able to scoot past that unit anyway!
  4. Green mushrooms - Any class can now destroy green mushrooms. The gather button however will be disabled unless you have the Farming II tech.
  5. Objectives List - Fixed a number of rendering issues regarding this UI, including the description not updating. Also, objectives that are not within a group/category will now appear above groups/categories to avoid confusion.


The small stuff:
  1. Game-speed controls - Right-clicking the cog in the bottom-right corner will now 'toggle' the speed, instead of always setting to fast-forward.
  2. Caverns mode - Waterfalls now spawn at the source of (almost) every long river with flowing water. Also fixed a bug where Redhammer's meet encounter might not always finish.
  3. Feedback form - Fixed the jank in the feedback form input field. This should now function more like a proper multi-line text field.
  4. 'Send Home' - The send home option when an ally dwarf is in your base is now also a button when that dwarf is selected. You no longer need to right click them.
  5. Skirmish Mode - Fixed a bug involving getting stuck on the select spawn-location screen, sorry about that! This screen should also no longer have any visual artifacts.
  6. Guide - Added more sections to the guide, including bones and old stone structures. Some tips were also added to saplings to improve yield when farming.
  7. Carroots - AI teams and farming plots will no longer automatically harvest the roots of carroots, but you can still use the gather instruction to do it yourself.
  8. Performance - Improved some performance where some UIs were rebuilding when they didn't need to.
  9. Big-picture UI - Simplified the indicator of how many dwarves you can spawn. It now just tells you the dwarf count you have and the dwarf count you can reach. More details are given when hovering over, as usual.
  10. Dynamic Tutorials - Fixed various bugs & added a camera tutorial. We're working on making these the official tutorials and are hoping to remove the 'Tutorial Adventure'. This will mean you will see new tutorials pop up every now and then, but you can still remove them by pressing the X button beside them.

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

Mini-Patches

Oct 21: Hot-fix for getting stuck in some cases when opening the tech-tree in the world map.
Oct 17: Hot-fix for linux builds not being able to run the game. Should be working now!

Chapter 2 Launches! (Patch Notes 27)



Fellow Dwarves, it's here! We've been working tirelessly to deliver this update, and now proudly present the long-awaited: Chapter 2!

As mentioned in our previous announcement, the release of Chapter 2 unlocks the next 6 levels of the Campaign, which take you to the mysterious underground Ruins of Heckler! A new region unlocks for Skirmish Mode, as well as a myriad of final improvements to the user interface, AI, quality of life and performance! For more details see the patch notes below.

Also, if you want a summary of everything that's changed since The Dwarves of Glistenveld first released in Early Access, we wrote about that in our previous announcement: https://store.steampowered.com/news/app/805520/view/7132068756348695686

Now without further ado, let's look at what's changed since the last patch:
Patch Notes


[h3]The big stuff:[/h3]
  1. Campaign: Chapter 2 - You now have access to Chapter 2 of the campaign, featuring the defence of My Fort and 5 new unique maps!
  2. Skirmish mode: Ruins region - A new region is unlocked for skirmish mode, taking you amidst some abandoned ruins. Mind your step, you never know what you might reawaken in those old tombs!
  3. Caverns mode - Caverns mode is now a bit more guided early on and polished. Your first objectives now have markers pointing to the nearest spring, roots and mushrooms, and some intermediary objectives now appear to help you to find your second spring and schematic!
  4. In-game tutorial improvements - A new button now appears next to objective-list tutorials that allow you to ignore/skip them. You can always reset the tutorials in the options menu if you want to revisit them. New tutorials have been added and some wording has been revised to try to better explain the mechanics of the game. We'll be adding to these in future patches to explain some of the later mechanics such as the farming techs.
  5. Game-speed control - You can now right-click the cog in the bottom-right to fast-forward as an alternative to holding down the left button or space-bar.
  6. Smooth camera panning - The camera now 'moves' rather than snaps to focus on units or locations, for example during dialog. This can be toggled in the options menu, for those of you who might get motion sickness from this change.
  7. UI & general performance - Hovering over UI buttons should no longer feel laggy/jittery, and panning the camera should appear smoother (for best results, you can try switching off the FPS cap). Also a small performance boost for cave-ins and reduced the occasional lag spikes. There will still be some reduced FPS as a game is first loaded since some elements are still being generated.
  8. Crash fixes - Fixed 2 independent causes of game freezes, both of which seemed to have obscure conditions. Hopefully they're the only ones!
The small stuff:
  1. Low-health behaviour - You can now set your dwarves to persevere / flee when low health from their selection UI. Originally this was only adjustable after unlocking the By-laws tech.
  2. Stone-chipper Ability - The miner's level 5 ability Heavy-hauler has been replaced by the new ability Stone-chipper, which grants bonus stone when mining cave walls. Heavy-hauler's effect was very similar to Rock-tosser, meanwhile stone would sometimes be in short supply.
  3. New passive buffs - Sound-asleep and Well-fed are two new buffs that your dwarves can have. Sound-asleep speeds up regeneration and applies if you have at least one bed per dwarf. Well-fed further increases movement speed as long as your dwarf's hunger bar is completely full!
  4. Buff / debuff FX - Visual particles now appear when your dwarves are experiencing certain buffs or debuffs, such as exhaustion, hunger or the two listed above.
  5. Frenzied dwarves - The dwarf-list now shows any dwarves you have that have become frenzied along with their last known locations.
  6. More responsive dwarves - While a dwarf was selected, they wouldn't carry out any actions for a few seconds to give the player time to give manual orders if they wanted to. This was an unintuitive behaviour however, and has been limited to specifically move and pick-up actions.
  7. Class descriptions - The class-change UI now shows descriptions of what each class can do.
  8. Doors - When setting to team-only, doors will have a distinguished outline around them making it more obvious what their setting is.
  9. Blood trails - When a unit is low on health, they leave a subtle trail of blood behind them as they move around. You can use this to your advantage for example to follow an injured goblin back to their base.
  10. Stubborn trait - Stubborn dwarves that reach level 10 will be able to finally switch class. Note however that if they reach level 3 in another class they will remain in that class until they reach level 10 again.
  11. New ability icons - Similar to the level 2 abilities, the level 5 abilities now have upgraded icons when you reach tier 2 and 3 of that ability.
  12. One-button mode improvements - Clicking and dragging while an instruction was selected would place multiple of that instruction, but this did not match the normal behaviour of one-button mode. Instead, dragging now pans the camera as it should do, and a new button was added to toggle dragging instructions.
  13. Cracks indicating cave-ins - Cracks have been made more obvious to make it easier to tell when a wall is going to cave-in, and fixed an issue of them sometimes not appearing.
  14. Skirmish mode: Objectives - Skirmish mode now has some starter objectives to help remind players what is needed to build their initial base!
  15. Skirmish mode: Ordered teams - When you choose camps of different sizes, the larger camps will spawn further away from you, and the smaller camps closer by. This should create more of a build-up as you progress through the map and should feel less unfair.
  16. Fishing - Fixed an issue where fishing in shallow water would never yield fish, since the fish couldn't swim to shallower waters. They can now.
  17. Equipment - There is now an option specifically to drop the equipped item in storage, instead of having to set to 'None'.
  18. UI positioning - Class change and interaction UI will no longer be hidden under the selection UI at the bottom of the screen.
  19. More & improved tooltips - Made some tooltips more understandable and added tooltips to more buttons.
  20. Various bug fixes - Fixed various issues including mobbits' flee behaviour, dwarves getting stuck instead of moving out of the way, and streamlined the sound-system to exclusively use OpenAL.

This release also coincides with halloween mode, which appears this time of year to help get you in the spooky mood! If you choose to enable Halloween Mode, you will also experience the following changes to the game:
[h3]Halloween Mode[/h3]
  1. Atmosphere - The atmosphere of the game is more dramatic with fog and a change in colour palette!
  2. Pumpkins - You will find random pumpkins in each level. You can harvest these to get a tasty pumpkin stew, which dwarves treat as equipable meals!
  3. Webs - You will find random webs that stick to units and slow them down, or feed the spiders!
  4. Bats - When you start a new skirmish mode game, you'll find a few more bats roaming the tunnels!
  5. Bubbling waters - Water has turned greenish and bubbles.
  6. Green blood - Units and creatures flash green when injured, instead of red.

[h2]So what's next?[/h2]
Onward to Chapter 3! Does this mean we're done with working on Chapter 2? While we need to keep moving forward with the content we produce, we will continue to refine and improve as we go along. Sharing your feedback and experience will help guide us with any revisions that need to be made to existing content!

We'll also be working on the learning and on-boarding experience of the game, and trying to better streamline it. We're going to continue working on visibility and create an internal plan for producing Chapter 3's content and release in good time.

That's all for this update. As always, feel free to give us your thoughts and feedback, we read it all even if we don't reply! Until next time, stay safe out there, and we hope you enjoy the new chapter!

Chapter 2 is coming! (13th October)



[h3]It has been a long wait, but it's finally here! We will be releasing Chapter 2 on October 13th at 13:00 UTC![/h3]

What's coming with the Chapter 2 update?


The release of Chapter 2 unlocks the next 6 levels of the Campaign, which take you to the mysterious underground Ruins of Heckler! A new region unlocks for Skirmish Mode as well as a myriad of final improvements to make this the most robust patch to date!


We are putting The Dwarves of Glistenveld on sale for 2 weeks starting on the 13th (the day of the Chapter 2 launch), as well as releasing a demo for the first time. Our goal here is to try to get more visibility for the game.

What else has changed since the first release?


To prove to everyone including ourselves that we haven't been sitting around idly all this time 😉, we're going to look at the more significant changes that have come since the game entered Early Access:

[h3]Campaign (Chapter 1)[/h3]

The introduction level in the campaign was first introduced in Patch 12 (Oct '20), and is an important addition because it bridges the gap between the backstory (introduced by the first cutscene) and when you arrive in Fisher's Cove. Windy Rivers saw an overhaul, which was a level originally released with little purpose. The other levels have also seen many improvements through development, based on player feedback and our own testing, with Bridge-it Lake topping the list at 53 revisions!

[h3]Technology Tree[/h3]

Originally the tech tree was less of a tree and more of a list...


Now we have multiple tiers with currently 15 techs to unlock, and the promise of many more! With this comes the many new buildings that can boost your defences or economy, or beautify your bases! The aim by the final chapter (if all goes well) is to have 4 tiers and at least 30 techs!

[h3]Greater Player Choice[/h3]

Originally dwarves received random abilities, but we quickly realised that players should be able to choose them! The ability selection UI has been around ever since Patch 6! Dwarf abilities have gone through many revisions, some were replaced while others were buffed and balanced.



Patch 12 saw the introduction of the difficulty options, allowing you to choose a more casual or hardcore gameplay experience, and more recent patches introduced mechanics like Tinkering and the By-laws tech, giving you more power over your playstyle!

[h3]Quality of Life[/h3]

One of the most requested features was being able to change the game-speed, and was first introduced in Patch 16. A few more examples of quality-of-life improvements include being able to move storage with items together, the introduction of one-button mode, new instruction options, configurable storage, improved game save UI and much more!

[h3]More Informative[/h3]

Along with the addition of the Guide to Glistenveld (an in-game wiki / bestiary that unlocks entries as you explore the game), we've been adding more notifications, visual aids for effects, and a lot more information to help players understand the mechanics behind the gameplay.



[h3]Enemy Quantity & Quality[/h3]

The Dwarves of Glistenveld is still a little light on enemy variety (which we will be addressing as we work on Chapter 3), but initially there were only 2 enemies, and they weren't too bright either! Not only does Chapter 2 feature one of the most intimidating enemies in the game (the draugr), the other enemies have also received a variety of perks and quirks, increasing the strategic potential in their encounters. We believe every type of enemy should feel unique, and we have worked hard to make that a reality!

[h3]Environment & Resources[/h3]

We've introduced new minerals like coal and granite, new types of mushrooms and roots, tomes and bookshelves, all meticulously designed with unique mechanics to help make the world of Glistenveld vibrant and mysterious!

[h3]Caverns Mode[/h3]

First released in Patch 7 (Feb '20), Caverns mode has become one of our favourite modes to play due to its procedural nature, expansive base-building potential and replayability. Caverns mode is a challenge to master, yet features some of the most impressive bases:


Since there's so much more that we could cover, we will be re-uploading the original release as a beta option, for those of you curious enough to check out the differences for yourself! To access it go to your steam library, open TDoG's properties, and under Betas, switch to "first_launch". You can switch back at any time.

Acknowledgements


We'd also like to reflect on what we've fallen short on for this chapter release, so that we can learn from them and work on future improvements.

[h3]Time[/h3]
The most significant for us and I'm sure for many of you is how long it took to get to Chapter 2. We touched on some reasoning for this in our blog posts, but moving forward we intend to give ourselves clearer objectives and planning in future.

[h3]Visibility[/h3]
The game has not seen enough promotion through development. Moving forward we will be putting the game on sale during seasonal events such as the Steam Winter Sale, and will be working harder to give it more attention. We have struggled to build awareness for The Dwarves of Glistenveld, and we are grateful for anyone who supports us in this regard.

[h3]Tutorials[/h3]
In-spite of all our polishing, we've heard the tutorials can be a bit of a grind to play through. This will impact our potential to grow, so it is also something that we should address.

[h2]Lastly[/h2]

Acknowledgements aside, we are very happy with how Chapter 2 has turned out. The team has worked tirelessly to bring this chapter to life and we feel a lot more character, lore and fun design has been poured into the game. We can't wait to find out what you guys make of it!

[h3]I hope you're as excited as we are for the upcoming release! That's all for this announcement, see you all in 2 weeks![/h3]

Mini-Patch

Hot-fix for suspected issue with 'end of Chapter' trigger, plus we also noticed holding units would sometimes move the unit back to a previous tile.