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The Dwarves of Glistenveld News

Cutscenes & Carroots (Patch Notes 26)



Fellow Dwarves! It's been a while, but there's a lot to cover on this one...

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Cutscenes - Should now play in-game, instead of directing you to a youtube video. Note to linux users: you will have to install VLC for this to work.
  2. Carroots - A new harvestable food that grows out of special type of roots! Unlike the other 3 food types, carroots cannot be cooked into a meal, nor replanted, but they do provide a steady supply.
  3. Defend Zone -> Combat - What used to be the Defend Zone instruction has now become a new sub-panel called 'Combat' currently with 2 instructions: Defend Zone has been renamed to Patrol Regions for clarity, and a new instruction called Battle-Lines can be used to make warriors form a line and wait there, rather than patrol around.
  4. Ally/enemy base AI - Many improvements have been made for ally/enemy AI in terms of base-building, defending and attacking, expanding on the existing wall-building update.
  5. Pressure-plate Buttons - The signage on floor buttons in-game has been updated to be more clearly distinguishable between the different types: hold, toggle and lock.
  6. Mushrooms - New placement variants for mushrooms. It was bothering us that every patch of mushrooms looked identical, now they'll look a bit more natural! We also plan on introducing different species of mushrooms eventually, but that's for a later update.
  7. Gem Crystals - Can now appear protruded out of cave walls.
  8. 'New Game' Menu - Now when choosing which mode to play, it shows a breakdown of what to expect. Since each mode differs in style, they are rated out of 5 in the following: Challenge, Adventure, Colony-sim, Story/lore and Game length.
  9. Spiders & Webs - Spiders' behaviour has been improved, and they now spawn strewn webs on the ground all around their nest. This type of web has a smaller movement penalty, breaks after a few steps, and also dictates where spiders will place their eggs.
  10. Abilities Selection UI - The UI to choose new abilities for your dwarves has been revamped.
  11. Level Up UI - Any time a dwarf levels up and their notification clicked, you are now presented with a UI that shows the precise improvements of their abilities, so you can see what's changed!
  12. Fish - Fish are now lured by ripples, which are made when the Forager arrives at their spot, by cave-ins near water and when the player clicks the water.
  13. Caverns Mode - Various design updates including chest loot-tables & special item spawns, and the introduction of carroots.
  14. Campaign - Tweaked dialog, added more interjections and reduced confusion around Floody Hell's floating barrels.
  15. Skirmish Mode - Controlling teaming in skirmish mode has been revamped and now features 3 presets: teams by kin, teams by neighbour, or all vs all. Teams by kin means dwarves team with other dwarves, goblins with goblins. Teams by neighbour means dwarves will only team with other dwarves if they are also neighbours. All vs all means there are no teams. Teams can still be configured manually. Also various fixes & improvements to this mode.
  16. Root-puller Ability - This ability has been buffed and now reveals 3 tiles each harvest, and at higher levels can also reveal roots that aren't connected but close by. The description also clarifies that the minerals on those tiles are revealed at the same time.
  17. Low Health - Added a new option in By-laws to set your dwarves to automatically flee and rest when they reach low health. This is also in effect by default in Dwarfling difficulty.
  18. Main Menu - While no item is highlighted, one of your statistics shows, such as Spiders Defeated or Gems Mined.

Fixes & Improvements:
  1. AI for Dropping items - The previous system for when units decided to drop items was too aggressive. Engineers would return dwarf hearts back to storage instead of spawning a dwarf right away, and other classes would return prematurely when they could have continued their work. This has been almost completely redesigned. The new system is not as 'catch-all' robust and may need some tweaks going forward, but is now much more logical in terms of when to drop items off. Units now start an internal clock once carrying items and won't return them unless full inventory, switching jobs or the clock reaches a certain job-dependant threshold.
  2. Tutorials - Various updates and refinements for the 5 tutorial levels. Dialog has been reduced in places to improve pace, and the clickable sign that explains the game-speed control has been replaced with a prompt in the tutorial itself. Also added guide & notifications optional tutorials that appear in the objective list.
  3. First-time usage tips - When certain items such as tomes are first interacted with, a dialog pops up explaining what they do. Also when entering skirmish or caverns mode for the first time, a dialog pops up explaining some of the unique features of that mode.
  4. Harvesting rocks - No longer adds foraging experience to miners.
  5. Combat Abilities - Fixed a bug with their proximities not updating the ability stats correctly!
  6. Eat & Rest - Fixed some logical flaws in how dwarves decide to eat & rest when you tell them to via the associated buttons.
  7. Guide to Glistenveld - Updated some information in the guide.
  8. Goblins - Updated some goblin recipes to improve gameplay balance, such as in skirmish mode.
  9. General AI Improvements - Units will now flee more sensibly, for example only when they're low health and there is a threat nearby. Both goblins & dwarves base-building AI has been significantly improved, and made more competitive.
  10. Scenery - Fixed some rendering-order graphical bugs.
  11. UI Panes - Improved the gradient on many of the UI windows for text to be more readable at the bottom.
  12. Unit Movement - When the player changes a unit's movement they will now switch directions immediately if the target is behind them, instead of waiting until they've reached the next tile.
  13. Instructions - The Patrol Regions (formerly Defend Zone) instruction now has better logic for when to rest, and was ignoring a particular by-law option. Warriors will now go rest at a higher health, but otherwise only if their stamina reaches 0. Foragers will no longer try to harvest tougher roots (i.e. iron roots) if they lack an iron tool. Also minor fixes to building, crafting & mining, and claims on jobs not being cleaned up.
  14. Warriors - Warriors will no longer go to rest or eat until they are both hungry and tired or one of those stats is completely drained. When changing a dwarf to Warrior, they will now stand still for an extended period of time, waiting for you to give them something to do.
  15. End of Level Stats - Amended some missing icons in the end of level statistics window.
  16. Map Editor - Added missing icons and made various improvements to the map editor, including all item types are now available in the quick panel at the bottom.
  17. Various other fixes including tooltips not displaying for certain highlighted objects, and removed all unneeded libraries from the executables, reducing their filesize.

We'd like to apologise for the lack of updates this year. We've had some major hurdles to overcome in preparation for Chapter 2, including finally getting cutscenes working in-game and finishing the new trailer. These took priority over releasing more regular patches, though hopefully we can balance this better in future. We'd set our bar high for the Chapter 2 release in terms of polish and robustness, since we want people to have a great experience with it. Most of these improvements are present in this patch (the last significant patch before Chapter 2 releases), so we hope you enjoy!

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

Mini-Patch

Hot-fix for a rendering corruption bug that involved the Root-Puller Forager ability.

Halloween Mode (Patch Notes 25)



[h3]Halloween Mode[/h3]
Glistenveld is getting spooky once again with Halloween Mode enabled (until Nov. 10th)!
In Halloween Mode, you will experience the following changes to the game:
  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 equippable 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 - Water has turned greenish and bubbles.
  6. Green blood - Units and creatures flash green when injured, instead of red.

The scary scenario maps Fishbeard's Mining Operation and The Tomb are both challenges built to test your resolve around Halloween! As usual, seasonal modes can be disabled in the options menu under Gameplay > Seasonal.

[h3]Patch Notes[/h3]
  1. By-laws - A new tech that unlocks the ability to define rules for your dwarves' behaviour depending on the circumstances. You can manage whether instructions are carried out, needs are taken care of, when to engage in combat, or whether to risk leaving the safety of your base. For example, if there are a lot of enemies about, you could switch to more restrictive by-laws to keep your working dwarves safe while your warriors deal with the threat!
  2. Control Groups - Control groups have been updated with UI at the top of the screen and should now save & load correctly. When you have units or buildings selected, you can press Ctrl + 1-9 to create a control group. Pressing 1-9 again later or clicking the respective button will reselect those units / buildings again.
  3. Equipment Slots - Equipment has now been split into 4 types: wieldables such as tools or weapons, armour such as helmets, equippable meals and finally accessories such as potions or rings. Potions used to take up the meal slot, and rings used to take up the armour slot.
  4. New Textures - Stone, iron, coal & gems now have new texture variants, to add to the natural visual aesthetic of the underground.
  5. Tutorial 2 - Fixed a bug where it was possible to softlock the second tutorial.
  6. Smuggle Me Timbers - In super rare circumstances the guard would walk across the map instead of out of your way. This was caused by a flaw in our script engine and required a bit of an overhaul to future-proof this problem.
  7. Fixed various other bugs including the world map zooming into the top corner instead of centring on the current level.

This patch is a little lighter due to our focus on preparing for the chapter 2 release, and also having time off to recharge our batteries. Taking breaks is an important part of a healthy workflow!

Until our next update, Happy Halloween!

Research & Polish (Patch Notes 24)



Fellow Dwarves! Our engineers have discovered how to research new technologies by tinkering with resources, as well as admire their beards & braids from a new angle!

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Tinkering / Research - A new feature of the tech tree allows you to unlock techs using resources instead of schematics! Currently only tier 1 techs can be researched. The research takes time and requires a fairly substantial amount of resources.
  2. Water Reflections & Visuals - Improved the visual effect of water and added reflections for any units, buildings, scenery etc. by the water's edge. Deep water has been made more atmospheric.
  3. Wall-building AI - AI dwarf/goblin teams now build walls around their bases, including doors / caltrops at entrances. This features most in skirmish / caverns mode.
  4. Force Rest AI - Now when you tell a dwarf to rest, even if there are no beds available, they will still head to a nearby bed or building and wait. This is useful when you need to quickly take them out of a dangerous location.
  5. Issuing Orders - Changed what happens when telling a dwarf to interact with a scenery or building. If there is only one possible action, it is performed without a popup menu. This also fixes a problem where you couldn't right click to repair a training dummy.
  6. Big Picture UI - Revamped the Big Picture UI (top-left) to be slightly bigger, cleaner and make the buttons looks more like buttons.
  7. Ground Webs - Added a new type of web that covers the ground and will appear in certain modes. Marginally slows units and will break away after several steps.
  8. Skirmish Mode - Balanced quantity of coal and altered the default preset for a more challenging game.
  9. Basalt - A new currently indestructible mineral. Now features in specific campaign maps to prevent certain events happening out of order.
  10. Turtle-Belly - Turtle-belly dwarves will now have a minor resistance to poison, as well as their slower hunger-rate.
  11. Goblin Traits - Goblins now feature traits similar to dwarves, though there are fewer goblin traits available.
  12. Dwarf-list - The Dead Units tab of the dwarf-list has been cleaned up and now shows whether the unit has been buried and in which map (useful in the campaign).
  13. Tutorial - Created research & 'low health warning' in-game tutorials (not to be confused with the tutorial adventure). Also improved various tutorials and tutorial states will no longer be frozen if the game is paused.
  14. Options Menu - Added graphics presets & more options, and re-arranged a few items to make more sense.

Fixes & Improvements:
  1. Loading Screen - Improved the 'cog spin' visual feedback and information when loading maps & save games.
  2. End of Level Stats - Added missing icons & labels to the pop-up stats for the end of a campaign level.
  3. Escape Menu - Reformatted and added icons to the menu options in the escape menu, for visual aid.
  4. Floating Barrels - Fixed a couple bugs with floating barrels, including stacking combat abilities.
  5. Rest AI - Added more conditions when dwarves will automatically go to rest. Also telling a dwarf to rest wasn't always turning off that state after they've rested.
  6. Entity Tooltips - Fixed a bug where tooltips wouldn't always display when they should, for example when hovering over enemy buildings.
  7. Battles - Fixed a bug where units would sometimes still act as if they were in battle when they weren't.
  8. Dwarf Team AI - Improved how dwarves choose which classes they should be at any given moment.
  9. Worker Selection UI - Fixed a bug where turning off one unit working on a job would confuse the check-box states (although it was working properly behind the scenes).
  10. Music - Music would switch tracks rapidly while you sped up the gameplay, also wouldn't always fade-out when viewing the world map.
  11. Instruction Keybinds - Now when pressing keybinds for instructions like build bridge, the page containing that instruction is opened & closed automatically in the UI.
  12. World Map - Fixed some visual bugs with the unit selection / carry item UIs.
  13. Vehicles no longer get selected when selecting a group of units.
  14. Various other bug fixes, improvements and cleaned up a lot of code. Added some sanity checks to ensure dwarves don't get duplicated when saving/loading in the campaign.

We've been working a lot on polish in preparation for the Chapter 2 release. Sorry to say it might still be a couple months away, but we'll see. That's all for now, stay safe out there!

Mini-Patch

Hot-fix for a potential game-freeze during Bridge-It Lake.

We'll be releasing a full patch soon with many other fixes & new features!