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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!

Micromanagement Improvements (Patch Notes 23)



Fellow Dwarves! Assign dwarves to jobs, and equipment to dwarves with greater ease, and use sprinklers to farm almost anywhere!

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Assignment UI - When selecting an instruction zone such as a Defend Zone, a new UI will be attached which displays anyone already working on that instruction, as well as a button to immediately assign the next nearest unit to that instruction. Also the UI will now become a scrollpane if there are a lot of units in the list.
  2. Warriors - Switching class to warrior will now automatically hold that unit, to make it easier to give them further instructions.
  3. Equipment - The slots for Weapon/Tool, Armour and Meal can now be clicked to add available items to them, instead of having to manually tell the dwarf to pick up that item from storage. When the dwarf is next free, they will look for that item in storage and equip it automatically.
  4. Mineral Clumps - The way in which minerals spawn has been revamped. Minerals like gold ore and coal will now be found (usually) in groups, instead of scattered as single tiles. This makes them harder to find, but more rewarding as the overall quantity remains the same.
  5. Soil - Planting mushrooms using the Farming tech generates a soil tile. This soil tile now provides a small amount of moisture.
  6. Allies - In caverns mode, if an ally is in your base, you can now interact with them (select your dwarf and right click) to tell them to return to their own base.
  7. Sprinklers - The Farming II tech now also unlocks sprinklers, which allow you to create radiuses of moisture anywhere by building them within a range of either water or another sprinkler. As a side-note, since sprinklers generate moisture, they can be used to activate the Power-Slider combat ability.
  8. Quick-Save - Added quick-save keybind to the game (F5 by default).
  9. Skirmish Mode - Now provided the option to specify a random spawn-size for a team, which determines both number of units and starting buildings.
  10. Farming Plots - Will now only place instructions for roughly one third of available mushrooms, so that they don't stunt growth.
  11. Thinker - Dwarves with the Thinker trait will now feel 'motivated' rather than gain random exp, which improves the speed at which most tasks are completed.
  12. Caverns Mode v0.62 - Added 'The Vault' start option which sets you up with an abandoned vault surrounded by stone walls. Also features the first version of hordes, which will spawn periodically from tunnels (except with Dwarfling difficulty set, they do not feature). Tunnel spawns are already a mechanic, but spawn fewer enemies. Despite the name, hordes will currently only spawn ~3 times the usual number of enemies, as we do not wish to elevate the difficulty of this mode too much in a single patch. We'll keep an eye on gameplay balance moving forward and adjust accordingly.

Fixes & Improvements:
  1. AI Performance Improvement - Tracked down and fixed a performance issue relating to updating a unit's memory map too aggressively. Larger maps with many units should now perform better.
  2. Mushroom Farming - Multiple foragers would sometimes attempt to farm the same patch of mushrooms.
  3. Behaviour AI - General improvements to idle behaviour. Dwarves equipping items now improved & apply in more circumstances. Also improved logic for when a unit should be able to walk through another unit, or when a unit decides to rest in a bed.
  4. Attacking Enemies - Fixed several bugs in circumstances where units decided to attack enemies when they shouldn't have, and one bug where they should have but didn't.
  5. Vehicles - Attempting to enter a floating barrel should now succeed first time even when issuing the order from a distance.
  6. Assembling Animation - Foragers and worker goblins had no assembling animation.
  7. Building HP Bar - Sometimes displayed the wrong colour until selected.
  8. Skirmish Mode - The quick-start option now provides more resources and buildings at the start.
  9. Saving - Now shows "Saving" at the top of the screen when the game is autosaving, instead of "Paused".
  10. Objectives List - When 10 or more objectives have been added to the list, the list will automatically hide completed objectives. This only happens once per session.
  11. Tile Rendering - Potentially fixed a rare bug where the wrong texture would be matched to a tile, for example gold ore instead of stone.
  12. Resurrection - Fixed bug where a resurrected dwarf could immediately die again.
  13. Sound FX - Different items now have more varied sound FX when dropped.

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

Easter Update (Patch Notes 22)



Fellow Dwarves! Many more quality-of-life improvements are on the way with this year's Easter patch.

[h3]Easter Mode[/h3]
For the next couple weeks, Easter mode will be enabled, and you will experience the following changes to the game:
  1. Atmosphere - The environment has a different look and feel.
  2. Mobbits - Mobbits are larger than normal, and provide more meat!
  3. Easter Eggs - You will find easter eggs sprawled about everywhere, even hidden in the walls! You can now harvest easter eggs using the gather instruction, and they can be stored on tables similar to meals. How many can you find? (Total is at the bottom of the Stats window)

As usual, seasonal modes can always be disabled in the options menu under Gameplay > Seasonal.

[h3]Patch Notes[/h3]
Features & Design Changes:
  1. Current Actions - Rearranged some UI for selected dwarves, and better shows what their current actions are.
  2. Mouse Control Scheme - Added two different options under Gameplay to change which mouse button pans the camera and other controls. This is only relevant when One-Button mode isn't on.
  3. Ignore Resource Restrictions - Added a new setting in the Options menu under Gameplay that will allow you to place building instructions even if you don't have the required resources. This may be preferable if you're one who likes to plan their base ahead of time.
  4. Classes - Switching class to Warrior automatically holds the dwarf until you decide what to do with them. We'll be experimenting with this behaviour to see if it is preferable to leaving them unheld. Also added a highlight when selecting a new class for which class is currently chosen.
  5. Tutorials - Polished, improved tutorial steps & explanations, and added other important elements that were missed. Also introduced 'responsive' tutorials outside of the Tutorial Adventure for anything that was missed/skipped. These responsive tutorials can be turned off in the Options menu under Gameplay.
  6. Campaign - Revamped a few levels including Windy Rivers, improved dialog & made the hint signs more consistent.
  7. Skirmish mode - Different goblin teams will now feature different shades of skin. Also fixed some UI bugs, improved AI & removed generation glitches.
  8. Spring Capacity - Added notification if you try to spawn a dwarf but you're at spring capacity.
  9. Accomplishments - Monuments now feature a button that allows you to look at you accomplishments (stats) for the specific map & playthrough.
  10. Fog-of-War - With lighting quality set to high, the fog-of-war now has atmospheric soft edges (see image below).


Fixes & Improvements:
  1. Signs - No longer pause the game when interacted with. Text will also appear immediately regardless of whether right clicking or left clicking, for consistency.
  2. Overriding Decisions - Fixed a bug where occasionally the player's decision to move a unit would be ignored if they were in battle.
  3. Campaign - Fixed some issues with certain maps including a problem with the offering chest in Smuggle-Me-Timbers.
  4. Fishing - Under certain circumstances, Foragers would continue fishing in removed zones.
  5. Tunnels - Fixed some issues with tunnels and entering new levels, and the associated button appearing when it shouldn't.
  6. Fixed various bugs with dwarf & goblin AI, including reducing some stubbornness for dropping items in storage, idleness, and reducing AI units inclination to wander across the map such as in caverns mode.
  7. Various other Quality-of-Life improvements, including a 'Select All' button in the campaign when choosing dwarves to enter the next map.

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

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.