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Update #24: Home Building šŸ”Ø Underworld



Like a mighty eagle, the update #24 (aka 1.1.0) has just landed! And the bird brings you many sweet new treats.

It's kinda two-fold: there's the free content update part focused on building your new home, and the Underworld DLC that expands the game with a brand new open world map and all sorts of new recipes, features, skills, and whatnot.

Let's go through some of the new stuff! I'll try to separate which ones are part of the free update and which require the Underworld DLC.

Update Highlights


[h2]Tabula Rasa - The Builder's Isle[/h2]

A new mini island has mysteriously appeared north of the Evac Site on the main island. There you will find a new quest that will walk you through the new build features. That's also your very own space where you can start building whatever you want. Your home. Your base. Whatever you want to call it.

As you complete the phases of the new quest, you'll unlock more and more new stuff to build: new walls, doors, furniture, and decorations. You'll be able to create your own hut/base/cabin/house/mansion from whatever pieces there's available. We'll be adding some more stuff to build in future free updates as well. Also if you bought the Underworld DLC, you'll unlock some special new buildables otherwise not available.

A well deserved rest.

The build limit has been greatly increased, so you'll able to place a lot more objects in the base game, and even more with the stuff you find in the DLC. We'll probably be increasing the limit in the future updates as well.

[h2]Home Portal[/h2]

The Home Portal is a reward for completing the new construction related quest. Once invented, it allows you to create a quick portal that will take you to Tabula Rasa -- and back. Currently (as in 1.1.0.30) it only works on the main island, but we're hoping to make it work anywhere you may roam. (Except tombs maybe.)

[h2]Build Mode Usability Improvements[/h2]

New hotkey for accessing the Build mode has been added. By default it's bound to B on the keyboard, but you can change it as you wish. It brings up the Build mode, so you don't have to spend your active inventory slot for Builder's Kit anymore.

Building your home is a delicate process. Sometimes you do make mistakes and place objects in ugly positions and unwanted angles. Destroying stuff should be familiar to you by now, but occasionally you need a tool finer than a sledgehammer. So we've added another usability improvement for deleting objects you no longer love. While in Builder's Kit mode, just hold down ALT on keyboard (LB on gamepads), and click away to delete (and refund) the ill-fated objects.

We'll also keep our ears open if you have any ideas how to improve things. (One thing we're thinking about is how to move the protagonist out of the way when you want to build something in that spot. We haven't yet decided how to do it, but we've got our thinking helmets on.)

[h2]Greener Grass[/h2]

Farming used to be something you do outdoors only, but glad that's over now! You'll now be able to start farming indoors by constructing Planters. You can even build an elegant greenhouse made of glass around your to-be-vegetables, or maybe just have a garden in your living room. You do you!

Don't mind the skeleton. It was but a minor work mishap.

Seed Bag is also getting a fancier new version. It's waiting for you to find it deep below sea level in the Underworld DLC. Enhanced Seed Bag is what we call it. Single plant action with that bad boy plants 9 seeds at once (in a 3x3 grid)! It can also be upgraded to speed up the planting action, and be used to grow new Mana Plants. Prepare to harvest some nice little mana berries!

[h2]New Tools (aka Weapons)[/h2]

There's a new tool meant for smashing in town, and it's called the Wrench. It sits in the Invent tree behind the Baseball Bat, and could be new blunt tool of choice. Give it a go!

The Underworld DLC also expands the selection of craftables with things like Sawed-Off Double Barrel Shotgun and a Crossbow, but those you have to find and earn first.

[h2]Fast Travel Between Campfires[/h2]

In the Underworld you can travel freely between all the campfires you've lit. After completing a certain quest there, you'll also be able to take that knowledge to the main island. Fast Travel has never been so convenient and safe!

[h2]The Call of the Underworld[/h2]

Obviously a big part of this new update is the Underworld DLC. I'm not going to spoil much of it here though. Once you purchase it, provided you've gotten yourself out of the first area (Capernaum), a new Quest will popup up and show you the way to the world under. Safe trips!



You can check out the DLC here:

https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/

CHANGE LOG


You can find full change log below.

[h3]ADDED[/h3]
- Underworld DLC.
- Builder's Isle added to the main island north of the evac site.
- New building related inventions and objects, unlocked after Builder's Isle progression.
- Added "Wrench" as a tool to fill the gap between Baseball Bat and Sledgehammer.
- Built object names are now shown in the map.
- Added quick key access for Builder's Kit.
- Now remembering your previously selected buildable between sesssions.
- Delete function for "Builder's Kit".
- All headgear besides gas mask are now upgradable.
- Showing the map sector (like K23) in big map for the cursor location.
- UI navigation now works with any bound movement keys.

[h3]CHANGED[/h3]
- Large metal objects now drop additional scrap metal when destroyed.
- Changed around "Combat" side of the invention tree to accommodate Wrench and shuffled some trinkets around.
- Buffed the build limit modifier on all "Builder's Kit" upgrade levels and on food recipes giving build limit.
- Quests now visible in build mode.
- Fisher skill now gives better fishing speed bonuses early on and rewards more XP for fishing.
- Tweaks to temperatures in areas with extreme temperatures.
- Nerfed items and food recipes giving enemy aggro range decrease so that maximum cap is now at most 70%
- Buffed the "Riot Shield" damage, shield hp and knockback distance.

[h3]FIXED[/h3]
- Rare crash related to entering the pause menu.
- Destroyed built objects are now instantly updated in the big map.
- Usual open world glitch & terrain fixes.
- The survivor does not fall through built structures anymore when throwing knives.
- Fixed showing of negative numbers for item uses, now capped at 0.
- Inner "Fortress" doors van now be destroyed only after outer doors have been opened.
- Link tower achievement had incorrect number of link towers associated with it.

Up Next


Next we're going to bring this update to all the platforms out there, and then start working on the next update. In reality this work is somewhat simultaneous, but just don't expect the next update to come out before this one is available everywhere.

The work on the next big secret DLC after this one is already well under way. However, I don't dare estimate when it'll see the light of day. It's going to be different than this one, but it'll also feature a new big open world map.

We'll keep you in the loop! Happy building and see you in Discord!

šŸ”Ø

DYSMANTLE "Underworld" DLC Developer Launch Stream



Join us for a developer launch stream to celebrate the "Underworld" DLC release!

Announcing DYSMANTLE: Underworld DLC šŸ’Ž



We're happy to announce that we're on the final development stretch of a shiny new DYSMANTLE DLC called Underworld! We were hoping to get this out before the summer vacations, but unfortunately things simply aren't yet ready for release. The current estimated Steam release date is some time at the end of August, so we're close!

The DLC will feature a new open world map called the Underworld. Note that this is not an Undercrown related thing, this will go way deeper -- and beyond. The story will shed some more light onto the mysterious event happening on the island, and almost all the existing game features are expanded in some way: there will be new quests, recipes, skills, monsters, weapons, outfit, headgear, fish, plant to farm, buildables, and so on. For those who survive the Underworld main quest, there will be a sweet and useful reward: among other earthly rewards, you will be able to fast travel between Campfires.

All this will arrive with the upcoming 1.1.0 update #24 which will also contain some free playable content. The focus will be on giving you more tools to build stuff like platforms, walls, furniture, etc. We're expanding the main island a bit to give you some more room for your building activities and to add some Quests related to it. But more on that later!

You can find out more about the Underworld (and perhaps wishlist it?) at it's Steam page here:

https://store.steampowered.com/app/2004110/DYSMANTLE_Underworld/

The next step for the team is to once more recharge our batteries with the traditional Finnish 4-5 week summer vacation. This long break makes it up a bit for having to live in a cold and dark country like Finland. This might not be the best time to make that statement though as it's midsummer (Juhannus), which means that the sun basically doesn't go down AT ALL. It's surreally bright during the night time. Also it's almost 32° Celcius (~90°F) outside right now, so... not exactly cold. But it can get -32° during winter!

Anyway, have a great summer everyone! (Missing the office AC already.)

šŸ’Ž

Update #23: Touch-ups

[h2]Version 1.0.4: Touch-ups[/h2]

This is a minor update with many smaller tweaks and balancing updates. The next update (1.1.0) will be a big one!

[h2]Change List[/h2]

[h3]ADDED[/h3]
- "Dentured Fangs" and "Berserker Charm" can be upgraded. They were also rebalanced.
- New spit attack pattern for the "Puker".
- Traditional Chinese localizations.
- Performance improvements.

[h3]CHANGED[/h3]
- UI tweaks (mostly for touch interfaces).
- Text size tweaks.
- Language menu sorts languages by language code (always shows reference language first).
- Language menu sets cursor focus over current language.
- Buffed the "Leaper" enemy damage on all attacks a bit as the enemy was underperforming compared to specs.
- Buffed trinket effects for "Shock Absorber" and "Rabbit's Foot".
- Plant beds can now be destroyed with a shovel.
- The survivor now respawns at the home shelter if he dies consecutively three times in a very short period of time.
- The collection now shows zero for materials that the player does not carry or have in the storage.
- It is now possible to walk through a dead co-op player.
- Invention notification now makes a sound.
- Hunting rifle now has modifiers for all upg levels (conceptually a high crit dmg & chance weapon).
- Added fishing xp buff modifier to "Tackle" an fixed some faulty modifiers.
- Invent screen has less empty space around the grid.
- Faster material pick up (more materials picked up at once).
- Russian now uses the sama font as other languages.

[h3]FIXED[/h3]
- Quest text locations show up properly in all stages.
- Not possible to destroy "Fortress" entrance doors through the main gate any more.
- Localisation fixes.
- Fixed an issue with the "Ark" level 2 door not opening when it should.
- "Riot Shield" HP now shown correctly after quick swap.
- Materials do not disappear anymore when starting a co-op game when saving is not possible.
- "Arcade is dead" cabinet can now be searched only once.
- Fixes to faulty positioning of co-op player spawns.
- Usual open world glitch & actor fixes.
- Campfire achievements now uses the correct amount of campfires.
- Radio achievement now takes into account radios in shelters.
- Fixed discrepancies between some texts and voiceovers not matching.
- Fixed slider value changing with gamepads and keyboard.
- Fixed Crowbar missing most of its upgrade effects.
- Timed crate gold medal had wrong amount of crates found required (51, is now 52).
- Fixed main quest getting stuck by not acknowledging all the found fuel cells.

Update #22: Survivor's Log šŸ““



Boom! Another patch has just dropped!

Do note that, even with the boom and all, this is mostly a maintenance/fix update. However, there is a couple of new quality-of-life features included.

One of the new things added is something that has been requested pretty much since the first early access versions. There can be lots of things happening at once if you run around in the wide open world. You may not always have the time to read the texts thoroughly while being eaten alive at the same time. So now, if you notice you missed some text, you can go to the new Text Log screen and go through the lines again. The screen includes pretty much all the texts you see in the game world (all the protagonist "thoughts", read bulletin boards, notifications, etc).



The text is visible for the duration of the game session only, so after you save & exit, all that text is lost like tears in the rain. (In other words, the save state doesn't contain these texts.)

Another requested feature has been a quick menu for swapping your active items. After unlocking all four tool slots, it can be a chore to cycle through them all by pressing the switch item button repeatedly. So now long pressing the button pauses the game and opens up a menu like this:



I hope this will reduce the unnecessary swapping cycle. (This will be also be the primary way to swap items in the upcoming mobile version.)

As usual, full list of changes can be found below.

CHANGE LOG


[h3]ADDED[/h3]
- Added Survivor's Log screen with texts you've encountered during this game session.
- Quick Swap Active Items menu (Hold down item swap button).
- Performance optimizations.
- Camera distance slider.
- Caribou can be tamed.

[h3]CHANGED[/h3]
- UI tweaks.
- Wood pile drops more wood.
- Storage Box Upgrade available sooner (level 8 after crafting the Sleeping Bag).
- Builder's Kit requires Fabric instead of Iron.
- Breaking foliage, tableware or farmables don't cause freeze frame effect.
- Allowing using gamepad DPAD for navigating CarriedMaterials screen.
- Smelters and Sawmill can now use carried materials.
- Lowered smelter & sawmill build costs, to further encourage building multiples of them.
- Lowered amounts needed to refine most materials, but increased the time to complete.
- Roughly doubled the amount of "fuel" provided by refining building fuel sources.
- New HP and Level icons.
- Red-blue color blind friendly player colors in color blind mode.
- Increased map cursor speed and tweaked its sensitivity when using a gamepad.

[h3]FIXED[/h3]
- Localization fixes.
- Crash related to loading new areas.
- In case player did not get a fuel cell drop from killing the bosses, installing fuel cells should still be possible if bosses are dead.
- Fixed an issue with the "Volcanic Trail" quest where the player did not light up the campfire at Vulcan.
- Usual open world glitch and issue fixes.
- Changed the tomb "Shining passageway" a bit so the player can't get stuck.
- Added POI markings to a couple of quests that were missing them.
- Fixed Smelter and Sawmill HUD font scale and icon colors.
- Campfire menu Inventory button opens the inventory for the correct co-op player.
- Crash when loading a save with too many times fished (over 6k fishes).
- Fixed a sequence skip in "Last Stand".
- Fixed fishing in certain spots.
- Aiming now stops correctly, when the player changes equipped tool.
- Improvements to "run toggle".
- Material slots no longer overlap with the map.
- Hiding fabricator recipes in Invent screen.
- UI scale fixes.
- Showing unlocked recipes properly in collection (doesn't happen automatically for old saves).
- Throwables now hit targets more reliably.
- Destroyed wall caps do not block melee attack anymore.
- Camera z near/far fixes.


Up Next


I know it's the same story as before, but we're still working on releasing the game on other platforms. At the same time, part of the team is designing and implementing the new content for 1) the next bigger free content update, and 2) the upcoming DLCs. We're pretty much on schedule. Still not sure if we're going to do yet another smaller patch before the next bigger patch, but we'll see.

As for the next content update, here's a little work-in-progress sneak peek:



You may be able to figure out what's that all about! But I do want to make it clear that it will take some time before this will be available. The best estimate at the moment is 2022/Q2.

Stay tuned!

šŸ““