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Steam News15 June 202619d ago

Dwarf Guild Mania - Update 1.2 - "The Guild"

Hello Guildmasters, Its been a while since our last update but there is good reason for that.

In this update7

Full notes

Full Dwarf Guild Mania update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Guildmasters,

What changed

0 fixes13 additions13 changes4 removals
  • Gameplay
  • UI and audio
  • Events
  • Maps
  • Store
addedIts been a while since our last update but there is good reason for that. We have brought a ton of new updates affecting every aspect of the game including how you manage the guild, trading, exploration, world generation, graphics and much more.
addedUpgrading MinesMines can now be upgraded by prospectors. There are 8 possible upgrades all requiring resources and some requiring prior upgrades to be completed. Some of these upgrades include "Deep Mining", "Air Ventilation", "Tavern", and "On Site Storage". These upgrades affect productivity, storage, unrest, attrition etc.
addedUpgrading MinesAdded 8 new upgrades
changedUpgrading MinesOverhauled the Production menu.
removedUpgrading MinesConstructing a mine will no longer remove the base features (grass, mist, etc).
removedUpgrading MinesRemoved efficiency metric and merged its functionality with productivity metric.

Dwarf Guild Mania changes

addedIts been a while since our last update but there is good reason for that. We have brought a ton of new updates affecting every aspect of the game including how you manage the guild, trading, exploration, world generation, graphics and much more.
addedMines can now be upgraded by prospectors. There are 8 possible upgrades all requiring resources and some requiring prior upgrades to be completed. Some of these upgrades include "Deep Mining", "Air Ventilation", "Tavern", and "On Site Storage". These upgrades affect productivity, storage, unrest, attrition etc.
addedAdded 8 new upgrades
changedOverhauled the Production menu.
removedConstructing a mine will no longer remove the base features (grass, mist, etc).

Its been a while since our last update but there is good reason for that. We have brought a ton of new updates affecting every aspect of the game including how you manage the guild, trading, exploration, world generation, graphics and much more.

Major Updates

Upgrading Mines

Mines can now be upgraded by prospectors. There are 8 possible upgrades all requiring resources and some requiring prior upgrades to be completed. Some of these upgrades include "Deep Mining", "Air Ventilation", "Tavern", and "On Site Storage". These upgrades affect productivity, storage, unrest, attrition etc.

  • Added 8 new upgrades

  • Overhauled the Production menu.

  • Selecting a mine will bring up the production menu.

  • Constructing a mine will no longer remove the base features (grass, mist, etc).

  • Removed efficiency metric and merged its functionality with productivity metric.

Trade Rework

We've greatly overhauled the trade system in the first of a few major changes we intend to make. We have introduced Buy & Sell Orders. Orders are placed by the players as well as cities themselves indicating how much of a resource they intend to trade. At the end of a turn orders are matched.

  • Added Buy & Sell Orders

  • Added 3 new tradable resources (Food, Building Materials, & Beer)

  • Food is now obtained by trading rather than using the "Source Food" action of a merchant.

  • Added a number of new metrics to the city menu (Population, Diplomatic Influence, and city type).

Tile Selection Menu

Selecting any tile will bring up the relevant menu as well as a new menu known as the "Tile Selection Menu". Left clicking any tile will bring up the production or city menu if that tile contains either a mine or a city. It will then cycle to the unit menu if that tile also contains a unit belonging to the player. Finally it will cycle to the tile selection menu. This menu shows the ownership and resource status of the tile as well as any features or units present there.

UI Rework

The UI of the game has been reworked in a number of ways.

  • The font has been changed to reflect the atmosphere of the game.

  • Each UI page has been seperated into section to make it more readable

Below you will see a screenshot taken early in the game demonstrating the changes made.

Guild Rework

The Guild page has been heavily reworked. The following have been added:

  • Authority is a new resource gained through high honor as well as through recruiting governors. Authority is used to upgrade the guild.

  • You can now upgrade the guild from minor guild to guild to trade company and finally to empire.

  • Added Governors. Governors are each responsible for one of the four chambers ("Treasury", "Shadows", "Commerce", and "Production"). These give both buffs to their respective chamber as well as authority.

  • Prestige is now a requisite for upgrading the guild and no longer grants a victory upon reaching 100 prestige.

  • Modifiers are shown in "The Guild" menu and are granted by ideologies & events.

Events & Choices

You will now encounter events in the world which demand a decision from you. Each decision will give different outcomes.

Below you will see the first event you usually encounter during a game. "In the Shadow Of A Kingdom" is an event that is triggered in the first few turns every game. However, not every event is guaranteed to be triggered each game as the conditions for them to trigger are all unique and specific and may not be met by the player.

The Map, Fog of War, & Map Modes.

Previously the fog of war was indicated to the player by grey clouds. This has been replaced by a parchment map which is gradually revealed through out the game. Additionally, we've added 4 map modes: Terrain, Political, Resource, and Productivity.

These map modes give you a different perspective on your guild and the world around it.

You may also notice a few other changes.

  • We've separated map modes and visual indicators.

  • Hovering cities will show the city name on the map.

Other Changes

  • Camps are now known as towns while what was previous towns has become "cities".

  • When you construct something other than a mine on a prospected tile the resource will become visually hidden.

  • Stopped the AI from building an absurd amount of fortresses.

  • Removed tarot card shop

  • Unit actions are now grouped. These groups expand when hovered. Groups include "Building" and "Upgrading" among others.

  • Recruitment times have been lowered

  • You can now navigate the map using WASD, arrow keys, and the middle mouse button by clicking and dragging it.

Source

Steam News / 15 June 2026

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