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Steam News29 February 20206y ago

Unstable Update

I've pushed an unstable update. It's taken a bit longer than I planned, but that delay also allowed a bit more art to make it into this update. This is the long list of everything since the last stable release.

Full notes

Full DwarfCorp update

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

What changed

1 fix2 additions2 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
  • Performance
addedDwarf equipment - * Tab added to dwarf info screen. * Remove and equip tools and clothing. * Tools required to complete tasks. * Some tasks can be completed without tools to prevent deadlock. * Dwarves automatically retrieve the appropriate tool, if available. * Equipment is shown on the dwarf sprite. * This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink. * Added Hoes - used for farming. * Dwarves start with default tools. * Tools aquire wear and eventually break. * Some color variations of standard equipment available through god menu - will eventually be craftable. * Tools made of different materials last different amounts of time. * Wood breaks quickest - Iron lasts the longest. * New plant - Cotton * Spawns in grasslands and wetlands. * Currently unused - but expect it to be an ingredient for crafting clothing. * New voxel types - * Beam and Stucco - made from sand. * Carved stone. * New tile colors. * Improved the tutorial * New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active. * Introductory tutorials flow automatically into each other. * Added filter to employee listing.
addedImplemented camera hotkeys. * Shift + Number to save a camera position. * Control + Number to jump to a saved position. * Changed behavior of training equipment * It can now be removed without having to break it, and replaced somewhere else. * Breaking it through training destroys it completely. * Tasks now show why they are failing. * Hover over a task in the task pane to see a tooltip saying why the task has failed. * Some tasks are impossible - it may tell you something like "You do not have the resources", etc. * If a specific dwarf fails a task, it will display their name and why. * This is a work in progress, but most tasks should be covered. * Build voxel tasks are now combined the same as dig tasks.
changedResource spawning separated from other entities in god menu.
changedQuickplay option - previously used for debugging - added to main menu. * Launches game with large set of dwarves into a small world. * Tweaked biome map colors to make them more distinguishable. * Tweaked plant spawn rates to make them more abundant. * Added mushrooms to more biomes to make starting with no food sources less likely. * Increased Jolly Forest and Haunted Forest appearance rates.
fixedStuff you don't care about - * Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend. * Improved GUI mesh generation. * Support dynamic GUI textures - used for the palettized resources. * Better resource templating. * All dwarf layers use palettes. * Fighting the billion dollar mistake. * Bug fixes * Fixed gem-set trinkets not using correct graphics. * Fixed crafting table using wrong graphic when in resource form. * Fixed trinkets generated as part of trade sometimes not having graphics. * Fixed targets using wrong graphic when in resource form... sensing a pattern here. * Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path. * Fixed issue preventing wizards from building bookshelves. * Fixed issue preventing placement of apothecary. * Fixed issue with object placement tool shutting off. * Fixed issue with teleporter stranding dwarves inside voxels. * Fixed issue that caused dwarves to fall through single voxel width bridges. * Fixed issue that sometimes prevented ladders from being placed. * Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion. * Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock. * Fixed crash when destroying certain rail pieces. * Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.

DwarfCorp changes

addedDwarf equipment - * Tab added to dwarf info screen. * Remove and equip tools and clothing. * Tools required to complete tasks. * Some tasks can be completed without tools to prevent deadlock. * Dwarves automatically retrieve the appropriate tool, if available. * Equipment is shown on the dwarf sprite. * This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink. * Added Hoes - used for farming. * Dwarves start with default tools. * Tools aquire wear and eventually break. * Some color variations of standard equipment available through god menu - will eventually be craftable. * Tools made of different materials last different amounts of time. * Wood breaks quickest - Iron lasts the longest. * New plant - Cotton * Spawns in grasslands and wetlands. * Currently unused - but expect it to be an ingredient for crafting clothing. * New voxel types - * Beam and Stucco - made from sand. * Carved stone. * New tile colors. * Improved the tutorial * New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active. * Introductory tutorials flow automatically into each other. * Added filter to employee listing.
addedImplemented camera hotkeys. * Shift + Number to save a camera position. * Control + Number to jump to a saved position. * Changed behavior of training equipment * It can now be removed without having to break it, and replaced somewhere else. * Breaking it through training destroys it completely. * Tasks now show why they are failing. * Hover over a task in the task pane to see a tooltip saying why the task has failed. * Some tasks are impossible - it may tell you something like "You do not have the resources", etc. * If a specific dwarf fails a task, it will display their name and why. * This is a work in progress, but most tasks should be covered. * Build voxel tasks are now combined the same as dig tasks.
changedResource spawning separated from other entities in god menu.
changedQuickplay option - previously used for debugging - added to main menu. * Launches game with large set of dwarves into a small world. * Tweaked biome map colors to make them more distinguishable. * Tweaked plant spawn rates to make them more abundant. * Added mushrooms to more biomes to make starting with no food sources less likely. * Increased Jolly Forest and Haunted Forest appearance rates.
fixedStuff you don't care about - * Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend. * Improved GUI mesh generation. * Support dynamic GUI textures - used for the palettized resources. * Better resource templating. * All dwarf layers use palettes. * Fighting the billion dollar mistake. * Bug fixes * Fixed gem-set trinkets not using correct graphics. * Fixed crafting table using wrong graphic when in resource form. * Fixed trinkets generated as part of trade sometimes not having graphics. * Fixed targets using wrong graphic when in resource form... sensing a pattern here. * Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path. * Fixed issue preventing wizards from building bookshelves. * Fixed issue preventing placement of apothecary. * Fixed issue with object placement tool shutting off. * Fixed issue with teleporter stranding dwarves inside voxels. * Fixed issue that caused dwarves to fall through single voxel width bridges. * Fixed issue that sometimes prevented ladders from being placed. * Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion. * Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock. * Fixed crash when destroying certain rail pieces. * Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.

I've pushed an unstable update. It's taken a bit longer than I planned, but that delay also allowed a bit more art to make it into this update. This is the long list of everything since the last stable release.

  • Dwarf equipment - * Tab added to dwarf info screen. * Remove and equip tools and clothing. * Tools required to complete tasks. * Some tasks can be completed without tools to prevent deadlock. * Dwarves automatically retrieve the appropriate tool, if available. * Equipment is shown on the dwarf sprite. * This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink. * Added Hoes - used for farming. * Dwarves start with default tools. * Tools aquire wear and eventually break. * Some color variations of standard equipment available through god menu - will eventually be craftable. * Tools made of different materials last different amounts of time. * Wood breaks quickest - Iron lasts the longest. * New plant - Cotton * Spawns in grasslands and wetlands. * Currently unused - but expect it to be an ingredient for crafting clothing. * New voxel types - * Beam and Stucco - made from sand. * Carved stone. * New tile colors. * Improved the tutorial * New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active. * Introductory tutorials flow automatically into each other. * Added filter to employee listing.

  • Implemented camera hotkeys. * Shift + Number to save a camera position. * Control + Number to jump to a saved position. * Changed behavior of training equipment * It can now be removed without having to break it, and replaced somewhere else. * Breaking it through training destroys it completely. * Tasks now show why they are failing. * Hover over a task in the task pane to see a tooltip saying why the task has failed. * Some tasks are impossible - it may tell you something like "You do not have the resources", etc. * If a specific dwarf fails a task, it will display their name and why. * This is a work in progress, but most tasks should be covered. * Build voxel tasks are now combined the same as dig tasks.

  • Resource spawning separated from other entities in god menu.

  • Quickplay option - previously used for debugging - added to main menu. * Launches game with large set of dwarves into a small world. * Tweaked biome map colors to make them more distinguishable. * Tweaked plant spawn rates to make them more abundant. * Added mushrooms to more biomes to make starting with no food sources less likely. * Increased Jolly Forest and Haunted Forest appearance rates.

  • The Pumpking reigns... might want to avoid haunted forests unless you have a lot of muskets...

  • Stuff you don't care about - * Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend. * Improved GUI mesh generation. * Support dynamic GUI textures - used for the palettized resources. * Better resource templating. * All dwarf layers use palettes. * Fighting the billion dollar mistake. * Bug fixes * Fixed gem-set trinkets not using correct graphics. * Fixed crafting table using wrong graphic when in resource form. * Fixed trinkets generated as part of trade sometimes not having graphics. * Fixed targets using wrong graphic when in resource form... sensing a pattern here. * Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path. * Fixed issue preventing wizards from building bookshelves. * Fixed issue preventing placement of apothecary. * Fixed issue with object placement tool shutting off. * Fixed issue with teleporter stranding dwarves inside voxels. * Fixed issue that caused dwarves to fall through single voxel width bridges. * Fixed issue that sometimes prevented ladders from being placed. * Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion. * Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock. * Fixed crash when destroying certain rail pieces. * Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.

Source

Steam News / 29 February 2020

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