Full notes
Full Ironlaw update
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What changed
- Gameplay
- Server
- Balance
- Events
Ironlaw changes
Here's a new update 2 years and 7 months after the last one!
The big focus of this update is extending the endgame. Once you have all your farms running etc, there wasn't much to do in the previous versions. Now there are several more layers of better weapons and armors you can craft.
Most of the time enemies will start using these higher level weapons before you do, which creates a constant need to upgrade you equipment by digging deeper, getting more population and generally growing you settlement. This makes the game last much longer, as the constant need to adapt keeps things interesting.
For example here's a screenshot from one of my settlements, which I got to year 27 :
Little closeup
Population of 309
Settlement worth of 9 million, with outside worth of 10 million. Outside worth is the worth from invader's perspective and it's higher here because I started crafting adamantine weapons. Population mood is 46.93 due to giving good rooms to each citizen
Here's a guard in a underground mine equipped with adamantine
An invading force made of high level bandits!
An underground goblin attack
Even after having reached year 27 I haven't reached the endgame yet. The endgame comes when you reach the last few deepest layers. It's technically possible to do it with enough time but I haven't got to it yet.
As for performance, I'm getting about 400 FPS on this save game, so nowhere need the game limit. However since the game is multi threaded, performance drop would be measured more in latency than lag, which I'm not seeing much of either. The game likely scales to 800+ population.
There have been 439 alpha sign ups so far. I ran a script to resend an alpha key to everyone who signed up. I might put this out of alpha soon and make it generally available. I'm thinking of releasing the game for free and open source the code.
Enjoy!
Changelog
Added orcs and goblins that spawn underground, with stronger enemies the deeper you mine
Added multiple different classes of invaders that spawn depending on settlement worth
Added seasons, with crops not growing during winter
Added multiple stats multipliers that make skilled fighters much more deadly and less likely to be killed
Added malachite, zinc, lead, nickel, billon, brass, rose gold, electrum, cobalt, orichalcum, mithrite, mithril and adamantine
Added amber, topaz, amethyst, emerald, ruby, sapphire and diamond
Added armors, weapons and enemies for each new metal type
Added leather armor
Added a training option at guard areas that allows colonists to level up their combat and weapon skills
Added value multiplier for different variants of materials
Added speed multiplier for pickaxes depending on material
Added colors to combat logs
Added a 1/20 chance of a double attack with a second wave of invaders arriving 1 day after they first attacked
Added event that pauses the game and shows an enemy when spotted for the first time
Added stat for number of kills per person
Added crafting recipes for civilian clothes
Added custom region size option when creating world
Added ability to select specific items to prioritize for stockpiling
Added quality of life to many menus
Added ability to toggle fullscreen with F11
Added ability to resize window
Added secret endgame mineral
Added lots of other little features and fixes
Source
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