Hope you’re hungry, The Farming & Fishing update is OUT NOW!
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[h1]Farming & Fishing Update - Version 0.11.10.0[/h1]
[b][u]Features:[/u][/b]
⦿ [b]Landscaping![/b]
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[*] The old 'Place tile' has been replaced with a submenu called Landscaping.
[*] Dwarves can now build bricks in both front and back layers.
[*] A new material called Fertile Soil has been added.
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⦿ [b]Farming![/b]
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[*] In the 'Landscaping' menu, Gloom Wheat, Toncap Mushrooms, and Algae Grass can now be selected and sown.
[*] They must be sown on Fertile Soil tiles.
[*] Once the plant is fully grown, dwarves will automatically go to harvest it.
[*] Once harvested, the plant will be re-planted in the same spot again.
[*] Dwarves can mine away the Fertile Soil-tile to remove the crop.
[*] Toncap mushrooms and Wheat can no longer be crafted in the farm. Old saves might still show them, though.
[*] Many wild mushroom spawns in the cave has oddly gone missing, probably due to some disease. Only Toncap Mushrooms remain. And wild algae have been springing up as well.
[*] The mission to craft mushrooms now need them to be harvested instead.
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⦿ [b]Fishing![/b]
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[*] A Fishing Pier can now be constructed. Place it near fluids for optimal fishing luck!
[*] Different fluids and biomes have different species of fish.
[*] The amount of fish near a Fishing Pier is based on a regional biome meter.
[*] Added new knowledge: Cave Fishing.
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⦿ [b]Dwelling Upgrades![/b]
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[*] It's now possible to make dwarves dwelling much more cozy by upgrading them.
[*] Who wouldn't want their very own bear rug at home?
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⦿ [b]Ultra-widescreen support![/b]
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[*] It's now possible to squeeze the UI towards the middle of the screen, for those that want it.
[*] This option can be found changed via Options > Graphics > UI Widescreen Width.
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⦿ [b]Multiplayer Co-op Mode! (Experimental!)[/b]
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[*] We have been working on adding multiplayer!
[*] A co-op mode can now be played but only in the experimental build.
[*] Multiplayer should work across all different stores where Hammerting can be bought seamlessly.
[*] A few issues remain but it is quite playable. We are looking for testing and feedback on this!
[*] There's now a new button in the start menu, called 'Multiplayer'.
[*] If you go there, you'll be able to name and create a lobby.
[*] Let your friends and enemies know the lobby name, and they'll be able to join you as you delve deeper into the caverns.
[*] You'll all control your dwarves at the same time, and the dwarves will decide which ethereal being (player) they will choose to follow for the time being.
[*] The player who builds the first quarry wins.
[*] If you get crashes when playing multiplayer, please zip all players logs, and send them to 'bugs@warpzonestudios.com', or post them in our Discord.
[*] Ask us in the Discord if you're interested in trying it out but isn't sure how.
[*] Or if you're looking for friends to play with.
[*] Or if you're looking for totally sick banjo memes.
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[b][u]Tweaks:[/u][/b]
⦿ [b]AI[/b]
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[*] Dwarves can now haul stuff from water again.
[*] Minecarts will now prioritize transporting dwarves over hauling goods when determining next destination.
[*] Minor AI tweaks to reduce idling dwarves.
[*] Reduced number of dwarves that get assigned to the same haul job simultaneously. This reduces the amount of cases where multiple dwarves are assigned when only one is needed.
[*] The starting chest will now act as a storage for all things on the overworld. Bought items will now eventually get hauled to the Mountainhome even if they're not needed anywhere.
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⦿ [b]Job priorities![/b]
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[*] Job priority logic has been slightly rewritten.
[*] Older jobs now has increased priority over new ones.
[*] Marking a profession as 'Favorite' now gives a scoring boost to prefer those types of jobs.
[*] Jobs are refreshed when changing the desired number workers
[*] Job priority is now softer and should distribute dwarves across jobs more evenly
[*] Fixed building orders resetting their priority after each stage of construction (scaffolding up, build room, scaffolding down).
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⦿ [b]UI[/b]
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[*] Added No Filter warning for storages with empty filters.
[*] Added Take from Overworld checkbox to storages.
[*] Added warning icons when a building have low Fuel and/or Fecundity.
[*] Cave camera should now work with on-screen keyboard.
[*] The 'Cancel' tool now works better when cancelling block placement orders.
[*] Zoom in/out has been given dedicated keys, which can be remapped in the 'Options' menu
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⦿ [b]Misc[/b]
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[*] Experimental build: Debuginator menu is now disabled per default (can be enabled by adding '--gamemedia-debuginator true' to command line)
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[b][u]Bug fixes:[/u][/b]
⦿ [b]AI[/b]
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[*] Dwarves in the overworld no longer care about combat.
[*] Fixed action tooltip when hauling goods to construction sites.
[*] Fixed dig jobs allowing too many dwarves on the same spot after loading a save.
[*] Fixed overflow in job stickiness calculations.
[*] Fixed some issues in job assignment that made really old jobs impossible to assign.
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⦿ [b]UI[/b]
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[*] Fixed a bug where icons in the Relationship tab weren't interactable.
[*] Fixed a bug where the dark background wouldn't go away when the player attempted to save the game.
[*] Fixed a bug where the equip armor slot couldn't be pressed properly.
[*] Fixed a bug with Job Broker not displaying 'Favorite' professions correctly.
[*] Fixed a bug with drop-down menus on the 'Options' screen not showing up.
[*] Fixed a race condition making it possible to recruit the same dwarf twice.
[*] Fixed some issues that caused the 'Dwarves Idle'-alert to flicker.
[*] Removed 'pause button' from some jobs, since their 'pause' could be set elsewhere.
[*] Some Polish and Brazilian Portuguese texts have been shortened to better fit the UI.
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⦿ [b]Misc[/b]
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[*] Female dwarves should now always look the same after loading a game.
[*] Fixed an issue with buildings becoming black and scaffolding 'warping' when building a new building.
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[b][u]Stability improvements:[/u][/b]
⦿ Fixed a crash bug which could occur when dwarves equipped rings/armors with full backpacks
⦿ Fixed an uncommon threading error which could occur at game startup, causing the game not to launch