Update 11 - Farming & Fishing!

Hope you’re hungry, The Farming & Fishing update is OUT NOW! [previewyoutube=GfH7EqvALHI;full][/previewyoutube] [h1]Farming & Fishing Update - Version 0.11.10.0[/h1] [b][u]Features:[/u][/b] ⦿ [b]Landscaping![/b] [list] [*] 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. [/list] ⦿ [b]Farming![/b] [list] [*] 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. [/list] ⦿ [b]Fishing![/b] [list] [*] 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. [/list] ⦿ [b]Dwelling Upgrades![/b] [list] [*] 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? [/list] ⦿ [b]Ultra-widescreen support![/b] [list] [*] 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. [/list] ⦿ [b]Multiplayer Co-op Mode! (Experimental!)[/b] [list] [*] 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. [/list] [b][u]Tweaks:[/u][/b] ⦿ [b]AI[/b] [list] [*] 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. [/list] ⦿ [b]Job priorities![/b] [list] [*] 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). [/list] ⦿ [b]UI[/b] [list] [*] 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 [/list] ⦿ [b]Misc[/b] [list] [*] Experimental build: Debuginator menu is now disabled per default (can be enabled by adding '--gamemedia-debuginator true' to command line) [/list] [b][u]Bug fixes:[/u][/b] ⦿ [b]AI[/b] [list] [*] 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. [/list] ⦿ [b]UI[/b] [list] [*] 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. [/list] ⦿ [b]Misc[/b] [list] [*] 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. [/list] [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