Update 5: Quality of Life

​​Dwarves! A new quality of life update has just dug its way into your mountain home… and it’s a big one! [img]{STEAM_CLAN_IMAGE}/35141000/5e4161d9dd20b868cbdda191a71ed70c242b3741.png[/img] [h1]Version 0.2.1.16, Update 5: Quality of Life[/h1] [b][u]Features:[/u][/b] ⦿ [b]Maintain Mountainhome Amount![/b] [list] [*] This complements the previous Maintain Amount, which only looked at the building's own inventory. [*] This is now the default option for Maintain Amount. [*] Global inventory now tracks reserved and unreserved items separately. [*] Inventory Ledger UI lists both reserved and unreserved items. [*] Mountainhome Maintain only tracks unreserved items. [/list] ⦿ [b]Multi-select![/b] [list] [*] You can now drag a box to select multiple dwarves. [*] When issuing a move order, the dwarves who arrive first will become Vigilant until all have arrived. [*] While Vigilant, a dwarf will not do any work. They will engage in combat, and they will look after their most pressing needs. [/list] ⦿ [b]New game improvements![/b] [list] [*] Colony and Mountain name are generated, and can be changed. [img]{STEAM_CLAN_IMAGE}/35141000/acaacc0150fcf9f04c5778340c0c460a271b056b.png[/img] [*] Mountain name is now the seed for the game. [*] Option to choose map size. [*] Option to choose enemy difficulty. [*] Revamped tutorial screens. [/list] ⦿ [b]Save game improvements![/b] [list] [*] Temporary folders from saving game are now cleaned up afterwards. [*] 'Time Played' and 'Colony Lifetime' are now shown in savegame list [*] Saves now shows last modified time and colony name. [*] Added image preview when loading saves. [*] Save game list can be sorted in various ways. [*] Saves are now ordered by last modified time per default. [*] We have the option of marking specific versions as deprecated. [/list] ⦿ [b]Screenshots![/b] [list] [*] 'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder. [*] Shift + 'Print screen' will save a screenshot with UI disabled. [*] Control + "Print screen" will save a screenshot with only UI. [/list] ⦿ [b]Brickwall Doors![/b] [list] [*] Not exactly a new feature, but they do work now. [*] Enemies can not pathfind through them. [*] Enemies will attack them. [*] When reaching zero health, they are completely destroyed. [/list] ⦿ [b]New Biome Region modifiers:[/b] Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit. [list] [*] Look at the detailed map tooltip to see which modifiers each Biome Region has. [/list] ⦿ [b]New Talents:[/b] Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics. [list] [/list] [img]{STEAM_CLAN_IMAGE}/35141000/8298ffa726aeb4e109d57307c56ba754f4073b00.jpg[/img] ⦿ [b]Decay system![/b] [list] [*] Handles destroying things after they've lived for a very long time. [*] The pace of decay is currently very slow. It is more of a performance feature than something players will need to think about. [*] Items on the ground will decay faster. [*] Reserved items such as mission deliveries and toolbelt items do not decay. [*] In case you're wondering where all your cool Dwarven Statues went with all that sweet Sovereignty... In the old system, they decayed and despawned. Oops! [/list] ⦿ Added error icon for crafting orders when no dwarf has a required tool for it. ⦿ Added [b]Reserve for Sell[/b] option for crafting. [list] [/list] ⦿ Dig orders now an order icon on the map just like other orders do, and can have their priority changed. ⦿ Faction system has received an upgrade in the background. Should not be noticeable, but will allow us to do cool stuff in the future. ⦿ New Infrastructure and Room menus. ⦿ Priority can now be set on a building. All the building's craft entries will use that priority. [b][u]Performance:[/u][/b] ⦿ Improved our performance profiling support, allowing us to better optimize the game in the future. ⦿ Optimized character UI. [b][u]Tweaks:[/u][/b] ⦿ [b]AI![/b] [list] [*] Changed dig reservation rules slightly so that digging downwards creates a sparse pattern similar to when digging upwards. [*] Combatants will look a bit further for enemies in certain cases. [*] Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL. [*] Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss. [*] Creatures idling near other creatures will move away from them. This results in less doomstacks outside lairs, as the the enemies guarding it will be more spread out nearby. [*] Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map. [*] Dwarves will now stick to any action they start doing for one second. [*] Dwarves will now stick to any job they start doing for 30 seconds. [*] Falling: Creatures can now drop a bit shorter, and jump a bit farther up. This means that whenever dwarves go to pick mushrooms, they'll find their way back. [*] Falling: Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added! [*] Falling: Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places. [*] Falling: Falling damage has been increased substantially, but is currently capped so as to not be fatal. [*] Selling: Dwarves will now sell items immediately upon reaching the Entrance Chest. [*] Selling: Items in the Entrance Chest marked for sale will be sold instantly. [/list] ⦿ [b]UI![/b] [list] [*] Added arrow above selected dwarves. [*] Can now double-click to complete a mission. [*] Clarified tooltip saying that no dwarves can find a path. [*] Command tooltip moved to bottom right corner. [*] Crafting UI scales to the full height of the screen. [*] DWARF attributes show their corresponding Favorite Professions. [*] Energy and health descriptions updated. [*] Improved map tooltip in various ways. Now shows icons, fluids, and the Biome Region's modifiers. [*] Loading screen now fades out smoothly. [*] Many new icons. [*] Move-to command now has a custom cursor. The cursor is now shown when a dwarf is selected, making it more clear that you can give individual move orders to dwarves. [*] Pressing TAB in a craft UI now switches between tabs. [*] Various UI animations added. [*] Version number is now always shown in debug and experimental builds. [/list] ⦿ Bone Ash no longer restores Fecundity, and so won't be used to restore the Cave Farm. ⦿ It is now possible to move the camera with the mouse when in command mode. ⦿ The starting Dawnlit Caverns Biome Region does not get any biome modifiers. ⦿ When crafting an item, the input items are now first removed from the inventory, giving space to the new item. Results in fewer Granite Blocks being spewed on the ground. [b][u]Bug fixes:[/u][/b] ⦿ [b]AI![/b] [list] [*] Combatants cooldown to re-evaluate targets was only reduced in the brief moment in time between two attacks. [*] Dwarves can now walk down properly next to Scaffold stairs. Yet another case of the insidious Vinkel Volt fixed! [*] Dwarves will now lie down after loading a game, if they are unconscious. [*] Goblin animations fixed. [*] Movement fix for sometimes getting stuck after stopping a movement behavior early. [*] Orders should not be able to overwrite already existing layer data. Previously, placing a new stairs order could cause nearby places to not be reachable. [*] Recruits will now get random talents matching their current level. [*] Refilling other entities with for example fuel now looks at all their interaction positions. This fixes dwarves not refuelling drills. [/list] ⦿ [b]UI![/b] [list] [*] Buildings now show HP bar at zero health. [*] Camera will no longer fall all the way to the Underworld after interacting with the action menu. [*] Fix for overflowing text in Dwarfelopedia new tutorial event. [*] Opening and closing menu now unpauses the game. [*] The 'Base Production Value' column in the character UI now works as described, ignoring the items in the toolbelt. [*] The 'Stranded Dwarves' alert will no longer count Dwarves who are falling. [*] The 'Use less resources when window loses focus' option was secretly ON by default without showing as enabled in settings menu or in-game. [*] Fixed localization error in fuel requirement (Crushed Granite instead of Coal) [*] Various texts updated. [/list] ⦿ Big Quarry's geometry and animation fixed. ⦿ Attacking creatures has highest 'click' priority, lairs the lowest. ⦿ Cave Missions would sometimes not properly evaluate their conditions upon start, causing them to be done and not done at the same time. ⦿ Dwelling and Cook House room layouts no longer has vestigial layout bump. ⦿ Fixed bug where drill animation stopped working after load. ⦿ Fixed footprint for dwarf statue. ⦿ Mushroom swig uses any shroom. [b][u]Crash fixes:[/u][/b] ⦿ Correct cursor used for rare DPI scaling. ⦿ Fixed crash that sometimes happened if a Cave Mission was completed as soon as it was unlocked. ⦿ Fixed crash when a dwarf ended up inside a map block. ⦿ Fixed crash when attacking a creature just as it despawned. ⦿ Fixed crash when clicking alerts just as they disappeared. ⦿ Fixed crash when dying while falling. ⦿ Fixed crash when ordering an harvest/rummage action just as the target despawned. ⦿ Fixed some creatures getting negative movement speed. ⦿ Fixed trade claims not being restored correctly after loading a game. Fixes some items sometimes never getting hauled and sometimes crashing. Now go, your allies need you!