Dwarves!
A new quality of life update has just dug its way into your mountain home… and it’s a big one!
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[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.
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⦿ [b]Multi-select![/b]
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[*] 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.
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⦿ [b]New game improvements![/b]
[list]
[*] Colony and Mountain name are generated, and can be changed.
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[*] Mountain name is now the seed for the game.
[*] Option to choose map size.
[*] Option to choose enemy difficulty.
[*] Revamped tutorial screens.
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⦿ [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.
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⦿ [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.
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⦿ [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.
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⦿ [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.
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⦿ [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.
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⦿ [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!
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⦿ 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]
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⦿ 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.
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⦿ [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.
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⦿ 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.
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⦿ [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.
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⦿ 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!