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I've pushed an unstable update. It's taken a bit longer than I planned, but that delay also allowed a bit more art to make it into this update. This is the long list of everything since the last stable release. * Dwarf equipment - * Tab added to dwarf info screen. * Remove and equip tools and clothing. * Tools required to complete tasks. * Some tasks can be completed without tools to prevent deadlock. * Dwarves automatically retrieve the appropriate tool, if available. * Equipment is shown on the dwarf sprite. * This required a lot of art and is still rough - expect the occasional stray pixel; they tend to show up as bright pink. * Added Hoes - used for farming. * Dwarves start with default tools. * Tools aquire wear and eventually break. * Some color variations of standard equipment available through god menu - will eventually be craftable. * Tools made of different materials last different amounts of time. * Wood breaks quickest - Iron lasts the longest. * New plant - Cotton * Spawns in grasslands and wetlands. * Currently unused - but expect it to be an ingredient for crafting clothing. * New voxel types - * Beam and Stucco - made from sand. * Carved stone. * New tile colors. * Improved the tutorial * New tutorial triggers no longer get swallowed and lost forever if they are triggered while another tutorial is active. * Introductory tutorials flow automatically into each other. * Added filter to employee listing. * Implemented camera hotkeys. * Shift + Number to save a camera position. * Control + Number to jump to a saved position. * Changed behavior of training equipment * It can now be removed without having to break it, and replaced somewhere else. * Breaking it through training destroys it completely. * Tasks now show why they are failing. * Hover over a task in the task pane to see a tooltip saying why the task has failed. * Some tasks are impossible - it may tell you something like "You do not have the resources", etc. * If a specific dwarf fails a task, it will display their name and why. * This is a work in progress, but most tasks should be covered. * Build voxel tasks are now combined the same as dig tasks. * Resource spawning separated from other entities in god menu. * Quickplay option - previously used for debugging - added to main menu. * Launches game with large set of dwarves into a small world. * Tweaked biome map colors to make them more distinguishable. * Tweaked plant spawn rates to make them more abundant. * Added mushrooms to more biomes to make starting with no food sources less likely. * Increased Jolly Forest and Haunted Forest appearance rates. * The Pumpking reigns... might want to avoid haunted forests unless you have a lot of muskets... * Stuff you don't care about - * Removed implicit combinations from behavior trees - really makes the AI code easier to comprehend. * Improved GUI mesh generation. * Support dynamic GUI textures - used for the palettized resources. * Better resource templating. * All dwarf layers use palettes. * Fighting the billion dollar mistake. * Bug fixes * Fixed gem-set trinkets not using correct graphics. * Fixed crafting table using wrong graphic when in resource form. * Fixed trinkets generated as part of trade sometimes not having graphics. * Fixed targets using wrong graphic when in resource form... sensing a pattern here. * Dwarves no longer faithfully follow a path even when the voxels have changed - meaning they no longer walk or swim through voxels built in their path. * Fixed issue preventing wizards from building bookshelves. * Fixed issue preventing placement of apothecary. * Fixed issue with object placement tool shutting off. * Fixed issue with teleporter stranding dwarves inside voxels. * Fixed issue that caused dwarves to fall through single voxel width bridges. * Fixed issue that sometimes prevented ladders from being placed. * Fixed issue with stockpile outline not being removed when stockpile is destroyed by fire or explosion. * Fixed issue where urgent tasks would interupt dwarves trying to sleep, causing an exhausted state deadlock. * Fixed crash when destroying certain rail pieces. * Fixed issue where some AI bookkeeping was not saved, causing tasks to fail after load.
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