Adventurers of Driftland,
We’re thrilled to bring you Update #12, a pivotal step in First Dwarf’s journey! This update lays the groundwork for the highly anticipated 0.6x milestone, coming later this year, complete with a brand-new island and exciting features. But before we take that leap, we’ve focused on introducing fundamental changes to the game’s core mechanics to make your experience more satisfying than ever.
⚠️IMPORTANT NOTICE⚠️
We’ve made significant tweaks to the leveling system, the old boosts that were pretty overpowered. *For now* your current stats won’t change upon loading, the new system will activate after reaching new level, but previous levels will be calculated with old system. So we highly recommend to start a new game if you want to feel the new flow.
????♂️ RECOMMENDATION:
To fully experience the improved leveling mechanics, we suggest starting a new game! (But don’t worry, it’s not mandatory if you’re more excited to jump into the other features.)???? Your Feedback Is Magical:
As always, your input helps us shape First Dwarf into the game you’ll love even more. Let us know what you think in the Steam Community forums!Now that you’ve been properly warned and prepared, let’s dive into the details:
Full Change Log Version 0.568
New Features and Changes
???? Difficulty Levels
The long-awaited difficulty system is here! Choose the level of challenge that suits your playstyle. This is our first iteration, and we’re eager to hear your feedback—let us know if it improves your gameplay flow and satisfaction with progress.
????Crafting Menus Overhaul | part 1
The Crafting menus in Workshop, Alchemy Station, and Forge have been revamped and improved for better usability. Please have in mind that this will be expanded. Features like crafting queuing are already being developed. Keep your suggestions coming!
???? New Badass Tru
Tru has undergone a complete visual overhaul, bringing even more personality and heroism to your adventures.
???? Enhanced Visual Feedback
✨ Added new visual effects and indicators for corrupted spawners and meteor-triggered spawners.
✨ Enemies will now display 0, 1, or 2 skulls below their HP bars to indicate their difficulty tier.
???? Improved Co-op Experience
There is now a 125 metre (about 25 grid squares) safe radius around the player who hosted the game, which will prevent players who joined as a client from fading to black and respawning.
???? Grid Improvement
Enemy corpses will no longer block the building grid, making base building/rebuilding easier during times of pressure such as enemy waves.
???? Added 10% dmg resistance for each piece of Mech Battle Armor Set
Optimizations
???? Performance Boosts
Enjoy smoother gameplay, even during massive battles, thanks to new optimizations.
AI Improvements
???? Settlers Interaction Fixes
Settlers will now finish their conversations with you before returning to their homes at night or going about their business.
???? Settlers will follow you during dialogues if you wander off
???? Improved Enemy Waves AI
Enemies will be less likely to target the same spot, they will spread out more, which should create more interesting base defence scenarios.
???? Updated Intro Cutscene
✨ Featuring: Tru’s handsome new look.
✨ Small camera angle tweaked in second scene.
✨ Fixed visible pickups effects during the cutscene.
Audio and Visual Improvements
???? SFX Adjustments
Footstep sounds have been reduced: 20% quieter for running and 40% for walking (Tru and Mech).
Bug Fixes
???? Monster Nest Slot Bars below hp indicator now will be displayed correctly.
???? Resolved an issue where charged slots in monster nests didn’t spawn enemies after being hit.
???? Typo Corrections: Thanks to @Fulgur from our Discord for spotting a typo—fixed!
????The “Improvement is the Key” quest now progresses correctly during the second island transition, based on feedback on our Discord @Bravo!
????Gaianas (those Big floating creatures) will no longer disappear when moving slightly off-screen.
This update sets the stage for the 0.6x release, bringing new horizons to explore and fresh challenges to conquer. Until then, dive into Update #12 and please let us know how these changes enhance your adventure!
PS. (from Damian) I would like to thank all the people who have given us their feedback in our Steam Discussion tab recently! It helped to create some cool improvements (like, in my opinion), the visual effects on the monster nests with LOTR vines :) Lord THEN, Dragon, /!\Kapudd and everyone who shared their feedback, thank you!
Happy exploring,
The First Dwarf Team