A new quality of life update has just dug its way into your mountain home… and it’s a big one!
Version 0.2.1.16, Update 5: Quality of Life
Features:
⦿ Maintain Mountainhome Amount!
- 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.
⦿ Multi-select!
- 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.
⦿ New game improvements!
- Colony and Mountain name are generated, and can be changed.
- Mountain name is now the seed for the game.
- Option to choose map size.
- Option to choose enemy difficulty.
- Revamped tutorial screens.
⦿ Save game improvements!
- 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.
⦿ Screenshots!
- '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.
⦿ Brickwall Doors!
- 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.
⦿ New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
- Look at the detailed map tooltip to see which modifiers each Biome Region has.
⦿ New Talents: 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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⦿ Decay system!
- 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!
⦿ Added error icon for crafting orders when no dwarf has a required tool for it.
⦿ Added Reserve for Sell option for crafting.
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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.
Performance:
⦿ Improved our performance profiling support, allowing us to better optimize the game in the future.
⦿ Optimized character UI.
Tweaks:
⦿ AI!
- 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.
⦿ UI!
- 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.
⦿ 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.
Bug fixes:
⦿ AI!
- 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.
⦿ UI!
- 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.
⦿ 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.
Crash fixes:
⦿ 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!