A new update is live now including new knowledge lore, talents and lair type!
Feast your eyes on the full changelist below:
Features
- Dwarves can now steal hauling jobs from other dwarves if they are better suited, making hauling in general more efficient. Fewer dwarves will carry more stuff!
- It is now possible for dwarfs to refuel or extract items from inventories using the same positions as they use when delivering items for crafting or constructing buildings. I.e you no longer need to build floors under drills to refuel them or take their ore.
- It is now possible to set attack orders against lairs.
- More settings for storages. [list]
- You can now toggle if a storage accepts items from the ground or not, and if it accepts items from other buildings' inventories or not.
- It is also possible to change the priority of the Hauling job generated for a storage room or chest.
- Inventory filters now remember their layout for game entities (filter tree will be expanded in the same way as it was when last you saw it for that storage entity)
- New Storage filters: Industry Produce, Support Beams, Charcoal, Ashes, Lime, Mortar, Killer Plant Berry & Root
- Added settings for if the storage should accept items from the ground and/or other inventories.
- You can now right click to toggle if a dwarf is allowed to do a certain profession.
- You can left click to toggle a profession as a "Favorite". Favorite professions do not affect gameplay, but serves as a useful reminder, and is shown and used in other UIs, such as the Job Broker and the new Equip Item window.
- Added a "base" production value column. The profession list is now sorted by this value.
- Professions have a mouse-over effect to indicate they can be interacted with.
- Mouse now works on the whole profession list in dwarf UI.
- The blue bar now shows the dwarf's XP in that profession.
- The professions that the item affects gets a column each. The values shows the dwarf's profession in that value. It's sorted by Favorite, allowed, disallowed professions.
- The toolbelt slot icons now show the level of the profession that the item in that toolbelt affects the most.
- Icons have been added to quickly show if equipping an item would be an improvement. The comparison is done using the professions that the tool affects, factoring in the dwarf's levels, and hinges on whether or not the profession that the dwarf is best at would improve.
- UI more clearly indicates that it's scrollable.
- Knowledge unlocks sorted in UI
- Knowledge unlocks now indicate which type of unlock it is.
- Knowledge Lore aligned.
- New Knowledges: Lething Militia, Geological Surveys, Written Chronicle, Cargo Manifests.
- They will now spawn from a better direction. This gives the player a better idea where the lair might be, and ensures that the wave will attack a more reasonable target.
- Performance improvements.
- Lairs will now spawn enemy waves even after saving and loading the game. Oops.
- Lairs that haven't been found yet are less likely to spawn waves.
- Lairs will become active from a longer distance.
Tweaks
- Many tweaks to improve dwarf AI:[list]
- Distance matters a lot more for calculating which item is desired.
- Desires are now less likely to become high-prio, but dwarves are in general more likely to fill their desires, compared to doing other things of the same priority.
- Multiple dwarves can now satisfy their greed at the same time.
- Each copper is now worth 10 points of greed instead of 5.
- Healing downed dwarves is now a high priority job.
- All pathfinding queries are now more frequently recalculated, which should lead to less dwarves becoming stuck
- Many buildings which were missing gamepaths now have them added, such as Infirmary and Foundry
- Cleaned up the "Carrying Capacity" tooltip with a proper presentation of its calculation, and added a base value of 50. Dorfs should now be able to carry more.
- More haul slots are now given to each haul job, allowing dwarves to carry their full potential.
- DWARF attribute tooltip improvements. Entries have icons and are sorted alphabetically.
- Icons set for all profession and statusbar related modifiers.
- Dwarf character screen now has a bar for the dwarf's XP.
- Red text when carried weight > max weight.
Performance
- Desire sensor performance improvements
- Dig sensor now serializes its data to prevent extra job and workplace creations.
- Haul system now updates destinations and distances in parallel
- Huuuge performance boost when loading textures. This comes at the expense of increasing the game archive size, which has gone from ~1.5GB to ~3.5GB
- Refill sensor performance improvements
- Resurrected haul system's update-distance-cache for better performance
Bug fixes
- Many fixes to improve dwarf AI:[list]
- "has_path_to" now correctly calculates if the dwarf in fact does has path to. (Could cause dwarves flipflopping between hauling and idling)
- Dwarves now dequeue from vehicles if exiting too early. Fixes dwarves stuck on elevators.
- Dwarves will not try to fill their desires with things in unexplored parts of the map.
- Fixed an issue where dwarves would arrive at a elevator/railway station, but not understand that they had arrived
- Fixed an issue where dwarves would go to work on the middle of an elevator/railway and get off the platform/minecart, even when they shouldn't
- Fixed another issue causing dwarfs to get stuck twitching left and right.
- Fixed bug causing dwarfs to be assigned to haul jobs and immediately failing them
- Fixed haul-jobs for overworld missions frequently degrading to normal-priority. They should now always be considered high priority.
- Increased desire sensor (internal) stickiness factor for fillers that dwarves are currently running towards. This should prevent some left-right dancing issues.
- Many fixes to elevators and stations, and dwarves getting stuck.
- Various fixes for Maintain Amount.
Crash fixes
- Crash fix when dwarves died.
- Dwarves should now always have a direction after riding a vehicle.
- Dwarves will no longer take jobs for which they don't have a matching required tool.
- Dwarves will not fall so long as they are on a vehicle.
- Dwarves will now exit vehicles that are not on a proper vehicle graph edge.
- Fix for destroying platform when dwarf is waiting for it.
- Fixed a couple of multithreading bugs that could cause crashes.
- Fixed crash in recruitment screen, if opening it prior to the initial dwarves have spawned
- Fixed crash when double-clicking on the Acquire Talent button.
- Fixed crash when having the job broker open while a dwarf died
- Fixed crash when tooltipping an empty tool slot
- Fixed mismatch between game and graphics code that determined how many entities are allowed at the same time.
- Increased number of simultaneous available textures (fixes ASSERT( !"Not enough buckets" ))
- It is no longer possible to use illegal characters in save game names.
- It is no longer possible to build rails on top of each other. Removing such dupe-rails would cause a crash. Note that previous saves may still have such rails, and they will still crash if torn down.
- Navigation queries now respect invert-dir from records.
- Talent UI will not crash for un-localized talents.
- Tooltip entities are now cleared if they are the children of disabled parents.
- Vegetation could sometimes get wrong textures, and/or cause VK_DEVICE_LOST if unlucky.
Known issues
- Previous saves may still have "duplicate" rails, and they will still crash the game if torn down.
- Dwarves will occasionally stand in place while trying to fulfill a desire. After a while, they snap out of it.
- It is possible for crafting buildings to end up in a state where no-one will go there to craft. In that case, you can first set all its crafting recipe entries to zero, and then set them back again to what you want.
Enjoy!