Unstable Update
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.
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.