Hey there, Dwarves and Settlers! ⚒️
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We finally get to put farming, food, and real colony life into your hands - welcome to Update #32: Plow & Sow!
This update shifts the focus from pure survival toward building something that can actually last. Not just walls and defenses, but routines, food production, and a settlement that keeps working while you are out exploring.
[spoiler] Along the way, you will meet Val - a new character whose questline opens the door to farming, seeds, and deeper settlement systems. Through her, you will learn how these mechanics work and how they fit into the long-term life of your colony. [/spoiler]
Plow & Sow lays the groundwork. Some systems start simple, some unlock through quests, and all of them are meant to grow over time. As always, this update also brings performance improvements, visual polish, quality-of-life changes, and fixes.
Let’s get our hands dirty.
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What’s new in Update #32: Plow & Sow
????New Settlers Mechanics????
- Settlers can work on the fields now! (If you provide them with necessary items to work: tool, food, housing, water source, and seeds. Structure must be in settlement radius)
- Settlers will collect monster drops from now on! (If they are not working)
- Settlers will require food in order to work now. (If the settler has no work, they can take care of their own food)
- If you build a Storage in the settlement, settlers will place items there (structure must be in settlement radius)
- If you build a Pantry in the settlement, settlers will place food there and take it if needed (structure must be in settlement radius)
- Settlers will signal to you if they need something in order to work (they will wave, and a visual effect will appear above them)
- You can give items to settlers by opening their Manage Settler window or directly in the Field Manage tab
- You can order a settler to transport items to the Pantry or Storage by placing items into delivery slots (they will deliver items in their free time)
- If a settler has more than one type of food, they will automatically switch to another type once they finish the current one
- Settlers will now eat: [olist]
- Berries
- Meatshroom
- Highshroom
- Honey
- Ration
- Berrybread
- Water Fern Rolls
- Candy Cane (Christmas only, so stock up while you can!) [/olist]
????️STRUCTURES & STRUCTURE ADD-ONS????️
[p]Disclaimer: Some of these technologies are hidden, and to unlock them you need to complete quests given by new NPCs[/p]
- New Structure: Field (Settlers can farm plants here if requirements are met. If the field produces something, the crystal above the chest will glow)
- New Structure: Storage (You and settlers can store items here)
- New Structure: Pantry (You and settlers can store food here, and settlers can eat from it if needed)
- New Structure Add-on: Composter (boosts farming speed)
- New Structure Add-on: Additional Field Row (allows farming two plants at the same time)
- If buildings with chests are destroyed, they will drop a bag with all stored items, allowing you to rebuild and place them back
- New building categories added: Settlement, Extraction, Production, Defence, and Walls
- When transferring larger amounts of items or seeds, a new window will appear allowing you to select the desired amount
????NEW ITEMS????
- Water Fern Rolls [Settlers' Food]
- Berrybread [Settlers' Food]
- Skill Scroll [Consumable]
- Shimmering Crystal [Crafting Component]
- Clear Crystal [Crafting Component]
- Plankton Dust [Crafting Material]
- Adhesive [Crafting Component]
- Berry Seeds [Field Seed]
- Barley Seeds [Field Seed]
- Reed Seeds [Field Seed]
- Water Fern Seeds [Field Seed]
- Boomboo Seeds [Field Seed]
⛽OPTIMIZATION⛽
- Major optimization improvements during enemy waves
- Better performance in caves
- Improved performance when opening and closing the gate
- Overall better performance when enemies are nearby
- Added FSR (experimental)
????ENVIRONMENT AND VISUALS????
- Added a new cave on Ruptured Canyon Island
- Improved the Hidden Entrance to the Eskoim Laboratory on Ruptured Canyon Island
- Polished Eskoim city ruins on Ruptured Canyon Island
- Improved the cave beneath one of the icy mountains on the Second Island
- [spoiler] Added Val camp on the Second Island [/spoiler]
- Improved lighting in caves
- Added a new Fluffgig nest
????NPC & QUESTS (SPOILERS)????
- [spoiler] New Quest: The Hitchhiker [/spoiler]
- [spoiler] New Quest: Encounter of the Furrth Kind [/spoiler]
- [spoiler] New Quest: Sticky Situation [/spoiler]
- [spoiler] New Quest: You've Got A Friend In Me [/spoiler]
- [spoiler] New Quest: Among The Rubbles [/spoiler]
- [spoiler] New Quest: Under The Waves [/spoiler]
- [spoiler] New Quest: Chilling On The Shore [/spoiler]
- [spoiler] New Quest: Boom Boom Boo [/spoiler]
????QUALITY OF LIFE????
- Added icons in the Technology tab showing the category of each technology
- Added a notification when gaining Technology Points
- Added a notification when gaining a Skill Point
????BUG FIXES????
- Fixed several crash cases occurring at game startup
- Fixed an issue where only one specific monster nest was selected as the wave spawner
- Fixed cases where waves ended instantly
- Fixed waves targeting destroyed buildings
- Fixed returning items when removing buildings with add-ons
- Fixed an issue where Ragna’s Frost Breath could not be unequipped
- Fixed forge quest prompts not disappearing after completion
- Fixed some nests where monsters were not spawning
- Fixed Fluffgig getting stuck inside its shelter
- Fixed collisions in Eskoim’s secret laboratory on Ruptured Canyon Island
- Fixed enemies getting stuck near the Mana Well
????OTHER CHANGES????
- Settlers now open and close the doors to their homes
- Enemies will more often try to destroy walls instead of roaming around
- Fluffgigs roaming near their nests now move more smoothly
- Added a new visual effect when Sursa are digging peat
- Added new visual effects for Fluffgigs (rolling, exploding, stunned)
- Ruins of Eskoim houses will no longer appear as player buildings
- Added an icon for wild beehives
- You can no longer collect honey from tainted hives
- Added new visual effects for Stone Mines, Iron Mines, and the Sawmill
⚖️BALANCE⚖️
- Animals now regenerate health faster while sleeping
- Adjusted attack damage for some monsters
????CHRISTMAS STUFF????
- Buildable Christmas Tree
- Felfs wearing Santa hats
- Candy Canes can now drop from enemies
Thank you for being part of the journey
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As always, thank you for your feedback, bug reports, and ideas. First Dwarf keeps growing thanks to you, and Plow & Sow is another step forward.
See you in the next update! ⚒️
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