News Liste Hammerting

Update 5: Quality of Life
Hammerting
01.04.21 13:00 Community Announcements
​​Dwarves! 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

[b][u]Features:[/u][/b] ⦿ [b]Maintain Mountainhome Amount![/b]
  • 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.
⦿ [b]Multi-select![/b]
  • 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.
⦿ [b]New game improvements![/b]
  • 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.
⦿ [b]Save game improvements![/b]
  • 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.
⦿ [b]Screenshots![/b]
  • '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.
⦿ [b]Brickwall Doors![/b]
  • 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.
⦿ [b]New Biome Region modifiers:[/b] Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
  • Look at the detailed map tooltip to see which modifiers each Biome Region has.
⦿ [b]New Talents:[/b] Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.
    ⦿ [b]Decay system![/b]
    • 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 [b]Reserve for Sell[/b] option for crafting.
      ⦿ 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. [b][u]Performance:[/u][/b] ⦿ Improved our performance profiling support, allowing us to better optimize the game in the future. ⦿ Optimized character UI. [b][u]Tweaks:[/u][/b] ⦿ [b]AI![/b]
      • 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.
      ⦿ [b]UI![/b]
      • 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. [b][u]Bug fixes:[/u][/b] ⦿ [b]AI![/b]
      • 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.
      ⦿ [b]UI![/b]
      • 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. [b][u]Crash fixes:[/u][/b] ⦿ 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!
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      Release:03.11.2020 Genre: Simulation Entwickler: Warpzone Studios Vertrieb: Team 17 Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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