[b]Features:[/b]
New game improvements
- Lots of ways to customize your game.
- 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 combat challenge level. [Note, not currently enabled.]
- Revamped tutorial screens.
- 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.
- 'Print screen' button will now save a screenshot .png file in the 'tdtd/screenshot' folder
- Shift + 'Print screen' button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with UI disabled
- Control + "Print screen" button will now save a screenshot .png file in the "tdtd/screenshot" folder, but with only UI
- New Biome Region modifiers: Craggy, Dark, Dreary, Eerie, Invigorating, Pleasant, Trodden, Well Lit.
- New Talents: Beast of Burden, Bright Like a Diamond, Eagle Eye, Exquisite Palate, Founding Member, Heart of Steel, Nibbler, Rock Solid, Smelting Tactics.
- 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.
- Dwarves will no longer look for refill items - mushrooms - in Unexplored areas of the map.
- Creatures who fall into a fluid will be slowed down, reducing falling damage to potentially zero. A fancy effect has been added!
- Creatures who fall will grab ahold of ledges, reducing their chances of falling to bad places.
- 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.
- Combatants will use a more generous range when actually checking to see if they hit, resulting in fewer swing-and-a-miss.
- Combatants will switch target if a better one is found, resulting in MORE VISCERAL COMBAT and LESS BENNY HILL.
- Falling damage has been increased substantially, but is currently capped so as to not be fatal.
- Command tooltip moved to bottom right corner.
- Crafting UI scales to the full height of the screen.
- DWARF attributes show their corresponding Favorite Professions.
- Improved map tooltip in various ways. Now shows fluids and the Biome Region's modifiers.
- 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.
- Version number is now always shown in debug and experimental builds.
- 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.
- 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.
- 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.
- 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.
- The same random generator instance should now always be used.
- Correct cursor used for weird DPI scalings.
- Fixed crash when clicking alerts just as they disappeared.
