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Undholm

 
Patch: Fix for all entities freezingFeb 24, 2019 - Community AnnouncementsThis patch should fix a couple of bugs that were introduced by the last update. One issue was related to blacksmiths attempting to craft bows, which would cause all dwarves to stop moving. Another issue was related to pathfinding and caused dwarves to move more slowly than expected. Thanks to everyone who sent in reports and save files! This made it much easier to diagnose and fix these issues.Price increase and Update 5: Zones, Magma Forges, and balance changesFeb 22, 2019 - Community AnnouncementsIn a couple of days I plan to increase the price of the game slightly -- just a heads-up in case anyone wanted to pick the game up at the current price. Here's the changelog for update 5 (Feb 22, 2019): Zones: Added zones, a way to organize your base as you expand underground. Zones can be placed by clicking the "Zones" button on the HUD, and click-dragging to draw out the limits of a zone. There is no limit to how big a zone can be or what shape it can be. Dwarves that have been assigned to a zone will only do jobs within that zone, with a few exceptions. Dwarves can still do the following jobs even if it's not within their assigned zone: - Mining - Hauling (this includes hauling items to stockpiles, and hauling construction materials to building sites). - Idling (when dwarves are idling, they pick a random nearby spot; this can cause them to wander outside of their zones). By default dwarves are not assigned to any zone, meaning they can do jobs anywhere. To assign a dwarf to a zone, you can either open the Jobs panel and use the zone button, or select one or more dwarves and use the "Set Zone" action. Gameplay: Armor should now work properly. Soldiers will automatically equip the best available armor (iron -> frostiron -> flamesteel). Added two new mine-able ores that will show up in new games: Frostiron and Flamesteel. When dug, dirt blocks will drop dirt, which can be used to create dirt blocks in Structures mode. Farms can be placed on top of both dirt and living greenwood. Magma forge should work a bit better now. Certain armors/weapons can only be smithed at a magma forge. Added new "Extract Minerals" action on ore blocks. Miners will carefully extract minerals from the block. This action takes much longer than digging, but minerals can be extracted many times before the block runs out of ore. Temperature system has been simplified and should hopefully be a bit easier to use. Placing objects like a fireplace will increase the temperature of nearby tiles within a 7-tile radius, regardless of walls. Blue flames will lower the temperature. Placing multiple objects will increment/decrement the temperature further. Temperature of underground areas does not change as much with the seasons. The closer you are to the surface, the more seasonal temperature will have an impact. Brew barrels should now work as expected. To use a brew barrel, you'll need some raw mushrooms and a cook -- the cook will place mushrooms in the barrel, after which it will start to ferment on its own. Fermenting currently takes about a day. You can obtain additional types of brews by: - Placing a brew barrel in a cold area. - Placing a brew barrel on top of some iron ore. Aside from trading, the brews don't have much use yet. All dwarves can level up and earn XP from doing non-generic jobs. For example: farmers will earn XP from tending crops, but not from hauling stuff to stockpiles. Having a Wizard is now a requirement for linking portals. Just one wizard is enough. The ...Hotfix: Missing population bugFeb 2, 2019 - Community AnnouncementsI've added a quick fix for a bug that was causing some old saves to not restore correctly (dwarves and animals were not loading). Although this is an early access project, it is my intention to never break save games unless absolutely necessary. If there's ever a time when I need to make a change that breaks existing saves, I'll post a warning announcement. Feel free to reach out if you experience difficulty loading old files!Update 4: Altars, item limits, and blue grassFeb 1, 2019 - Community AnnouncementsChangelog for the latest update (February 1, 2019): Gameplay: Altars should now be fully functional. To link an altar to a deity, you must tribute a specific set of 3 items. Ancient stone tablets with tribute hints can be found underground. If you have a priest, they should automatically pray at a linked altar. Over time this will generate faith orbs, which can be traded for divine favors to help your colony. There are currently three deities, which each offer different favors. Added item limits for crafting stations. Instead of a simple checkbox for enabling/disabling recipes, you can now set limits for how many of each item should be stockpiled. Added ability to delete save files. Added new crop: bluegrass. Requires seeds, which can be found underground or by trading with other settlements. The temperature system should now work a little bit better. Still tinkering with it, and it's still not as easy to control temperature as I'd like, so things will likely change in the future. Added a couple of new decorative building blocks: greenwood and bluestone. Bluestone increases the rate at which faith orbs are earned at altars. Added cooling flame: an object that can be built to lower the temperature of nearby tiles. Added background walls in 3d build mode. When placing blocks, you can position the mouse over the background to place background tiles. These background tiles do not cost resources to build. Right-clicking will exit structures mode. This means that dwarves must manually disassemble walls, instead of right-clicking to remove them. Bugfixes: Fixed alpha transparency for weather and temperature tilemaps. Fixed issue related to digging the block beneath an object that required a foundation. If the object was still under construction, dwarves would constantly haul materials to an empty tile. When switching between structure modes (2d and 3d), the type of block you're building should now stay the same (instead of resetting to the default wood wall) When dwarves take damage, this shouldn't interrupt their current job. Fixed issue where dwarves would do nothing when diagonally adjacent to enemies. Fixed one of the issues where multiple dwarves would try to use the same bed. Fixed save/load for tombs -- old tombs might need to be replaced. Volume settings should save/load correctly. Fixed issue where saplings would get restored as generic objects and would therefore not grow. Fixed bug where dwarves would route to far-away stockpiles to fetch food when they were hungry. A couple of people have reported issues of miners idling even when there's work to do; if you experience this bug (or any other progress-blocking bugs) please feel free to send your save game to [email protected] and I'll take a look. Saves are located in C:\Users\ \AppData\LocalLow\Pixelmeal Games\Undholm Thanks for your continued support!Update 3: Trading improvements and assorted fixesJan 18, 2019 - Community AnnouncementsChanges in this update: Gameplay: Cows and chickens now use the same taming system as other animals. After an animal trainer has tamed an animal (or after you have purchased an animal from a trader), you can tell it where to go by selecting it and right-clicking on the ground, same as dwarves. Note that many animals (like cows and deer) cannot climb ladders. Added "Mark as Enemy" action. This will manually mark a creature as an enemy of your colony -- soldiers will automatically attack if they're near enough, and all other dwarves will flee from them. Added "Ask to leave" action for NPC traders. Added Trader profession. Added ability to send your own traders to other colonies. This should make it easier to sell/purchase items instead of waiting for traders to come to you. To send one, select a settlement in the world map and use the "Send trader" option. This will immediately open the trade panel for buying/selling; the trader will return in 1 day. Traders get xp from going on trade missions; high-level traders get better discounts when buying goods. Slightly increased enemy detection range; soldiers should now react to enemies that are within 5 tiles. Added new decorative wood wall. It is now possible to use WASD/arrow keys to move the camera while the game is paused. UI: Simplified trade panel. All trade items have a simple "Buy" or "Sell" button. Clicking these buttons will buy or sell 1 item at a time. Clicking on a dwarf's name in the jobs panel will close the panel and zoom to the dwarf. Dwarves which are away on missions will be grayed out in this panel. Simplified stone golem offer panel. Other: Reduced save file size significantly. This was a relatively small change, but messing with save data always carries some risk -- let me know if you're experiencing trouble loading save files. Bugfixes: Fixed slimes turning into goblins after save/load. Fixed bug where walls were not selectable after save/load unless structures mode was opened. Fixed bug where dwarves thought that ladders still existed after deleting them, which led to dwarves hopping up and down trying to reach nonexistant ladders. Fences, Animal gates, and Iron gates should now save/load correctly. Also fixed bug where dwarves could walk through closed iron gates. Dwarves should eat at tables now if one is nearby. There's an overlapping issue here still (dwarves will crowd around a single table), hoping to fix this soon. Vampires, cows, and chickens are now a bit easier to select. Put in potential fix for dwarves hanging out on ladders trying to access heartstone. Added fix for settlement relationships not increasing after completing quests. Added fix for trader NPCs not saving/loading correctly. Tutorial steps should now remember if they've been completed. This should prevent them from popping up each time the game is loaded. Tree saplings should now be choppable. Thanks for playing, and for all of the great feedback/suggestions so far!Update 2: Bugfixes and mole scoutsJan 11, 2019 - Community AnnouncementsWanted to get another quick update out before the weekend. Here's what's changed in the latest patch: Bugfixes: Kitchens/Blacksmiths/Tinkerer workbenches should now keep track of what products you've checked/unchecked when saving/loading. Fixed bug where any dwarf could be assigned a weapon. Currently, only soldiers are allowed to equip weapons. Fixed bug where soldiers would not equip weapons from stockpile. Fixed issue related to miners equipping pickaxes and clarified tooltip. Fixed bug where stuff would not get hauled to stockpiles after canceling a stockpile that was under construction. Temperature and weather tilemaps should now restore correctly on load. Fixed UI bug where action button container would display even if nothing was selected. Portal linking works now. To link portals, select one, click "link", and then click another portal. Fixed fireplace saving/loading. Fixed bug where dwarf NPCs were difficult to select. Fixed visual glitch where sun/moon would fade into background. Mushrooms should now only grow if they're beneath a roof (either underground or inside a building). Farmers can still manually grow all crops (they will do this automatically). When typing in a colony name, the camera should no longer scroll when W/A/S/D are pressed. Improvements: Added new structure building mode for placing single blocks. Previous building mode (2d click+drag) is still available. Ladder placement isn't as intuitive as I would like in this new mode -- I'll work on this in a future update. Right clicking to remove blocks while in click+drag mode will remove blocks from all z-depth levels. Previously, it would only delete the block at the nearest depth. Improved selected dwarf UI for 1280x720 resolution. Moles can now be used for scouting. After taming a mole, you can instruct it to move around by selecting it and right-clicking on the ground (same as dwarves), and it will reveal unexplored tiles. If a tamed mole gets too far away, it will revert to being untamed. Next update will probably be coming in 1-2 weeks. Have a great weekend!Update 1: Bugfixes and minor improvementsJan 9, 2019 - Community AnnouncementsThank you so much to everyone who has played the game! There's been a ton of useful feedback. I've been working on fixing some of the high-priority bugs that popped up; here's what has changed in the latest update: Bugfixes: Fixed a crash on startup that was affecting laptops with integrated graphics cards. Added rolling autosaves and save naming option. This should hopefully make it easier to store incremental progress and avoid data loss. Previously, all saves (including autosaves) would overwrite your colony save file, meaning there was no way to have multiple saves for the same colony. As a result, if something went wrong with this single file, there was no way to recover the colony. Now, there are 3 rolling autosave slots. When a new day autosave happens, it should overwrite the oldest autosave slot. If your game crashes and reloading the latest autosave doesn't work, try the other autosaves. In addition, it is now possible to name your saves whatever you want (when saving from the pause menu). Fixed an issue with faction relationships where dwarves would not react to hostile mobs like goblins/slimes. Soldiers should now attack hostile mobs when they're within a few tiles. Note: This issue should be fixed for new games, but existing saves might still have wonky faction data. Unfortunately, there was no straightforward way to patch this issue in existing save games. Therefore, it is recommended that you start a new game if the issue is still occurring in your old saves. Sorry for the inconvenience! Added "close panel" button to the Milestones panel. Improvements: Tweaked UI layout to work slightly better in 1280x720 resolution. There's still work to be done here; I'll continue tinkering with UI options for different resolutions. Added stockpile construction sprite so that there's a visual difference between a built vs an under-construction stockpile. Fossilized wood should now drop logs when mined. I'll continue hunting down bugs and will keep you posted. Hoping to have another patch in about a week or so. Thanks again for playing, you rock!