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Gnomoria |OT| of playing Dwarf Fortress "Lite" in isometric 2D with mouse input

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.40 said:
General

Goblins and skeletons now regularly spawn with worn equipment, which can't be smelted or equipped by gnomes. There is a chance that they will spawn with usable equipment.
Mants and beetles have evolved lungs and can now drown. Mants and beetles in existing saves are unnaffected, however new spawns will have the change.


Fixed

Crash opening Market Stall window with an unfinished trade
Bug causing a big performance hit when beetles were at their current population limit and could reach gnomes
Weapons visually in the wrong hand, ie being held in a missing hand
Gnomes getting stuck trying to equip a missing hand
Items listed in the market stall not properly fitting the window


v0.8.40.1
Fixed

Crash during combat with worn armor
Crash after loading a save with existing mants/beetles, saving and then loading again

v0.8.41 said:
This weeks patch is a little on the small side. I'm preparing for a big move and had to spend a lot of time packing and preparing this last week.

General

Added Fill Hole task. This task is placed in an empty floor cell and builds a wall in the cell below.
Changed Replace Floor task to work without having to deconstruct existing furniture or Workshops


Fixed

Crash when clicking "Move Down" without a Job Type selected
Gnomes not equipping armor on their left side if their right side currently had better equipment
Worn equipment not storing in crates

The last 2 updates.
 

xelios

Universal Access can be found under System Preferences
I still need to make time to play this game, it looks really good (I play a lot of DF). I always read this thread so thanks for the updates.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
I still need to make time to play this game, it looks really good (I play a lot of DF). I always read this thread so thanks for the updates.

Glad someone is still checking :) Got a bit lazy with updates lately due to the Indie Thread.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
And the last 3:

v0.8.42 said:
General

Goblins and Skeletons no longer have a chance to spawn with regular equipment
Worn equipment can be smelted into metal slivers
Metal slivers can be forged into metal bars


Fixed

Crash loading games with a queued Fill Hole job
Replace Floor not being allowed over Stockpiles and Military designations
Incorrect values for worn weapons
Suspended pastures still allowing animals to be milked, sheared, etc
Build stairs/incline down jobs allowing to be queued in some invalid locations

... bug fixes.

v0.8.43 said:
General

Added bandages to starting supply items

Fixed

"Any" material being changed to grape when loading old saves


v0.8.43
General

Livestock now require feed
Yaks and alpacas eat straw, while emus eat seeds
Troughs can be crafted at a Stonemason and constructed in a Pasture to store feed
Livestock eat from a trough if able, otherwise will leave the pasture to find food. If no food exists they will leave the area
New Kingdoms start with additional straw
Increased chance of harvesting a second seed from crops
Decreased egg production rate of emus
Increased amount of meat produced from butchering alpacas
Livestock require more space in pastures
Increased livestock gestation period
Increased time to grow fruit and wheat
Fruit on trees now grow faster than fruit in a Farm
Decreased the effect of quality on food and drink
Added grapes and orange trees
Added orange trees to world generation
Merchants now offer grape seeds and all tree clippings

Fixed

Incorrect value of metal bars crafted from slivers
Auto-generated jobs for crafting bars using the metal sliver recipe

Lots of agriculture changes this patch. When loading saves, livestock that are over the new pasture capacities will leave the pasture. If your farms and pastures were just barely big enough to support your gnomes, you'll definitely want to increase their sizes after loading. Some Kingdoms will be a little out of balance or hectic at first and if you've been thinking about starting a new Kingdom recently, now might be a good time.

When starting out, as a benchmark, around 12 farm tiles per gnome will support you with enough left over to last Winter. Those same farms can support livestock with the extra fruit and straw at around 10 tiles per animal.

I wasn't able to get mushrooms added in this patch, so they'll be in the next one along with some new food recipes.

Farming and livestock overhaul. That is looking good.

v0.8.44 said:
Fixed

Crash on load that was introduced in v0.8.44

v0.8.44
General

Gnomes now eat/drink until full instead of eating until no longer starving or dying of thirst
Gnomes will now look for the closest food/drink instead of the best followed by the closest
Underground farm
Requires plots to be muddied with water before planting
Mud will dry out in sunlight but otherwise remains

Added mushrooms which can be grown in an underground farm
Merchants now stock mushroom seeds
Added Grove and Underground Farm to action bar
Added cheese, mushroom tea and various omelettes
Food and drink quantities on the HUD turn red when 0

Fixed

Gnomes kicking each other out of chairs in the great hall
Regular plants growing underground
Gnomes not starting the Remove Floor job if they are standing on the job site and can't path to an adjacent tile

Underground Farming is finally in :-O
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Tried jumping into this but had no idea what I was doing. (dogscientist.gif)

Guess I'll go back to FTL for now:/
Read the end of the OP? If you want to we could also go over some basics via the steam chat. These games really just need a little explaining and they are VERY much worth learning since they are unlike most other games you prob. played so far.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Will try it again during lunch tomorrow (unless I get into the CardHunter Beta.)



Buy it off of Desura / Steam and support the developer, you cheapskate.

Did I already add you on Steam? Hit me up when you start playing it.
 

KuroNeeko

Member
Did I already add you on Steam? Hit me up when you start playing it.

Unfortunately, my work blocks Steam so I only play Indie Bundle / Desura stuff at work. :/ I saw your walkthrough at the end of the OP so I'll run through that real quick and see if that helps.

I'm not going to pretend that I wouldn't rather be playing CardHunter Beta though :p

(And yes, you are on my Steam friendlist;D. I don't play as much on there because a) I won't be able to play whatever I'm currently hooked on at lunch and b) recently I've been trying to support more developers directly)
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Unfortunately, my work blocks Steam so I only play Indie Bundle / Desura stuff at work. :/ I saw your walkthrough at the end of the OP so I'll run through that real quick and see if that helps.

I'm not going to pretend that I wouldn't rather be playing CardHunter Beta though :p

(And yes, you are on my Steam friendlist;D. I don't play as much on there because a) I won't be able to play whatever I'm currently hooked on at lunch and b) recently I've been trying to support more developers directly)

Sure, sure. Totally understand that, I am mainly using Steam as my community hub lately. Rather convenient for gaf chats/game recommendations.
 

KuroNeeko

Member
An hour and twenty minutes later...

And I think I can safely say I'm hooked.

I took a bunch of screenshots to do this DF journal-style, but editing, uploading, and then posting seems like too much of a pain in the butt.

I'll probably get around to doing it, hopefully later today but we'll see because...

OneWhoKnocks_zps93dc1641.png


NOTHING STOPS THIS TRAIN, NOTHING!
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Haha, great to hear you got into it ;) Have fun!
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v 0.8.45 said:
General

Added gameplay option to pause and move the camera to new gnomads on arrival


Fixed

Crash with Training Grounds when loading
Crash when moving a job type down in the priority list causing a custom profession to be created
Crash exporting military/profession settings with illegal filename characters
Game potentially freezes when completing some jobs
Gnomes trying to use the same bed and sleeping on the floor
Windmills not properly turning on/off when it changes to outside/inside
Gnomes sometimes not pasturing livestock if an unreachable animal exists
Several cases of inside/outside status of tiles not properly updating
Scout perk increasing vision more than intended
Bone Shirt and Skull Helmet not storing in crates
.
 

KuroNeeko

Member
So I've been playing this on and off during my lunch break. My goal is to learn at least one new thing with each play session.

Yesterday, I encountered something strange. My miners build a downward ramp and went one floor down.Some time later, I saw that they were idling and found that they were apparently stuck one floor down and had no way to go back upstairs.

I managed to create a set of stairs leading up, but not before one of two miners died from thirst.

Then, later on when I tried to go back, I found that my doods couldn't head downstairs. I set one builder to create a stairway this time and about 5 of my units got stuck on the stairway tile. I had only gnome left and he wouldn't do anything because he was apparently traumatized from watching his miner buddy die from thirst.

sigh.

What's up with stairs? Do I need to create stairs in sets of up and down? It was pretty frustrating.

edit: Hmm, looks like ramps need adjacent walls or they get destroyed. Interesting.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
So I've been playing this on and off during my lunch break. My goal is to learn at least one new thing with each play session.

Yesterday, I encountered something strange. My miners build a downward ramp and went one floor down.Some time later, I saw that they were idling and found that they were apparently stuck one floor down and had no way to go back upstairs.

I managed to create a set of stairs leading up, but not before one of two miners died from thirst.

Then, later on when I tried to go back, I found that my doods couldn't head downstairs. I set one builder to create a stairway this time and about 5 of my units got stuck on the stairway tile. I had only gnome left and he wouldn't do anything because he was apparently traumatized from watching his miner buddy die from thirst.

sigh.

What's up with stairs? Do I need to create stairs in sets of up and down? It was pretty frustrating.

edit: Hmm, looks like ramps need adjacent walls or they get destroyed. Interesting.

Seems like you found your issue. On top of that, I also recommend building stairs/ramps 2 tiles wide, which might help a bit with path finding woes.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v 0.8.46 said:
General

When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance.
Added Gameplay option to adjust how much food/drink nourishment effects a gnome's decision. Moving the slider to 0 will cause gnomes to always pick the closest food/drink. When multiple options are equidistant, they will choose the best. Moving the slider to 100 will allow gnomes to travel much farther for the best food/drink. Default is 50.
Allow grass to grow up or down 1 level
Gnomes no longer try to maintain distance from squad members while training

Fixed

Crash when completing Fill Hole and items are inside the hole.
Performance issue with lots of unreachable jobs
Sometimes falling down a 1 tile deep hole and immediately moving back out, ie enemies falling down a hatch and immediately teleporting back up to the top
Liquids not updating properly when a tile is dug down that has liquid on it
Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc.
Tinker Benches not respecting assigned worker
Being able to replace the floor underneath a sapling
Food/drink HUD text not initializing red when a game is loaded with 0 food or drink
Displaying a negative amount of gnomads arriving. Now it correctly displays 0

[QUOTE="v0.8.47]
General

Added an attack tab to the enemy window
Individual squads can be set to attack an enemy
Squads with "Defend gnomes" selected will automatically be set to attack
Attacks can be canceled by unchecking squads
Squads without "Defend gnomes" or "Perform attack orders" will not be shown in the list
Removed the attack button from the enemy window
Added an Enemies tab to Military overview
Lists all spotted enemies
Squads can be assigned to attack enemies
Option to view the selected enemy
Added option to retreat from combat to equip missing gear
Added option to retreat from combat to refill ammo
Gnomes will only retreat once they have no ammo but will attempt to refill all ammo before going back to combat


Fixed

Gnomes continuing to pursue enemies after they died

[/QUOTE]

Gameplay adjustment stuff I guess. Squad attack assignments, Food priority levels.
 

Karu

Member
Played 2,5 hours so far. Had to restart every 15, 30 minutes because... I have probably the same problem as everybody else starting. I figured finally out how to make a tunnel/underground rooms, next prob: getting stone...

Besides my lack of understanding, one serious issue is the camera angle though. Exspecially while handling narrow spaces it's can become quite unnerving.

Won't give up though... i guess.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Played 2,5 hours so far. Had to restart every 15, 30 minutes because... I have probably the same problem as everybody else starting. I figured finally out how to make a tunnel/underground rooms, next prob: getting stone...

Besides my lack of understanding, one serious issue is the camera angle though. Exspecially while handling narrow spaces it's can become quite unnerving.

Won't give up though... i guess.

Yeah, thats how the game progress works. Play until you die and learn from your death - "Losing is fun!". And just making sure, you know you can rotate the camera by 90 degrees right?
 

Karu

Member
Yeah, thats how the game progress works. Play until you die and learn from your death - "Losing is fun!". And just making sure, you know you can rotate the camera by 90 degrees right?
Yep, still... confusing... at times. ;-) Are there any 'well-known' vid tutorials or helpful LP's for Gnomoria?! Read some guides on steam, though a proper visual introduction would be nice.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Yep, still... confusing... at times. ;-) Are there any 'well-known' vid tutorials or helpful LP's for Gnomoria?! Read some guides on steam, though a proper visual introduction would be nice.

I like this guys videos:
http://www.youtube.com/watch?v=txc0leJrcEw

He has a nice voice and tends to explain what he does. Should help in getting along with the basics if you follow his series for a while.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.48 said:
General

Added Wheelbarrows. Gnomes will use wheelbarrows to stock multiple items at once. They can be crafted at the Carpenter's workshop


Fixed

Grass growing causing performance issues and freezing. It effected some save games more than others. For those save games the first time loading will be much longer.



You guys have been asking for wheelbarrows for a long time. I finally managed to sit down this last week and work out all the issues with it. I didn't have time for much else on top of that, but I don't see a reason to hold back the patch just to add more stuff.
.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.49 said:
Fixed

A couple instances in the behavior tree where a gnome tried to do work on a job with a wheelbarrow after it had been canceled, resulting in a crash
Crash on load with the personal quarters
Gnomes stocking items into a wheelbarrow that was in a stockpile
Wheelbarrows not becoming unclaimed if the job was canceled before a gnome picked it up
Resource piles (dirt, raw stone, etc) and corpses displaying as the wrong item while held
Wheelbarrows and troughs not being listed in stockpile options or when viewing all items


Thanks for being patient with these wheelbarrow issues! I finally tracked down a few sneaky bugs with them. There are also a handful of broken wheelbarrow issues in saves that will get fixed up on loading. Stock jobs going into wheelbarrows are canceled, claimed wheelbarrows are freed up and wheelbarrows that have had items stocked into them will have the items dumped on the ground after loading.
.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.50 said:
General

Added Contents tab to Stockpile window, to view items stocked in that stockpile
Added Clean Floor job. Gnomes will attempt to stock items on this tile before stocking other items. If there are multiple items on this tile, gnomes may use a wheelbarrow even if the items are going to different stockpiles.


Fixed

Items that are offered to a merchant, but no longer exist, potentially not being removed as an offer if items of higher quality exist. This was sometimes leading to a crash when trading later.
Crash when loading saves from 0.8.47 directly into 0.8.49

v0.8.51 said:
Fixed

Gnomes unclaiming their equipped items. Loading save games from 0.8.50 will have gnomes reclaim their equipment and cancel jobs trying to steal their clothes.


v0.8.50
General

Bindable hotkey for Clean Floor job
Option to pause the game when merchants arrive

Fixed

Crash when performing a Clean Floor job with blood
Items becoming unusable after being stocked from a Clean Floor job
Unusable items from previous save games are fixed on load
Bug with Merchants behavior tree, causing them to prematurely leave only to immediately return to the Market Stall repeatedly.

v0.8.52 said:
v0.8.52.1
Fixed

Crash when using Prospector Shop


v0.8.52
General

Added Prospector Shop
Prospecting soil and raw stone has a chance at producing metal slivers
Added Prospecting skill under Misc Craft
Merchants now offer soil and raw stone

Fixed

Potential crash when performing jobs
.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.53.1 said:
Fixed

Deconstructing floors and walls locking up the game


v0.8.53
General

Removed extra item tracking, reducing memory usage and save file size.

Fixed

Beetles potentially getting stuck path finding over and over, causing a huge performance hit
Components of an item sometimes not being destroyed when an item was destroyed
Generating jobs at the Prospector to craft dirt or stone
Clean Floor job ignoring material restrictions in a stockpile
Stockpile Conents tab showing items that had been traded to a merchant
Screw missing from stockpile options

Two changes went in this patch that reduce memory usage. When loading save games for the first time, it will take longer as it detects and removes things.
Bug fixes.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.54 said:
General

Grouped certain jobs together for better prioritizing
When selecting an area to Dig Hole, Remove Floor or Build Wall, all jobs in the selection will be grouped together
Jobs within a group are ordered such that completing a job won't prevent access to another job
When possible, multiple jobs in a group can be worked on simultaneously but some jobs in a group will need to be completed before others can be started

Fixed

Crossbow bolts and musket rounds showing the crafter's name as the material
Less bugs.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.8.55 said:
General

Many updates and adjustments to how the navigation graph is generated and how paths are created between nodes on the graph. This should produce more optimal paths overall. Old save games will have the graph regenerated when loading.


I spent a lot of time this last week going over all of the parts of pathfinding. The detours and weird paths you sometimes see gnomes take come from the hierarchical approach and not a problem with the specific pathfinding algorithm (A*). It tends to be a byproduct of oddly shaped nodes and/or the chosen points on each node to path to and from. This patch should go a long way to reduce that and generate more optimal paths.

Itsfuckingnothingagain.gif

I kid, I kid. All in good jest ;) Those are important updates
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Fixed

Crash when saving and exiting
Crash replacing floor that has an object on it that blocks movement
Crash deconstructing objects that block movement
Smelting crafted items (not worn items) not producing any bars
UI responding to controller input in some cases

Bugs³.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Audio

Added sound effects for the following jobs: Mining/Digging, Till soil, Forage, Cut Clipping, Fell Tree and Plant Tree
Added sound effects when selecting most workshops


Fixed

Deconstructing floors not properly updating tiles as outside
Deconstructing hatch not properly updating the map


Today's patch marks the start of Beta!

There will be some development changes but it won't be very different from what you're used to. For starters, I'm changing the patch schedule from every week to every other week. This will go a long way towards letting me work on things that are too difficult to fit in a one week patch as well as spending some time getting it right before going live.

There will also be some balance patches where a lot of work will go into seemingly not a lot of changes. There will probably be less large sweeping game changing patches as there were in Alpha but I wouldn't rule it out completely. The focus during Beta will be on rounding out the gameplay experience - filling in anything missing, expanding on existing content and polish. After Release, you can expect to see "addon" type gameplay systems like magic, etc.

And with some more bug patches and sound effects, we are now in Beta ladies and gentlemen.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
v0.9.1 said:
General

Added wall torch construction
Added skull on a pole construction


Audio

Combat audio events - miss, dodge, block, parry, knock back, fall down, drop weapon, sever limb and bleeding
Hit audio events - blunt, slash and pierce against wood, metal and flesh
Weapon fire audio events for blunderbuss, pistol and crossbow
Mechanism audio events - lever, pressure plate, self-powered traps, mechanical wall, hatch, pump, handcrank, windmill and steam engine
Added a second sound effect for chopping trees


Fixed

Some audio events playing at full volume briefly before changing to the correct volume setting
Every button in the notable kills list bringing up UI for the last entry
Crafted By button when viewing constructions not working after the crafter died
Handcranks not providing power while the game is paused

Audio Update.

There is a discussion on the official forums going on , which seems to be a rather... fair assessment of the issue with the game. Its been a very long time since the last significant update, and he fails to add new game concepts to add complexity to the current game. No clue why, but its rather apparent that the game is not moving at the pace I was expecting in the beginning. His updates were "content + bugs! content + bugs! ... content! bugs! content! bugs! ... bugs! bugs! bugs! bugs!"

I understand he couldnt keep going with his initial patching plan once the game got a bit more complex, but I am concerned enough to ... retract my "fan" badge and stop posting these patch logs. The game seemed to be going well to deliver a promise, and its currently not progressing at all for months now. I understand these things take time, but I dont see any reason to trust in him adding some more systems to the game atm. Sad, sad.
 

Mengy

wishes it were bannable to say mean things about Marvel
I understand he couldnt keep going with his initial patching plan once the game got a bit more complex, but I am concerned enough to ... retract my "fan" badge and stop posting these patch logs. The game seemed to be going well to deliver a promise, and its currently not progressing at all for months now. I understand these things take time, but I dont see any reason to trust in him adding some more systems to the game atm. Sad, sad.

But, the game seems fairly "done". at least enough to play in it's current state, correct?

Gnomoria has been on my wishlist for a long time, I've been waiting to see it after release before deciding to buy it. However, seeing how it's currently $4 on sale and it seem to be complete enough that it's fun and playable, I'm thinking of buying it over the holidays. I've played enough Dwarf Fortress to know that I'll get my $4 worth out of this in any case.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
But, the game seems fairly "done". at least enough to play in it's current state, correct?

Gnomoria has been on my wishlist for a long time, I've been waiting to see it after release before deciding to buy it. However, seeing how it's currently $4 on sale and it seem to be complete enough that it's fun and playable, I'm thinking of buying it over the holidays. I've played enough Dwarf Fortress to know that I'll get my $4 worth out of this in any case.

The game is very much playable and has enough content to be worth its price, even if its in no way, shape or form close to DF levels of content.
 
Gnomoria is now on sale at Humble Bundle for $1.99!

Buy copies for your friends!
Put the news in the OP!

Seriously, with all the patches and new content, the game is amazing now. I can't wait to see what's in store down the road.
 
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