Any news on Steam keys?
The proposed changes sound awesome. I've been wanting the Repeat thing to work like that for a while.
Workshop
Added "Craft To" option for workshops
The selected item will only be crafted if the total amount is less than the specified number
When "any" material is selected it counts all items and when a specific material is selected, only items of that material
Grove
Groves are a designation, similar to Farms, that are automatically worked
Grove tasks are "Plant saplings", "Cut clippings", "Pick fruit" and "Fell trees" and each one can be toggled on or off
"Cut clippings" will remove leaves and fruit while "Pick fruit" only removes fruit. Fruit only grows when a tree has leaves, so only picking fruit will farm fruit faster while cutting clippings will allow your Grove to expand.
Groves can be designated over an existing tree and will be considered part of the grove even if the tree type is different than what is selected
General
Observe Windows Mouse setting to switch left and right mouse buttons
Allow stairs to be built in rooms
When loading, detect and repair errors in the navigation graph
Fixed
Crash when spotting mants
Crash when viewing rooms that had stairs and were deconstructed
Gnomes getting stuck trying to drink from a well
Gnomes getting stuck trying to pasture an animal that was innaccesible
Reset trap jobs persisting after a trap has been deconstructed
Crash when completing or saving a game with a broken reset trap job
Ammo pouch and quiver on corpses
Formation settings not saving under certain conditions
Just noticed that Gnomoria got Greenlight on Steam! I hope i can use my Desura key on Steam.
Crash when switching tabs in the Butcher Shop UI
Crash loading jobs in rare cases
Gnomes sometimes trying to butcher and stock a corpse, resulting in a crash
Rare crash when typing in a drop down box
Crash when loading a game with a corpse that is about to rise as a zombie
Crash when loading with an active refuel steam engine job
Crash on startup when Windows Media Player is not installed. This is a temporary fix and in the meantime, no audio will play when WMP is not installed
Mant worker spawns varying much more than intended for medium ranges of Kingdom Worth. This was on average causing more mants to spawn than should
Some memory leaks causing UI to get progressively slower
Trying to attack enemies that can't be reached. Ranged attackers will still attack if the target is within range and line of sight
Butcher Shop queueing a job for something unreachable
Gnomes accepting a Fell Tree job from a Grove when they don't have an axe and no axe is available
Items sometimes simultaneously being held and in a crate
Gnomes not using the closest dormitory or dining room when applicable
Hospital jobs not cancelling properly causing gnomes to wait in hospital beds forever
Steam engines not burning fuel properly and displaying an incorrect fuel amount
Over zealous squad members assisting the squad leader while training
http://forums.gnomoria.com/index.php?topic=1733.0
Looks like someone made a Dwarf Therapist-esk program for this. Haven't tried it yet, though.
General
Gnomes can be assigned to a workshop. When a workshop has an assigned gnome, only that gnome will use it
Material filter for stockpiles
Gnomes equip the best available leather armor then the uniform is set to leather and any material
Fixed
Crash when stocking items
Crash clicking Remove uniform when there aren't any uniforms
Crash when loading butcher shop
Gnomes accepting jobs that have required components under water
Gnomes getting stuck in statues and pillars immediately after they are built
With Thanksgiving last week, today's patch is a little smaller than usual. For stockpile options, individual materials will show up in the list as they are discovered. As new materials are discovered, you'll probably want your generic stockpiles to include them and your specialized stockpiles to exclude them. So stockpiles that have individual materials selected will exclude new materials by default and stockpiles that don't will include them by default.
General
Added quality option for Uniform
Market Stall differentiates items by quality, so the proper value is used when trading
Item quality improves weapon and armor effectiveness
Fixed
Becoming unresponsive when the game didn't have focus for a short period of time
Crash when building a door at the edge of the map
Stocking piles (dirt/ammo/etc piles) not always adhering to material constraints
Adding filters for quality required some restructuring of how items are stored. I had to spend some extra time this patch making sure old saves updated and nothing else broke since many parts of the game depend on finding and using items. Now that gnomes look at quality when equipping weapons and armor, I felt comfortable having quality effect combat.
I still need to add a quality option for building/placing furniture and a better method for generating quality when crafting. I didn't want those things to hold up today's patch so they are still missing for now.
Mostly bug fixes.0.8.23 said:General
Added a filter to the Butcher Shop list for specific pastures
Added Butcher Shop option to automatically butcher corpses and excess livestock
Added basic UI for Tinker Bench to assign worker, suspend and view progress
Added option to auto-save. Can be set to save on sunrise every 1-12 days
Gnomes only show thought bubbles for drinking/eating if they are actively getting food/drink or are dying
Added option to scale changes in depth when looking for the closest item, job, etc
Music
Added two more night songs
Fixed
Gnomes sometimes getting stuck after building mechanisms that block movement
Steam Engines getting in a state where they can no longer be refueled
Livestock not immediately going back in the available butcher list after cancelling
Tinker jobs sometimes taking priority over other workshop jobs
Tinker Bench job status not displaying on the entire workshop floor
Specific materials no longer showing up in stockpile settings or crafting options if there were no longer any of that item
Hey Toma, any opinions on this vs. Towns? My partner is busy playing Don't Starve right now, but she expressed interest in being able to just build out and build a 'town' instead of constantly starting over at death--so my mind wandered to Gnomoria or Towns, but I haven't played the latter. (You seem to know your sh-- when it comes to these games.) Thoughts?
From what I understand (haven't played Towns), Gnomoria is much further along in development and has a lot more features and polish.
v0.8.24 said:Version 0.8.24
General
Added Advanced New Game options for terrain generation and difficulty.
Added option to change from Peaceful to non-Peaceful
Audio
Changed to irrKlang audio library. This fixes the requirement to have WMP installed
Fixed
Risen gnomes sometimes appearing as skeletons. Previous zombies will still show as skeletons.
Building constructions over planted seeds causing unforagable crops
This update is the start of an overhaul of crafting and items. Overall, it won't be vastly different from what you're used to. There are around 50 new items this patch, where most of them are intermediate items used to craft workshops or finished goods. Many recipes have had their ingredient quantities reduced but might require more steps to craft from scratch. Job completion times have also been increased across the board.
There is also a stricter progression of workshops now. In order to build a workshop, many require a specific item that is crafted in a different workshop. The first workshop that can be built is a Crude Workbench. This workshop works slower than others but doesn't craft anything that can't be crafted somewhere else. Once other workshops have been built, the Crude Workbench is safe to deconstruct.
When loading old save games, some jobs that are no longer valid will be cancelled. After loading a game, it would be a good idea to just check your workshops to see where you might need to recreate jobs. However, to get the full experience of the changes, I recommend starting a new game with this update.
With an update like this, I'll be closely watching everyone's feedback and expect to make some adjustments. Some things might be much harder or easier now and I'll try to work out the kinks as quick as I can.
For the next patch, I plan on focusing on fixing bugs. After that, I will continue along changes that go with today's patch:
New crops and updated food and drink recipes
New constructions such as, fences, tapestries, tombs, etc
Adjustments to plant growth and animal breeding rates
Updated item and construction values, as well as updates to formulas for spawning gnomads, merchants and enemies
New merchant types to offer more and better goods
UI updates for things like feedback on why jobs aren't starting, allowing items to queue for crafting when components haven't been discovered yet
v0.8.25 changelog
General
Added 50 new items
Updated many recipes
Added Crude Workbench and Bonecarver
Increased job completion time
Art
Added knife, windmill blade, cylinder, spike, grain, chisel, wrench and straw bed tiles
Updated various existing tiles
Fixed
Some workshop tiles always drawing as if they were in light
General
Allow crafting and building jobs to be queued before required items have been discovered
Display total item quantity next to "any item"
Merchants will look for new Market Stalls or leave, if their current one is deconstructed
Updated stone table recipe to no longer require sticks
Added Bone carving skill
Art
Added armor plate, leather panel, leather strap, string and needle
Fixed
Crash when loading some older save games
Crash a crash with some constructions when loading
Crash when deconstructing a Market Stall with a merchant
Crash when attempting to trade goods that have already been traded
Crash when deconstructing stairs under some conditions
Crash when hitting Esc and trying to save, in the middle of the game saving
Crash when an animal being pastured dies, while the gnome is starving or dying of thirst
Crude Workbench and Bonecarver missing from action bar
Straw not properly stacking in a stockpile
Merchants not leaving under some conditions
Deconstructing workshops creating extra useless deconstruct jobs
Ranged weapons not properly tinting the weapon stock
Wrench crafting tool tip showing Blacksmith instead of Machine Shop
When crafting bronze or rose gold, the ingredients didn't display "bar" only copper or tin
v0.8.27 said:General
Added new decorative constructions
Plank stairs
5 engraved walls and floors (blank, star, spiral, moon and water)
Bone wall and floor
Thatch wall and floor
Thatch incline. The incline behaves like a ramp but can be rotated and doesn't require a wall.
Picket fence and Post and Rail fence.
Dresser and cabinet
Added bone shirt and skull helmet
Added a preview button to advanced new game settings. The preview generates a map with the current settings at 1/2 scale
Added a very small randomly generated map to the main menu background
Added pump. The pump is built into the floor section and extends below. When powered, it pumps liquids from the cell below up to where it was built
Art
Added new Gnomoria logo
Added apple, stone chair and stone table tiles
Updated mechanical wall tile
Audio
Added orchestral versions of every song. Music style can be selected in audio options.
Any news on when it's going up on Steam?
When it comes to Steam will Desura peeps get a code or something (assuming it will be a Steam DRM game)?
I am fairly certain he said yes.
v0.8.28 said:The big change with today's update is the rebalancing of item values and their effects on the game. It has been changed to give a little more control over the difficulty progression while in game. Combat related items have a greater effect on the overall Kingdom worth than they did before. Constructing walls, floors and decorations as well as crafting items like commemorative coins, etc still have a meaningful impact on the overall worth however.
This means that if you're comfortable defending your current position you can focus on building structures and decorating rooms without a dramatic effect on attracting harder enemies. It also means that the best way to attract gnomads is to build up your military and let everyone know they'll be safe migrating to your kingdom.
New kingdoms at first will likely attract fewer gnomads than before. Once your industry has started and can craft weapons and armor, it becomes easier to grow and you can achieve higher populations than before. Of course, you can still generate worth (and attract gnomads) crafting statues and puzzle boxes, but you'll also have a hard time defending the upcoming attacks if those items make up the majority of your worth.
Overall, the changes help with different playstyles. If you prefer to rush weapons and armor, you'll be able to quickly grow and also attract enemies that better match your strength. Alternatively, once you can protect your initial kingdom, you can take your time before deciding to move on and attract more gnomes and tougher enemies.
When loading existing games, it will recalculate your worth based on the new values. Some items from older saves might have a small difference in value than a new game, but shouldn't have a large impact. If you're loading a game with say 40 gnomes all wearing full steel armor, there will most likely be an immediate jump in difficulty that you might not be prepared for. I recommend starting a new game with this patch, but your old saves will still load if you want to try it out.
As usual with this kind of change, I'll be making adjustments along the way based on feedback.
General
Updated item and material values
Updated spawn formulas for gnomads and enemies
Updated merchant rates and added more merchants that offer better goods
Updated the effect of personal quarters worth on sleep rate
Goblins, ogres and mants attempt to leave if they are dying of thirst/starvation
Fixed
Gnomes in squads getting stuck
Machine shop crafting incorrect items
v0.8.29.1 said:The big change with this patch is the Smelter workshop. The Smelter can turn various metal items into bars. Smelting takes an item and a coal, and non-metal parts of the item are lost in the process. Smelter jobs can filter items by quality and will prioritize worst quality first when "at most" quality is selected. For example, creating a smelt sword job on Repeat and selecting "at most average" will smelt all poor quality swords before smelting any average quality and will ignore swords of higher quality.
v0.8.29
General
Added Smelter workshop
Fixed
Crash on load with dead gnomes that were about to rise as a zombie
Loading old saves sometimes caused some jobs to require a Dresser. This fixes issues with gnomes getting stuck on Dressers or going idle when Dressers are available
Items not correctly updating after converting to Legendary during combat. This was causing issues with trading with merchants, Kingdom Worth going negative, and gnomes equipping items.
Recalculate worth on load to correct Kingdoms where the worth had become negative
Gnomes getting stuck on newly built fences
Mine Stairs Up showing the wrong art when placing
EDIT:
v0.8.29.1
Fixed
Goblins dropping items when they leave
v.0.8.30 said:General
Gnomes unclaim jobs to eat, drink, sleep or bandage
Gnomes claim all components of a job immediately upon accepting the job
Fixed
Crash when building a Well from the action bar
Crash when a gnome becomes starved and is already carrying food as part of his current job
Workshops getting stuck on a job that can no longer be completed, causing it to ignore other jobs in the queue and go idle until the original job can be completed
Gnomes mixing materials for jobs that have "any material" selected. This means you can no longer craft iron bars with an iron ore and a copper ore, as well as items like a chair mixing pine and birch planks
Items adding to Kingdom Worth more than once if a goblin repeatedly picks it up and drops it
Flip Lever and Refuel Steam Engine jobs sometimes getting into a state where they could not be completed
Spring not being discovered with Mechanism Base, making it impossible to craft until Spring is discovered later
Been playing a lot of Towns recently and, while the 'tutorial' is awful, the game is a lot of fun--but it gets boring once you get churning along. Seems from looking in here that Gnomoria keeps a challenge coming and it's making me want to reinstall Gnomoria and give it a try again tonight. I wish one of these games had controller support though!
v0.8.32 said:The first pass on auto crafting was meant to be an all or nothing option to enable certain playstyles. I was expecting many players who are already used to managing the process manually to disable auto crafting. Some of the feedback was that experienced players might use the option if it had some methods for more control.
With this update, there is now an option to toggle automatically crafting missing ingredients per job. For craft jobs in a workshop, the option is in the craft menu alongside "Repeat" and "Craft To". For other jobs (like building furniture, workshops, etc), the option is in the job information window.
The previous option of globally auto crafting, has been changed to be the default setting for new jobs. With the setting on, new jobs will default to generating craft jobs and you can turn it off for specific jobs while the opposite is true when the setting is disabled. Individual Workshops also now have an option to disallow generated jobs from being added to its job queue.
You guys also made it very clear that some undesired Squad behavior was higher priority than I thought. This update should help minimize gnomes rushing into battle without armor or weapons. They will no longer bandage themselves and go back into combat without a weapon. They'll also no longer strip off armor when an upgrade is available, one that is potentially in the middle of an ongoing battle. Finally, (and less drastic) they will no longer go chasing after wild animals who just want some peace and quiet.
General
Gnomes no longer immediately unequip items when they find an upgrade. They will leave it equipped until they start to equip the new item.
Gnomes no longer leave weapons on the ground when eating, drinking or bandaging
Squads with "Defend Gnomes" will no longer attack enemies who aren't a threat, ie wild animals who are trying to run away
Added an option for individual jobs to automatically create craft jobs for missing components
Gameplay setting for globally generating craft jobs has been changed to be the default setting for newly created jobs
Added a Workshop setting to toggle whether generated jobs can be queued at the workshop or not
Added a basic in game Help window
Better error logging for some crashes
Fixed
Crash when loading constructions under rare conditions
Crash when saving after deconstructing a workshop with generated jobs
Crash when loading a mechanical wall that is in the process of squishing someone
Some generated craft jobs that create a new material (bronze, steel, etc) were generating incorrect jobs when they were indirectly queued by a third job. For example, crafting a bronze bar would correctly queue a craft tin bar job, but crafting a bronze armor plate would queue a bronze bar job that would incorrectly queue another bronze bar job, which would repeat filling up the workshop queue.
Dig Hole sometimes not also removing the lower wall
Deconstruct job on a workshop sometimes cancels when a gnome is trying to craft at that workshop
Smelter missing from Workshop build list
Gnomoria is available on Steam for $7.99 now, as an early access game.
Steam keys are already available for those who purchased the game on IndieGameStand in the "My Games" area when you log in.
I really suck at this game. Been farming and mining and stuff, but I've been playing it like a simulator. When the goblins attacked, it was really bad =(
Molly was attacked and her blood was scattered everywhere and died. So sad.
I really suck at this game. Been farming and mining and stuff, but I've been playing it like a simulator. When the goblins attacked, it was really bad =(
Molly was attacked and her blood was scattered everywhere and died. So sad.
I only have 3 dollars..and I want this =(
Indie Games thread titled march right?
v0.8.33 said:General
Additional zoom level
Fixed
Gnomes only equipping armor on one side of their body
Gnomes not upgrading weapons or armor if they already had an item equipped in every spot
Items disappearing when attempting to move a held item to an extra equipment slot and the slot already has an item
Items disappearing when attempting to pick up an item from an extra equipment slot and is unable to hold the item
Multiple butchers claiming the same animal, resulting in the worst game of tug-of-war
Corpses in unreachable places or underwater causing butcher shops to stop working
Anvil crafting description displaying Blacksmith instead of Forge
Pasture settings for max males or females changing to 0 when attempting to change after selecting an animal
Game sometimes responding to input when it wasn't the active window
Hotkeys activating when typing and the mouse cursor isn't over the current window.
Limit amount of notifications displayed on the screen at one time
Does anyone know how to deal effectively with removing floors? I'm trying to level out some terrain and it is a nightmare. Is there an easier way than: Remove floor one by one to make sure they don't lock themselves in, then mine out the remaining blocks underneath?
v0.8.35. said:General
Import/Export Professions
When importing Professions, old Professions with the same name will update to the new one. Gnomes with old professions that don't exist in the new Profession settings will get a custom profession similar to changing settings directly on the gnome.
Updated the following windows to be resizable: Gnome, Workshop, Butcher Shop, Market Stall
Build job names are more specific, ie "Build Carpenter" instead of "Build Workshop" and "Build table" instead of "Build Construction"
Updated check box check to stand out more
Fix
Mouse scroll wheel now works as expected in all areas
"Craft To" combined autogenerated jobs sometimes creating extra components
I'm going to take a little extra time on this next patch to ensure that everything is working right. Just to stay on the same patch schedule, I'll roll all the changes out next Tuesday (4/23).
The focus for v0.8.36 are the changes to Militia that we've been talking about. The progress so far on the patch includes removing the Militia perk, slowing down job performance when wearing armor and the ability to set Uniforms for civilians. You can set a Uniform as the "Default" civilian uniform. All Professions are set to use this Uniform by default. So with one selection, you can set every gnome who is not in a Squad to a Uniform. In addition to that, you can set specific Professions to use a different Uniform or no Uniform. For example, you can set the default Uniform to leather, so that all gnomes equip at least some armor, and then go into the Profession settings and set Miner to wear metal armor.
There was also some feedback about putting gnomes in squads for the sole purpose of selecting "Avoid Enemies" and "Retreat if bleeding". Now, in a roundabout way, this is already the default behavior for civilian gnomes. It is part of their behavior but not as explicit, so I've changed it so that civilian gnomes act the same as gnomes in a squad with those settings. We'll try it out and if need be, change it back and add settings for civilians.
There have also been a couple fixes to importing Professions and the scroll wheel issue in the Market Stall / Merchant UI has been fixed.
Some info because no update this week:
.v 0.8.37 said:Art
Added workshop table, saw bench, crate with logs, crate with planks, saw horse, chisel, butcher knife, kitchen knife, cloth rolls, scissors, jewelry pile, vise, blueprint, paper, kiln, hammer, market stall, crossbow bolt pile and musket round pile tiles
Updated tool stand, tools, saw table, weapon stand, water trough tiles
Updated Sawmill, Carpenter, Woodcarver, Stonecutter, Stonemason, Stonecarver, Loom, Tailor, Butcher Shop, Kitchen, Gemcutter, Jeweler, Forge, Furnace, Smelter, Blacksmith, Metalworker, Armorer, Weaponsmith, Tinker Bench, Engineer, Machine Shop, Leatherworker, Market Stall and Bone Carver workshops
Fixed
Pickaxe and Felling axe not correctly giving material options in the Uniform
Brick blocks auto-queueing at Stonecutter instead of Kiln
v0.8.39 said:This patch let's you change the order in which types of jobs are performed. For example, previously gnomes would always perform jobs created directly by the player before say from a workshop. Now, per profession, you can set the order of those job types. Individual jobs of the same type are still prioritized as they were before, whether by distance to the job or the priority setting of the workshop, farm, grove, pasture or stockpile. Jobs that are directly created have been split up into 4 groups:
Mining - mine wall, dig stairs, etc
Agriculture - Fell tree, forage, etc
Build - Build workshop, furniture, etc
Mechanic - Reset trap, flip lever, etc
As an example, you could create 2 professions with Woodcutting and Carpentry enabled. One profression has Agriculture first and the other has Workshop as the highest priority. Gnomes in the first profession would act as before and fell trees before cutting planks while the other profession would do the opposite. Splitting up your workforce this way will allow you to work on both tasks simultaneously and let some gnomes act as "backup" and work on another task if their main one is finished.
General
Added option to change the priority of job type per profession
Added a tool tip when assigning a profession to a gnome in the population window, which displays that gnomes skills relevant to the profession
Added tool tip to display the top 5 skills of a gnome in the population window
Fixed
Crash when deconstructing a wall at the top of the map
Crash when building a ramp, stairs or incline at the top of the map
Crash with a civillian has a uniform with a ranged weapon and is trying to refill ammo
Crash when firing a ranged weapon in some cases
Tool tips for items in a drop down list, sometimes not disappearing
Large tool tips going beyond the borders of the screen
Liquids not flowing when a mechanical wall is lowered
Liquids not working properly when raised a level by a mechanical wall
v0.8.39 said:General
Job priorities import/export with professions
Fixed
Crash when building a mechanism that connects a mechanical wall to power that the gnome builder is standing on (killing the gnome)
Gemmed rings and necklaces sometimes adding or subtracting incorrect values when trading
Job priority list disappearing for custom professions
Rain lasting for years
Deconstructing a powered mechanical wall leaving the top of the wall in the above floor
Water not always moving through an open hatch
Items not falling when a hatch opens
Hatches and mechanical walls not properly blocking line of sight
Hatches not updating inside/outside status of covered cells