Changelog
0.8.37 (2013-04-30)
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
0.8.36 (2013-04-22)
General
Professions can have a Uniform assigned to them. If a Gnome is in a Squad, the Squad uniform is used instead A Uniform can be assigned as the Default Uniform for all Professions from the Population Overview menu. Professions can be assigned to use the Default, No Uniform or a specific Uniform Removed Militia Perk. All Squad members will perform jobs when not on duty Armor decreases the rate at which jobs complete. Metal slows down more than leather Gnomes not in a Squad will prioritize retreating to stop bleeding over staying and fighting Gnomes not in a Squad will always attempt to run from enemies. Previously they would fight unarmed goblins or potentially unarmored goblins with 1 weapon Added import and export options for Military settings Moved Professions import/export buttons to the Pause menu Windows will keep their size and position during a game session
Fixed
Professions with a space in the name not importing correctly Sometimes not importing the last Profession Market Stall UI not correctly scrolling with the mouse wheel Fix crash when resizing Market Stall UI while a merchant is not present Gnomes sometimes falling asleep when digging down Mant spawns effectively being 1 tier above where they should have been, ie spawning as if you had iron when you had bronze
0.8.35 (2013-04-09)
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
Fixed
Mouse scroll wheel now works as expected in all areas "Craft To" combined autogenerated jobs sometimes creating extra components
0.8.34 (2013-04-02)
General
Combined the "Assign" and "Status" tabs in the Population menu
Gnomes are listed in the Assign tab by their Profession
Population window is resizable
Increased size of drop down box when picking professions
Show ingredients in Job UI
Missing ingredients are shown in red
When "any" material is selected for an ingredient, mousing over will show a break down by material
Gnomes with Hauling that can't find a Stocking job will wait a short amount of time before looking again
Gnomes with "Way of the Gnome" perk are no longer afraid of enemies with better armor
Fixed
Repair broken connections on the navigation graph as they are discovered Crash when no audio device is present Crash when attempting to view a corpse that had invalid armor from loading a corrupted save Gnomes not always freeing enough hands to pick up a two handed item Attempting to remove a two handed item from storage and failing caused the item to get lost
0.8.33 (2013-03-26)
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
0.8.32 (2013-03-19)
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
0.8.31 (2013-03-12)
General
Automatically generate crafting jobs Reorder tabs in workshop UI to be consistent with other UI. Default tab is still the crafting tab Adjusted gnomad formula so that more gnomads arrive earlier and less later Adjusted enemy spawn strength formula such that slightly higher Kingdom Worth is needed for each stage Reduced mant worker spawns by 20%
Fixed
Crash with smelt jobs where the item was no longer available
Armor that can't be used, remaining on the map after a goblin left. These shouldn't appear anymore and are deleted when loading old saves.
Items not reducing Kingdom Worth if a goblin dropped it, picked it back up and then left the map
Items sometimes adding their value to Kingdom Worth a second time when a gnome dies
General Kingdom Worth calculation fixes
- Additional checks to ensure Kingdom Worth isn't incorrectly changed
- Always recalculate Kingdom Worth on load. Previously, it was only recalculated for specific save games
0.8.30 (2013-02-26)
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
0.8.29.1 (2013-02-19)
Fixed
Goblins dropping items when they leave
0.8.29 (2013-02-19)
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.
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
0.8.28 (2013-02-12)
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
0.8.27 (2013-01-29)
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.
0.8.26 (2013-01-22)
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
0.8.25 (2013-01-15)
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.
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
0.8.24 (2012-12-18)
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
0.8.23 (2012-12-11)
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
0.8.22 (2012-12-04)
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
0.8.21 (2012-11-27)
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
0.8.20.1 (2012-11-20)
Fixed
Crash when changing items in a build menu
0.8.20.0 (2012-11-20)
Fixed
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
0.8.19.0 (2012-11-13)
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
0.8.18.0 (2012-11-07)
General
Adjusted enemy spawns so that lower tier enemies still spawn at slightly higher kingdom worth or lower depth while higher tier enemies remain the same Underground enemies can not spawn in mined out cells for 2 days Underground enemies no longer spawn on cells with a construction - block floors, stairs, workshops, etc Added hot key to toggle highlighting areas that are dark enough for enemies to spawn in Crates can now store claymores, battle axes, warhammers, torches, pistols, blunderbusses and crossbows
Music
No longer using XACT Added 3 new songs Replaced combat music Shuffle music on repeat instead of long periods of silence Loosened music choice conditions to only day/night so that rarely heard songs play more often
Fixed
Crash on load in some cases Rare crash when animals try to leave and their path is blocked Pathing issue when start and end positions are both under water Gnomes getting stuck trying to pick up two handed items Gnomes only filling a quiver or ammo pouch with 1 ammo
0.8.17.0 (2012-10-30)
Skeletons
They spawn underground and get stronger the deeper they spawn They carry weapons and can have a helmet and breastplate
Zombies
They spawn underground and spawn in greater numbers at a greater depth If a zombie bite contacts blood it can infect a gnome A zombie infection won't kill a gnome but if a gnome ever dies, they will turn into a zombie
General
Goblins spawn in slightly greater numbers but weaker armor and weapons and lower skills Goblins can spawn with two handed weapons or 2 one hand weapons in addition to a weapon and shield from before Beetles only spawn at depth -10 and lower and won't spawn before Fall Mants no longer show up during Year 1 Significantly increased trap damage Reduced meat from wild animals
Fixed
Wood doors being invincible Resistances for heat damage
0.8.16.1 (2012-10-24)
Fixed:
Squad members with "Defend gnomes" checked getting stuck when a spotted animal leaves the area Crash on save after loading a game with stuck squad members from animals leaving
0.8.16 (2012-10-23)
Goblins:
Goblins have discovered how to make bronze. Bronze armored goblins will start to show up between copper and iron Goblins have enlisted the help of their ogre cousins to fight gnomes. Ogres don't wear armor but have thick hides that are resistant to blunt damage and vulnerable to slashing attacks. Gnomes have developed a taste for goblin meat (it tastes exactly like revenge) and goblins and ogres can now be butchered.
Wild Animals
Honey badgers, monitor lizards and bears have been spotted Wild animals will avoid gnomes typically but will attack if caught by surprise or cornered Wild animals can be butchered for meat and hides. Bear hides are tougher than the other animals but weaker than ogre hide
Mants
Mants are a race of ant people that have started to raid gnome settlements Mants will send a single scout to look for gnomes. If the scout returns to the colony, they will return with a larger attack force Mants will attack in greater numbers if the gnomes have an abundance of food or drink
Beetles
Beetles can now be found underground in the dark If left alone, beetles will make cocoons. A cocoon can mature into a beetle and the process will continue. Typically beetles will stay near their nest but will attack if there are enough of them.
General
Doors now block enemy movement. Enemies will attack and can destroy doors if they want to get through. Training doesn't use ammo If a gnome has higher Fighting skill than Brawling and they aren't currently carrying anything, they won't pick up random items to fight with. Yaks and alpacas will now kick enemies in defense
Fixed
Crash on load in a rare case Golems spawning in light and goblins sneaking past gnomes Squad members getting stuck trying to pick up ammo with a full ammo container, when better ammo exists
0.8.15 (2012-10-09)
General:
Optimizations for merging and splitting navigation graphs (This fixes performance issues with digging ramps, building walls, etc)
Art:
Updated tree tiles
Fixed:
Crash when mining stairs up directly above another mine stairs up job Crash when loading certain older saves Crash when loading an older save that had an in progress butcher job Crash when creating obsidian at the lowest depth Crash when items fall into lava at the lowest depth Crash when changing to Full Screen Borderless when the current desktop resolution isn't supported Deconstructing something that blocked movement continuing to block movement, ie statues Quiver and ammo pouch getting stuck on a game when leaving a squad Battle axes doing 0 damage Items on top of stairs not falling when the stairs are destroyed Build door not being allowed on a room Contents of storage not being removed from a stockpile when the storage was deconstructed Formation perks not saving in some cases
0.8.14 (2012-10-03)
Fixed:
Crash when trying to milk an animal after it's been butchered Crash with "Shield Wall" and not having a full squad Crash when looking for a chair When loading a save, sometimes gnomes would lose track of claimed items and constructions. This was causing food, beds, etc to be permanently claimed and unusable. Squad members not leaving a squad when it's disbanded Squad members constantly switching between two kinds of ammo Squad members not canceling their job when going on guard duty or training Ranchers fighting over livestock Priority and suspend not working for butcher shop Being able to queue the same animal in two different butcher shops Dirt and clay golems being immune to blunt and pierce damage
0.8.13.1 (2012-09-25)
Fixed:
Crash when picking up a torch
0.8.13 (2012-09-25)
General:
Position options for maintain distance, persue target, retreat, assist squad leader Formation options for perform attack orders, defend gnomes, avoid enemies Position perks Formation perks Gnomes no longer pick up random items while they are running in fear Gnomes now run away in a straighter line Gnomes will continue running for a bit after losing sight of an enemy Display combat skills when selecting squad members Armor reduces move speed and dodge chance Chest armor protects the neck Gnomes unequip armor when not in a squad Gnomes in a squad will no longer perform jobs by default Decreased miss chance Adjusted weapon and armor stats Decreased experience gain from training grounds and increased it for regular combat Gnomes train faster if they are sparring with someone with a higher skill
Fixed:
Buttons not working with some third party apps running in the background, this was making it impossible for some people to start the game Crash when trying to defend with an item that can't defend, ie pickaxe Gnomes getting stuck trying to pick up an item if they had something in their left hand and their right was injured Bandages having quality. It was causing gnomes to travel farther for a better quality bandage when all bandages heal the same. Tooltips on the action bar covering the buttons Right click menu going behind action bar Attributes increasing too fast
0.8.12.1 (2012-09-11)
Fixed:
Crash on loading some saves from previous versions
0.8.12 (2012-09-11)
General:
Display dimensions of current selection Tile info window updates while unpaused Context menu stays up when the cursor is moved off Build containers changed to a selection instead of single build Gnomes prioritze jobs at workshop, farms, pastures and stockpiles by distance if they have the same priority Save games are displayed in order by most recently saved Added rain back in Renamed oak to pine Armor on corpses visually update as it is removed Pillar -- Crafted at Stonecarver and placed like a statue
Art:
Updated chiseled floor tile
Fixed:
Replace wall over a constructed wall not properly updating the navigation graph Bug that sometimes caused longer paths to be found Mechanisms seemingly being linked after loading Devices that have enough power not being powered after loading Gnomes prefering items of a specific material over closest item Rain sometimes going out of control Hair/hats showing through helmets "Fallen over" status not clearing after legs have been healed
0.8.11 (2012-09-04)
Hospital:
Designate hospital area Build beds in hospitals for use by patients Gnomes with the medic skill will treat patients with serious injuries or unable to heal themselves Gnomes with the caretaker skill will feed others food and drink when they can't feed themselves
General:
Expanded the health information slightly to show injured and seriously injured body sections
0.8.10.1 (2012-08-29)
Bug Fixes:
Fixed crash on removing floor
0.8.10 (2012-08-28)
General:
Added an option to toggle recording combat logs while training. Default is off Idle gnome count doesn't include sleeping gnomes
Art:
Added training dummy sprite
Bug Fixes:
Crash when sparring ends if the gnome had a job before being assigned to the training ground Items appearing on the map that can't be interacted with. Gnomads and goblins spawning inside walls Digging down into ore/gems/coal not properly udpating "outside" status Gnomes carrying a single pistol getting stuck Guard Areas becoming unassigned after loading Constructed walls disappearing when "Replace Wall" command is used on them Training ground squad positions not orienting with a rotated training ground Action bar not properly moving on resolution change Pistols drawing in the wrong hand Stocked and carried armor using stone instead of armor sprites
0.8.9.2 (2012-08-22)
Bug Fixes:
Fixed loading games saved with 0.8.9.1
0.8.9.1 (2012-08-21)
Bug Fixes:
Fixed crash with stock manager. This fixes the out of bounds crash with the market stall, crafting and stockpiles
0.8.9.0 (2012-08-21)
General:
Added ranged weapons. Ranged weapons are unlocked through tinkering and require ammo and ammo containers to use. Weapon and ammo materials both
factor into final damage. Weapons are crafted at the Engineer shop. Ammo can be crafted at Stonemason and Machine Shop. Ammo pouch
is crafted at the Tailor and quiver is crafted at the Leatherworker.
Added clear and save buttons for combat logs
Added dropdown box to filter combat logs by currently active combat and by date
Bug Fixes:
Knockback stat and blunt damage stat not loading properly Fixes for detecting stop and end of combat for combat logs Sausages not being allowed in crates
Some people were having trouble loading games that had tons of combat logs. Logs more than 12 days old are discarded when loading. Also, some combat logs incorrectly were considered active. These are fixed when loading but will show up as being finished on the current day. So there may be a lot of logs when the most recent day is selected.
Saved combat logs are stored in the "CombatLogs" folder in your Gnomoria save directory. They are named by kingdom name and date. Entries are prefixed with a combat message type for those who want to parse the log for any reason.
0.8.8.0 (2012-08-07)
General:
Training Grounds - Workshop that can have a stationed squad. Squad members will take turns sparring to train combat skills.
When "any" is chosen in uniforms, gnomes will find the best available. If two weapons are of the same tier of metal, gnomes will pick the one
they have higher skill with
Added "any two-hand" option for weapons in the uniform
Notification for spotted enemies with option to automatically pause and move
Art:
Added blade trap tiles Updated spike trap to animate
Bug Fixes:
Crash in workshop queue when pressing "Cancel" and then immediately pressing "Move Up" or "Move Down" Crash in workshop queue when moving a job after the current workshop job has been suspended due to inaccessible components Patrol Routes not loading properly Not dropping non-weapon items when combat ends if the uniform has "any" weapon selected Two-handed weapons not dropping properly Torches being counted in every category in the stock totals overview UI Some constructions being subtracted twice from total construction worth
0.8.7.0 (2012-07-31)
General:
Added an action bar
Art:
Updated water, lava, fiber and rotated statue Added claymore, clipping and puzzle box
Bug Fixes:
Crash on load with unbutchered corpses Crash on load with held items Crash when mining ramp up after the floor above has been dug out Removing ramps not updating the navigation graph immediately Attempting to find a path to under water items Repair broken navigation graph when detected while pathing Conflict with hot keys with the same key but different modifiers
The action bar is probably temporary, but I wanted to leave it in for you guys to see. It was partially implemented before, and now that it's working, I think it needs to work differently. Most likely it'll get updated to be customizable, with a few bars to cycle through. Instead of leaving it out in the mean time, I just threw it in with an option to turn it off in gameplay options.
0.8.6.0 (2012-07-25)
General:
Designations can be extended Reworked storage containers. Build storage on stockpiles to use. Added keybinds for most actions Added replace wall/floor action Added button to delete saves Added option to hide designations
Art:
Added raw ore, raw gem, pet rock, gear, spring, hatch, spike trap, battle axe, warhammer, leather armor Added alternate hand version for all 1 hand weapons Updated cut gem, metal helmet
Bug Fixes:
Eggs weren't stored in anything. They are stored in crates now.
0.8.5.2 (2012-07-18)
Bug Fixes:
Gnomes getting stuck continuously restocking
0.8.5.1 (2012-07-17)
Bug Fixes:
Restocking items when containers are added to stockpiles was including items already in containers
0.8.5.0 (2012-07-17)
General:
Optimizations for creating stock jobs (fixes performance problems with idle gnomes) Cut clipping removes saplings Trading with merchants no longer requires items to be brought to the merchant Mine jobs select the top of the cell instead of the bottom Added option in settings.ini to hide the mouse cursor when selecting. Default is off
Bug Fixes:
Gnomes favoring certain materials over others, ie stocking dirt before clay Items not falling when digging ramp up Gnomes not using bandages on severed limbs that were bleeding
0.8.4.0 (2012-07-11)
General:
Hide mouse cursor while placing jobs Designation placement uses the solid diamond tile Mining uses an alternate wireframe tile with a more emphasized top Bone, skull, pet rock, puzzle box, commemorative coin, statuette, ring and necklace can be stored in crates
Art:
Added a border to the solid color tile Added an alternate wireframe tile for mining Added chiseled wall/floor Updated table Changed birch color
Bug Fixes:
Crash on save with items inside containers Crash on save after not dropping items that should have been dropped in combat Crash on save after armor has been destroyed in combat Crash on save with missing items still in the stocks Crash when stocking items Crash when pathing to a bed Items sometimes not existing on the map Squad members dropping food before eating when the uniform didn't have a hand set to "any" Merchants not showing up after loading
0.8.3.0 (2012-06-29)
General:
Peaceful mode option when creating a new world Underground enemies no longer spawn in areas that don't have access to gnomes (ie no surprise monster closets) Temporarily disabled rain Right click cancels selection. Clicking again cancels action. Holding shift while selecting locks the selection to the same plane Dig ramp down selection is always locked to the same plane Reduced audio file size
Art:
Added item tiles for pickaxe, felling axe, sword, hand axe, hammer and shield Added equipped shield and hand axe Added wood door, stone door, bandage, statuette and commemorative coin tiles Updated wheat and strawberry
Bug Fixes:
Crash on alt tab and other windows drawing on top of the game window Crash when a goblin dodges a trap Crash when characters are missing in text Crash with loading equipped items and resaving Crash trying to butcher corpses that have decayed Conflict when generating new nav graph IDs after loading a game Bug when loading items that were created from butchering Gnomes trying to use items they didn't have access to and no longer working Items sometimes being on a different cell than it thinks Digging stairs down on top of a mine job eventually mined out the stairs Spawning golems of all material types instead of 1 random
0.8.2.1 (2012-06-23)
General:
Adjusted pathfinding to have more natural paths in special cases Moved crash log to My Documents\My Games\Gnomoria
Art:
Updated bar
Bug Fixes:
Crash when switching between window/fullscreen Crash when a gnome passes out while on the way to their bed Occasional multithreaded save crash Gnomes sometimes getting stuck and not performing their job Personal quarters showing the wrong owner name
The corrupted save fix on Thursday helped me track down the multithreaded issue yesterday. I wanted to get this quick patch out early instead of waiting for more. Save files from v0.8.2 should be fine with this build.
0.8.2.0 (2012-06-22)
General:
Show profession in squad list Indicate gnomes that are in squads with "(S)" Added a version number to main menu Added a max unhappiness level
Art:
Added hide Added wheat Added egg Added meat Added bread Added sausage Added sandwich Added milk Added wine Added beer Added bone Added skull Added loom Added torch Updated blood Updated yak Updated decorative stone wall/floor Updated plank wall/floor Updated desk
Bug Fixes:
Save files sometimes corrupting when saving multiple times without exiting Crash when mining around a door Crash on load when no uniform was set Unhappy gnomes were becoming increasingly unhappy over time Gnomes refusing to work from unhappiness earlier than they were supposed to Added jewelry items to stock settings Mispelled sapphire
I spent most of this week debugging and testing save crashes. I wanted to get this fix out as soon as I could so you could play uninterrupted :D Pretty much all of the save files I looked at were related to the corruption bug. If there are still save file issues this will help find the new ones, since I haven't come across any others (except the uniform crash). Due to the nature of the save file bug, most previous saves won't work this time around :'( Thanks again for all of the bug reports, suggestions and being patient with the crashes :D
0.8.1.0 (2012-06-15)
General:
Original save file is preserved in the event of a crash while saving Dig Ramp Down and Dig Stairs Down can now be performed when a wall is present Dig Ramp Down is now an area select action Default priority for workshops, farms, pastures and stockpiles is now 5 Kingdom and gnome names can now be manually edited Personal Quarters gnome list now shows number of assigned rooms for each gnome Increased the drop down list size for the personal quarters gnome list Added a save without exiting button to the ESC menu Renamed "floodgate" to "mechanical wall"
Art:
Updated plank wall Added crate Added barrel Added bag
Bug Fixes:
Crash on startup when no audio device is present Crash when canceling butcher jobs Crash on load when a squad didn't have a formation set Crash when copying (ctrl+C) text in a text box Armor destroyed in combat causing save crashes File access with default.png requiring administrator access Key bindings not saving to settings.ini Issue with creating coal from logs Gnomes starting workshop jobs before all ingredients are available Creating a designation on top of a conflicting job Assigning personal quarters to the last gnome in the list having no effect Some floors drawing on top of walls Triggering bookmarks while typing in a text box
In addition to the list above, there are a couple fixes for loading after a crash. The root of the problem is still being worked on and so while in certain cases it won't crash, there can still be bugs after loading those saves
0.8.0.0 (2012-06-11)
Initial Public Release