Changelog

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Contents

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

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