New Version 18.06.03
Hello, we’ve just pushed a new version of DwarfCorp, 18.06.03 to Steam and itch. In the last announcement we have some details about what this build contains. Unfortunately, because we made changes to the way terrain is stored to reduce memory consumption, older saves are not compatible with 18.06.03. One of the things we tried to focus on in this release in terms of performance was long-term game performance and memory leaks. We ran the game through automated tests over about 24 hours of uptime and found/fixed several problems.
Changes:
- Bug: Fix rare crash caused by allocating too much texture memory for sprites by paging texture atlases.
- Performance: use instancing and texture atlases to draw most sprites now.
- Performance: limit the amount of memory allocated by dig/guard/farm designations and only draw designations that have a visible face.
- Debug: The performance console (which can be accessed by pushing
~
) now has more details and an FPS graph. - Debug: low-performance (having 10 FPS or lower for more than 30 seconds) will now trigger a report that gets sent to us for debugging purposes. You can disable this in the options screen.
- UI: Fix scrunched up preview labels on the world gen screen, move them to the top left of the screen and color code them.
- Design: You are now much more likely to receive war parties and trade envoys from factions that claim your territory than from distant factions.
- Design: Animal in and out migration is now more frequent.
- Bug: fix game art disappearing when the game is minimized.
- Debug: Fix performance console on Linux/Mac
- AI: fix several path planning issues with trade envoys not being able to leave the world.
- AI: fix skeletons spawned from necromancers in trade envoy from being left behind when the envoy leaves.
- AI: fix bug that caused creatures to wait too long for a path instead of giving up when no path is available.
- UI: Version hash is now displayed in linux/mac.
- UI: when an object can’t be built, but then the user moves the mouse to an area where it *can* be built, the warning about it not being able to be built now goes away.
- UI: Fix cheat menu on low resolution screens.
- Bug: Fix rare crash caused by trying to write log file to directory that has been deleted.
- Bug: Fix rare crashes caused by changing screen resolution while FXAA is active.
- Bug: Fix crash caused by trying to load save file with no terrain data.
- Mods: tutorial text is now moddable.
- AI: dwarves now blacklist tasks that have repeatedly failed for a few ingame hours.
- Bug: Fix animations not updating their orientation when the game is paused.
- Bug: Fix crash when manipulating the advanced world generation menu.
- UI: Only draw minimap icons for creatures that are visible on the surface.
- Performance: performance improvements to selection buffer.
- Graphics: brighten up creatures that are under ground and make caves and underground areas a bit brighter.
- Graphics: Fix some geometry in unexplored areas getting drawn when it shouldn’t be.
- Bug: fix logic in build/move tools that made it possible to sometimes overlap beds/bookshelves.
- UI: moving an object now requires clicking and dragging rather than clicking twice.
- Design: Add wildcard “any” resource to crafts of trinkets. The dwarf will use any available resource to craft the object when this is selected.
- Bug: fix improper placement of ladder bounding boxes for checking if terrain has been destroyed.
- Design: in the trade window, instead of exiting the window whenever a trade is made, an animated creature will appear in the bottom left corner to tell you the result of the trade. You now exit the trade menu only when you want to.
- Performance: Improve minimap rendering performance, and render minimaps at 60FPS again instead of 20FPS.
- Graphics/Performance: use screen door transparency for most stuff now to prevent sorting transparent objects.
- AI: dwarves now cancel tasks that have been deemed unreachable. The dwarf warns the player when a task has been cancelled.
- Performance: reduce memory usage of terrain by about 30%.
- Debug: write all announcements to an event log which the player can now view in the GUI.
- Performance: fix memory leak in inventory system.
- Performance: fix memory leak in path planner.
- Performance: fix bug that was preventing resources from decaying. They now decay and disappear after about an hour as intended.
- Performance: fix bug that prevented grass from growing/dying or snow from melting.
- Performance/Bug: fix bug that was causing war parties to stay around on the map as “zombies” without an attached AI.
- Performance: fix memory leaks caused by clouds and resource packs improperly registering themselves with the static octree.
- Bug: fix creatures/plants in caves not appearing due to being improperly registered with the static octree.
- Design: Kobolds and Gremlins now occasionally spawn.
- Design: non-hostile factions that claim your territory now sometimes demand tribute from you.
- Design: unify creature spawning, trade envoys, war parties, plagues, etc. into a unified event system. This system tries to balance the difficulty of the game automatically depending on the difficulty setting (accessed in the advanced world generation settings).
- UI: many notifications are now shown as world-centered placards rather than being emitted by the announcer.