New Version 19.02.01 — Release!
Hi there, by later tonight, DwarfCorp will have left Eary Access and will be fully released! After 7 years of development we’re finally ready.
The release version 19.02.01 will be available shortly. Because we had to fix some critical bugs in the save system, and we want to make a clean break for release, this version of the game is not compatible with older saves. However, from now on we will be working hard to maintain backwards compatibility with saves.
This version was almost all bug fixes, some critical and some minor.
Changes:
- AI bug: fix some issues with crafting multiple objects in a single order. Fix the naming of such crafts to be less ambiguous.
- Enhancement: show a ghosted preview of the object, potion or meal that a dwarf is crafting.
- Crash: fix two rare null pointer exceptions while building walls.
- Crash: fix null pointer exception from turret trap shooting distant enemy.
- Crash: really fix that crash while dwarfs are gambling.
- Crash: better robustness to texture library loading invalid textures.
- Crash: fix rare race condition that occurs sometimes on a voxel getting destroyed.
- Save issues: fix several major issues with the save system that were causing save files to grow larger each time the game was saved. Developed an automated test to find this issue and correct it. If you saved and reloaded the game 50 times, it would have been several gigabytes larger. It’s now only a few kilobytes larger.
- Save issues: Prevented a lot of duplicate animation and sound data from getting saved.
- UI/AI issues: Fix issues with wall building. fix overflow in wall building UI when you have many resources. Fix issue that would cause dwarfs not to gather resources for wall building.
- Trade: fix bug that was causing trade goods such as marble to end up getting stored in graveyards.
- Trade: fix exploit that allowed the player to trade infinite goods when there was no stockpile space.
- AI: Fix numerous issues with swimming creatures pathfinding.
- AI: merge in the “nicer animals” branch. Animals now only attack when hungry. All creatures now attack back when hunted. The exceptions are giant snakes, golems, and demons which are now considered “monsters” and behave as they did before.
- Graphics: fix appearance and animations for mud golems and snow golems.
- Flavor: fix some minor bugs in creature name generation, and give demons, necromancers and goblins slightly more interesting names.
- Graphics: raindrops are now stopped by liquid.
- Graphics: calculate water reflection plane at the start of the game to prevent graphical artifacts on startup in water.
- AI: dwarfs stop sitting when their chairs have been destroyed for whatever reason.
- Resources: delete the explosive keg resource, as it is no longer used (explosive kegs are now built in place rather than at an anvil.)
- AI: fix bug that caused dwarfs to go on strike forever.
- AI: dwarfs now attempt to get their back pay when you have missed a payment but now have sufficient money in the treasury as opposed to ignoring back pay.
- AI: fix bug that was preventing creatures from destroying player built turrets.
- Flavor: fix the name of trade envoy leaders so that it actually matches a member of the trade envoy rather than being random.
- AI: tweak mating so that creatures in animal pens are more likely to mate. Display the gender of animals and whether they are pregnant already so you can tell whether animals in a pen might mate.
Awesome, congrats!!!
YEEEEHAW
Bug: if a payment is missed, dwarves take THOUSANDS instead of just their back pay. Must fired and rehire new ones to prevent theft.