The gameplay trailer/footage video was recorded in version 244. The newer 1 minute long trailer was recored in version 256.

Note that if you want commentary on many of these changes, you can head over to the game's indiedb or desura page for the patch news. These usually have alot of commentary with them.

New in 260(release today, 1. sept.):

  • Scriptable status effects
  • Startup scripts for scenarios (and saves)
  • Changed attribute rolling for legendary items again
  • Replaced all icons with new ones
  • Fixed mem leak with ruby
  • Equalized volume of sound files
  • NPC's no longer use offensive spells on dead units
  • Mouse over sound no longer plays over invisible buttons on game over screen
  • Changed legendary item color from yellow to orange-ish
  • Ruby functions will now more often return nil instead of crashing due to accessing null ptrs
  • Legendary weapons no longer get armor enchants
  • Fixed saving not working if saves/ dir was not there
  • Removed show combinations button
  • Spells no longer have dedicated icons (For the moment)
  • Fixed "Seconds to cast: " indicator not taking enchants into consideration
  • Removed some unused graphics files
  • Added batch file for dungeonmodule processing
  • Fixed singleplayer menu not loading if saves folder not present
  • Made units render only if player has been spawned and placed
  • Fixed problems with the hungry/starving symbol and non human races
  • Added stone axe recipe, fixed metal axe recipe
  • Increased vertical attack range to fix units not being able to attack targets on slopes
  • Fixed level load switching unexplored terrain and fog of war options off
  • Grates in dungeon modules are now rotated correctly
  • Autocrafting now shows the quality the crafted item will be when crafted by this unit
  • Fixed potential crash when unit/container updates while inventory is open
  • Fixed selection not respecting view slicing with tiles
  • Fixed not being able to remove areas
  • Fixed spawned gates showing owner as ?
  • Useable abilities no longer have fixed positions in the menu
  • Made spells be able to target items in the inventory and not target things behind the GUI
  • Fixed Spear/Pike flickering when in standing guard animation
  • Fixed not being able to coat items in potions
  • Fixed stockpiles, empty flask onto..., and similar buttons sometimes not showing their description while active
  • Renamed singleplayer menu buttons
  • Double day duration
  • Active buttons that are hovered over now show a seperate graphic

New in 259(current alpha):

  • Legendary item rolling
    • Changed stat distribution on legendary items
    • Made legendary items be able to roll durability boni
    • Made amulets and legendary items have the possibilty to roll all existing skills as stats
    • Added talents as boni on legendary items
    • Added casting time, life reg, stamina reg as boni on items
  • Tooltips now tries to fit itself onto screen if its too long
  • Fixed server crash from goblins despawning
  • Increased signal fire life time to 30 minutes
  • Units in light < 10% now require perception of 20 or more to be seen with fog of war enabled
  • Fixed goblins sometimes not attacking
  • Added /rbscript <filename>
  • Fixed server desync causing items not to be picked up and disappearing
  • Fixed signal fires not working
  • Made the skills screen scrollable if the unit has too many
  • Weather&Seasons
    • Units will now recieve a malus on perception if in the dark
    • Units will recieve another malus while it is raining
    • In winter units will start cooling down and eventually freezing
    • Freezing can be combated by being close to torches and signal fires
    • Blood now gets removed by rain
  • Potions are now scriptable

New in 258r1(old):

  • Hotfixed 1s+ lagspikes
  • Made chat translucent and cover the entire screen

New in 258(old):

  • Fixed save game menus' new game option disappearing sometimes
  • Added Ruby Interpreter
    • Spells are now scriptable in ruby, allowing new ones to be added
    • Powerful tool for server administration / cheating
    • More scriptable systems very much possible
  • Added Weather/Seasons
    • Rain & snow particle effects (can be turned off)
    • One season lasts 30 ingame days
    • No gameplay effects yet
  • Fixed crash with ranged weapons
  • Fixed torch not making clear that it's not lit
  • Made chunk loading faster
  • Fixed metal thick plate & big metal blade models not loading
  • Fixed ingame options' titles not being there
  • Fixed possible crash on closing game
  • Added a window for setting diplomacy with other players, instead of having it done through chat commands
  • Changed torch model
  • Changed inventory, etc. windows' graphics again
  • Legendary crafted items now get random enchants/stat boosts (more the better the crafting skill)
  • Items now use tooltips when hovering over them in the inventory
  • Server console window uses ctrl+C for save&quit now
  • Added missing bone armor, bone&stone spear recipes
  • Fixed listcrafting "unknown/corrupt type"-message
  • Changed message of not being able to learn spell to red
  • Made listcrafting update when open

New in 257(old):

  • Fixed units moving into each other
  • Fixed immigrant arrived spam
  • Can no longer join singleplayer games
  • Disconnect button added back in
  • Useful tooltips will now have Ore & Wall show what strength the material they are made of ranks as
  • Items now only show the combine button if there is a recipe with that item
  • Fixed the game sometimes crashing when closing the game
  • Units on unloaded chunks no longer get drawn
  • Units on unloaded chunks no longer get simulated (client-wise), but updated once in view
  • Fixed job symbols floating off
  • Combine crafting animation & items combining in hands
  • The options menu and talents menu now has more, smaller buttons 8 -> 15
  • The options menu no longer prints the value of the option at the bottom
  • Lots of heap corruption/potential crashes -fixes
  • Press button on server window to close&save server
  • Set default fps limit to 120 instead of no limit
  • Scenario button now opens list of scenario's to start
  • Auto list saves
  • "You have died"-screen instead of game over windows prompt
  • Removed workbench
  • Removed anvil
  • All crafting is now done through the combining system
  • Added a crafting option to units that will list all craftable items while clicking them will queue the necessary combining actions to craft that item
  • Optimized the rectangle selection
  • Changed rivers - they are now flatter and leaving chasm instead of being just on top of how the terrain was forming
  • Fixed dungeon spawning creatures having maxed out gear
  • Auto loading new dungeon instead of what dungeons exist being hard coded (You can just drag&drop new ones in and they will spawn)
  • Dungeons now connect way better than they used to; Especially towers will now more often than not spawn with higher bits
  • Outsourced dungeon spawn and dungeon connected spawn -rates
  • Changed "combineonlycrafting" server option to disable the crafting list feature
  • Outsourced combining recipes
  • Fixed rings buffing wrong attribute
  • Added clay at rivers, now required to make furnaces
  • Reduced spawn rates for rare biomes
  • Added new rare biomes
  • Added gravel to certain biomes - chance to drop low tier ore pieces
  • Added a lot more flower types for alchemy
  • Fixed custom starting attribute\talent points not syncing properly
  • Added easybuild server option - build walls with only 1 material
  • Made dead bodies turn into a skeleton after it decayed instead of turning into bones & units no longer drop their items when they die
  • Fixed npc's not despawning after they died
  • Changed skeleton model
  • Changed weaponracks and armorstand inventory sizes
  • Fixed crash that could happen when picking up a container while it is open
  • Stopped starving symbol from appearing while the unit is dead
  • Fixed dragging camera crashing the game when there is no level loaded
  • You now get ressources back when mining constructed walls
  • Added 6 new dungeon modules
  • Sounds should be a bit more spot on

 

New features in version 245 (old):

  • Combat system revamp. There no longer are dice rolls involved. It will say "miss" if no damage was done.
  • New weapons with their own strengths and weaknesses. (Longsword has increased damage, but suffers more greatly from the target's dexterity. The warhammer will comparatively do more damage against higher armor qualities.)
  • Total of 5 basic biomes
  • Better damage feedback (hit units will now flash red)
  • Gates
  • Arrow physics: arrows have a travel time depending on the bow's quality and can be manually dodged. (Experimental)
  • Workbenches and beds now have legs they visibly stand on
  • Aligned combat text to always face camera

Fixes in 245r3 (old, first release on desura):

  • Fixed problem with pathfinding not being able to traverse certain areas
  • Fixed crash when opening inventory
  • Fixed mining/building graphics problem
  • Fixed unit not building even with hammer
  • Fixed crash on hostile units spawn
  • Fixed unspent talent/attribute points not saving
  • Added crash logging to file and messagebox on crashes
  • Added "select all inactive units"-button

New in 246 (old):

  • Added possibility for critical hits if damage before taking into account armor is greater than 2 times wisdom (WIP calculation)
  • Fixed you being able to put on multiple armor pieces of the same type
  • Added saving of stockpiles
  • Added auto haul for building from stockpiles
  • Fixed loot taking ages to appear from cutting down trees
  • Autosaving
  • Configfiles for server including password protection, skillgain rates,...
  • Stamina for combat
  • Building floors
  • Fixed messages cutting off messages, and blood cutting off other blood sprites
  • Added better looking blood, more blood variety, and made blood disappear after 1000 seconds
  • Lowered mining and building speed (can be adjusted via the server config now anyway)
  • Improved error logging (.crash files are useful now)
  • Item durability
  • Fixed inconstistent hunger values, now [0, 92 + constitution]
  • Fixed some graphical glitches occuring while building
  • Fixed unintended behaviour from building templates
  • Fixed log messages not aligning properly with resolutions other than the default
  • Fixed building designations not getting suspended with stuff in the way

New in 247 (old, demo version):

  • Removed stockpile config button for now
  • Fixed stockpile desynchronization between server and client
  • Fixed crash happening when spamming the remove button for stockpiles
  • Fixed not being able to click the remove button for stockpiles
  • Fixed server crash occuring when a player looses all his units
  • Added required redist. .dlls
  • Added more shader functionality for post processing effects
  • Added Toon outline effect (can be turned off)
  • Fixed unit description in respect to low hunger values
  • Improved crashlogging a lot again
  • Improved singleplayer button to try to connect to 127.0.0.1 first, and only if that fails open a local server
  • Added a prompt in case the shaders fail to compile
  • Fixed units starting with low hunger values
  • Added FXAA
  • Fixed fps lag spikes when loading chunks on client
  • Added interpolation of the rendered arrow position
  • Increased stamina cost of unit on unit combat
  • Fixed other major cause for fps lag spikes on client
  • Fixed units "gliding" into position
  • Improved animations a bit, especially the bow firing animation
  • Weapons Spears and pikes now have 50% and 100% more range than normal, respectively
  • Weapons Pikes now deal bonus damage when at maximum range [75%, 100%]
  • UI The buttons are now plain white to avoid stretching problems of the texture, I will look into getting something better looking button wise later
  • Added more skill level names
  • Split up the combat skill into one skill for each weapon, armor use and dodging (= flat damage reduction from being attacked)
  • Stopped units from getting XP for attacking gates
  • Stopped attack unit command to stay after using it
  • Added new talents, including 2 (non flat bonus) passives and 7 abilities which drain stamina when used
  • Fixed problem with blood causing a crash and not appearing sometimes
  • Fixed build floor button graphic
  • Fixed weapon sizes
  • Rebalanced weapons a bit to do more base damage
  • Fixed bug that caused weapons to have chunks not load properly (a bug new in 246)
  • Fixed being able to click talent buttons that weren't actually visible
  • Fixed massive slowdown when having inventory screen open too long ( I think anyway... )
  • Added line break for chat text
  • Added longbow and crossbow, renamed bow to shortbow

New in 248 (old):

  • Added a prompt to window creation problems stating that opengl 3.3 might not be supported on this graphics card
  • Fixed blood causing toon outlines
  • Added particle effects for recieving damage, mining, crafting, building, tree cutting, and eating. When applicable, particle amount scales with power value (damage, mining power, etc.)
  • Fixed not being able to continue building of walls if the designation has been cancelled
  • New Terrain textures now tile seamlessly
  • Fixed #5: Crash/potential crash when not removing the PreData/ folder when upgrading versions
  • New All 3D-ified sprites now rotate toward the camera for better visibility
  • New Furniture now shows in the inventory (Workbenches, beds)
  • Added chests, weapon racks and armor stands
  • Added "pickup all"-, and "drop all"-buttons to units
  • New Stuff now automatically gets added to stockpiles if you drop it on them
  • Fixed a problem with items that can be carried around not loading/deleting properly sometimes
  • New Caves
  • New Dungeons
  • x64 binaries now available seperatly
  • New Performance/Memory/Networking improvements
  • New Big terrain change: more diverse terrain, better transition between everything, higher mountains, etc.
  • Fixed The terraingenerator now produces ramps between chunks for more traversable terrain overall
  • Added grid outline option (default off)
  • New More forest-like areas
  • New Increased pathfinding elevation tolerance
  • New Chunks now fade-in
  • Fixed Units warping all over the place when there is lag

New in 249 (old):

  • Changed to 3D voxel graphics style for items
  • Due to the graphics style change, rotation towards the camera has been disabled, except for furniture.
  • Models are now loaded via .obj triangles files; as a result of this the PreData/ folder is no longer necessary and loading times should now be lower across the board
  • Fixed a bug that stopped you from picking up anything that is not stacked
  • Fixed a bug that caused problems when loading a save with armor in it
  • Fixed a crash related to the fading in of chunks
  • New "Yellow grass"-biomes now have a low chance to spawn trees and logs, also they spawn mushrooms
  • Added Alchemy table, a bunch of ingredients, and flasks
  • Added Furnace
  • Added Spelltome; can be found in dungeon chests
  • New Normal biomes now spawn flowers, and birk
  • New Decaying goblins now leave some of their bodyparts along with the bones
  • Fixed Decaying bones not spawning
  • New Camera rotation now scales with zoom level (like movement does)
  • New In order to get ingots you now need to put ore + coal into the furnace
  • Added Anvil
  • New Alchemy; you can now put certain materials in the couldron to get potions (limited right now, will be expanded significantly)
  • New improved most tile textures, also made them non seamless
  • Added granite rock
  • Added chest, weaponsrack, and armorstand crafting button graphics
  • Fixed tree texturing misalignment
  • Change Transposed tool's inventory dimensions
  • Changed some of the material colors
  • Fixed a major pathfinding problem that sometimes stopped you moving out of the first couple chunks that was there since version 247 or so
  • Added Rings
  • Added 6 spells
  • Fixed clicking to much to pick up stuff causing desync
  • Increased arrow inventory size from 1,1 to 1,2
  • Digging up grass now spawns it as an item
  • Digging up sand now spawns sand as an item, smeltable in a furnace with some wood
  • Fixed duping bug
  • Fixed a problem that caused units to not be rendered on startup sometimes
  • Changed item durability scaling from linear to exponential
  • Changed the terrain generation code a bit to remove some really messy terrain
  • Changed the cave code to actually have caves actually appear underground...
  • New when scrolling trough the y-levels using ctrl-mousewheel, an indicator will now show the current xyz-position you are looking at for 2s

New in 250(old):

  • Units are now voxelmodels, but there is the option to switch to textured units
  • Textured units use proper UV unwrapped textures now
  • Since I felt like the better ores we're basically never spawning, I made them have a better chance to do so the deeper you go. As a result, 1560 tiles down ore veins will now always spawn the best ore (currently adamant).
  • Slightly lowered unit's torso movement while moving
  • The unit's job configuration now has building on by default
  • Stopped humans from spawning goblin body parts
  • The game will now MessageBox you if you lost, instead of *just* closing
  • Added new gamemode and related things (secret till patch release)
  • Constitution no longer affects combat damage
  • New Torch recipe now requires grass in addition to the other ingredients
  • You no longer get notified of enemy spawns (reason will follow)
  • Changed unit's take all and drop all button graphics
  • Light now affects items
  • The selection circle thing is no longer affected by sunlight
  • Can now craft paper by putting a log of wood and a flower in the couldron
  • Improved sun lighting to be sky-bound
  • Abilities now have their own submenu (ran out of space on the unit's menu)
  • You can now manually turn units without moving
  • Implemented first step in an attempt for fog of war: units now only see whats in front of them
  • Implemented raycasting for tile visibility; If the corresponding option is enabled, all tiles will have to be seen once in order for them to be visible from then on
  • Scrolling lists no longer reset if you click a button
  • Increased spelltome spawn chance from 0.5% to 1.0%
  • Increased "Pickup all" range to 64 from 17
  • Units now have longer range for ranged attacks based on how much lower the target is compared to the unit shooting (i.e. you have more range from a elevated position)
  • Added Flux
  • New Dying units decrease the player's immigration rating (less likely to have units immigrate)
  • Added 5 new spells, including a counter-spell and a blinding spell.
  • New Increased all spells' cooldown time by a factor of 8, however, the mage's skill level will now accelerate cooldown-decrease by a factor of 1 per skill level in spellcasting
  • Doubled spell cast time, but now intellect, wisdom, and the unit's spellcasting skill will lower the cast time
  • Changed the magic particle effect's texture to the flux texture

New in 251 (old):

  • New You now get notified if one of your units auto-built a signal fire
  • New Signal fires now require line of sight to carry out their function if fog of war or unexplored terrain is enabled
  • Added health bars
  • New You can now shift queue the inventory management-y moving of items
  • Fixed the "pickup all"-button not picking anything up sometimes
  • You can now shift queue building signal fires, crafting furnaces, and many more
  • Fixed units not doing queued up jobs if not having the command buff if the mode is enabled
  • Fixed you being able to queue up orders if the unit does not have the command buff if the mode is enabled
  • Fixed you being able to do square selection while having the move item thing on
  • Fixed a bug causing arrow-caused damage to desync between client and server
  • New Units attacking, or projectiles projectiling from behind will now deal x4 damage (after the critical hit calculation)
  • Fixed tile's top texture being mapped incorrectly ever since release
  • Fixed a tile's side texture no longer stretches
  • Added water physics
  • Added ocean biome
  • Added water spawning spell
  • Biomes are now way more uniformly distributed
  • Gates now save their material
  • Added 5 more elemental metals and 13 more alloys
  • Added boulders to canyon biomes and cactus to desert biomes
  • Enemies spawning in dungeons now spawn with equipment and have better (and more) equipment the deeper down the dungeon is
  • Fixed a crash related to digging walls
  • Increased spawn chances of items in "yellow grass"-biomes
  • Crafting paper now requires water (flask or mushroom) instead of a yellow flower
  • Fixed take all and drop all from containers not working
  • Fixed couldron contents not saving
  • Potion recipes will now be randomly generated, but will always consist of a flask of water and two ingredients
  • Potion appearance is now randomly generated, and it won't say what the potion does. You can however label the potion as to what it does, if you want to.
  • New units can now be named
  • New potions will not be consumed on their first sip, you can drink it 4 times now
  • People with a conflicting name joining the game will now have a number added to their name
  • Picking up water with flasks and dumping it somewhere else again
  • New Terrain deformation from fireball explosion, area of effect unit damage
  • New units now rotate toward the inventory they are interacting with
  • New implemented farming, allowing you to grow wheat and cotton
  • New mining now uses the farming animation if digging downwards (unit sort of bows down)
  • New ranged weapons now require bowstring, made from cotton
  • New removed the old potions and added 19 new ones
  • New formations
  • Fixed trees showing above your viewing level if view level culling is on
  • New enchanting table crafted from the anvil using 4 planks and 3 paper
  • New beds now cost 3 cotton and 4 planks to craft
  • New enchanting of items using the enchanting table with any unspent attribute points as currency
  • New skill ups now give 8 attribute points
  • New attribute cost now increases based on how many points have already been spent
  • Fixed a bug causing weapons to deal less damage than they should
  • New pathfinding when mining and building will now only update when the job is interrupted or finished
  • New Gates can now be crafted in the workbench and dropped wherever
  • Fixed switching of gridoutline option on a given mined tile
  • Fixed inventory move not indicating that you can move over the same item's space

New in 252(old):

  • Added 13 new button graphics (drink potion, spell menu, ...)
  • Added automation button allowing your units to repeat queued commands
  • Queued commands now show symbols at the target location representing the type of command
  • Fixed chat input aliasing
  • You can no longer place building templates where the UI obstructs the placement
  • Added a click indicator
  • Picked up items now float toward the unit that picked them up
  • You can now drag the camera using the mouse (default mouse button 4), or the set key on the keyboard
  • Dungeon chests can now spawn all potion types - not just empty ones
  • Added more potion interactions: pour on ground, items, units, pour on self
  • Drinking potions is now shift-queueable
  • Stuff on floor will now slow down units to encourage use of containers / generic move-out-of-the-way automation setups
  • Stopped units from sometimes spinning in circles when moving
  • Fixed /auth crash
  • Added /team for use with pvp maps
  • Resume game now closes the options screen, if it was open
  • Fixed /diplomacy and added feedback from that function
  • Stopped walls from generating as ramps
  • Added functionality to make custom maps
    • Added 1 challenge map
    • Added 1 pvp map with 2 team spawns
  • Added sewer dungeon modules using the custom map functionality
  • Fixed npc controlled units not attacking sometimes
  • Trees now affect pathfinding and take about three times longer to fell with the same equipment
  • Added an effect on the ground for spell casters
  • Fixed armor displaying incorrectly
  • Added an indicator, telling how many of something you have selected
  • Added force_fogofwar and the like to the server_config.txt

New in 253(old):

  • Fixed not being able to join as team 2 in passworded server
  • Increased spell skill gain by 20%
  • Added 3 new playable races:
    • Dwarves: Less attributes to spend but 0.75 mining skill from the start
    • Elves: Less attributes to spend but 0.75 crafting skill from the start
    • Imps: Start with create imp spell and no attributes to spend - can not receive immigrants via normal means
  • You can now designate ramps
  • Floor designations now show as half height
  • Added memorization system for spells
  • Added 2 new hostile to be found in dungeons:
    • Iron golem
    • Skeleton
  • Stopped other players' beds count toward unit migration rate
  • Added a symbol for each spell
  • Units with a spear or pike now hold it vertically when idle
  • Totems now increase a chunks' flux damage done to units
  • Added symbols indicating what kind of function the mouse buttons will do (A wand next to the cursor when casting spells, etc.)
  • Stopped people from joining singleplayer servers
  • Fixed furniture showing up twice on the count at the bottom (as item and furnitrue)
  • Mechanics
    • Levers attached to gearboxes generate on signal (mechanical movement)
    • Axle transfers the on signal
    • Gear same but needs to be mounted on wall
    • An on axle running into a gearbox stops all singals from the gearbox
    • Gate render movement interpolation
    • Added regular gate, renamed former gate to portculis, the new gate does not let water trough
    • Gates and portcullis will only open if supplied with on signal
  • Automation improvements
    • Better queueable grid interactions (shift + alt + gridx => executes that grid location with shift + alt clicked object's context)
    • Defineable areas: define an area, and rightclick with shift + ctrl held to queue up an order related to that area
  • Beds are now made from the anvil
  • Changed the UI windows graphics (kinda looks like camo though - still needs improving)
  • Made water non translucent by default, added option for that too
  • Changed stockpile texture
  • Fixed a bug sometimes preventing water from flowing properly
  • Fixed a bug with /give giving corrupt tiles
  • Fixed picking up liquids with flasks not updating graphics
  • Water puddles no longer damage units
  • Stopped some more sliding of units when arriving at their target
  • NPC's now disappear earlier if they can't find a target, and NPC's spawned from dungeons no longer disappear when they can't find a target
  • Fixed a problem with goblin body parts crashing the game
  • /give now allows an amount as the last parameter
  • Added GoblinBodyPartItem, Mushroom, and Tear as /give-able items
  • Units now prioritize attacking units that are attacking them if busy attacking a gate
  • Queued orders are now saved
  • Fixed a problem with saved jobs sometimes not working properly

New in 254(old):

  • Pathfinding/AI improvements:
    • Fixed bug that stopped units from moving
    • NPCs now spawn with a bigger variaty of weapons (including ranged)
    • NPCs now spend their talent and attribute points and use their talent abilities
    • NPCs now spawn with potions and use them
    • NPCs now sometimes cast spells
    • NPCs will now sometimes spawn with a pick, and start digging to you if they don't seem to be able to reach you otherwise
    • Units attacking a unit within line of sight will now follow them and predict their path
  • Stopped define area to sometimes remove the button grid
  • Added "delete save"-button
  • Chests now have a small chance to spawn outside of dungeons
  • Added grinder - automatically processes items inside it (Logs -> Planks, Stone -> stone pieces, etc.)
  • Terrain improvements:
    • Ore now spawns in bigger veins but further apart
    • Fixed a bug where ore would not be better the further down you went, even though it should
    • Terrain height overhaul (more flat areas)
    • Biomes should be more varied over different seeds
    • Fixed oceans going too high in elevation/looking weird
    • Lowered dungeon spawn chance by a factor of 10
    • Added a server option wether or not oceans should simulate water (default off)
    • Added a server option that, if enabled, spawns ore much further apart but in much bigger veins
    • Ore can now spawn in granite
  • Added a toggleable biome minimap
  • Fixed a water-related client crash
  • Graphics/Performance improvements:
    • Added occlusion culling
    • Made water, wall and sand textures 1024x1024 (wall is scaled up)
    • Moved tile outlines from a shader to the actual texture, improving graphical fidelity at distances through mipmapping
    • Fixed a memory leak on the client and other memory improvements
    • Some ores that did not use mipmapping do now
    • Fixed the splashscreen aliasing
    • Fixed a problem with the current job's symbol showing over unit instead of job location
    • Mipmapping for queued job symbols
  • Enchantment/Magic improvements:
    • Removed the enchanting table - Items are now enchanted using spells instead
    • Arrows and spears are now affected by enchants
    • Fixed a bug with enchants giving too large of a bonus
    • Added a durability enchant and two enchantments targeted at spelltomes
    • You can now imbue items with potion effects by pouring the potion onto them; if used on weapons will apply potion effect on attacked target
    • Added more spell interactions other than enchants
  • Added camera scrolling speed options for key-based, "side pointing"-based, and dragging-based movement
  • Added simple sounds for things like button interactions, etc.
  • Added volume option
  • Changed options to keywords of the options it changes instead of gameplay, graphics, etc..
  • Stopped units from going into the spear guarding idle animation while fighting
  • Fixed the selection rectangle behaving incorrectly while having an container open
  • Fixed being able to move items out of the bounds of the inventory when the container is empty
  • Reduced graphical wood and spelltome sizes in inventory
  • The spear/pike now touches the ground in the weapon holding idle animation
  • Automation improvements:
    • Apply filters to what items should be picked up or dropped in automation mode
    • Fixed orders sometimes screwing up automation setups
  • Stopped some more gliding of units when pressing stop
  • Fixed a problem with archers not wanting to shoot sometimes
  • Arrow quality, bow quality, unit strength and weapon proficiency now affect the speed of the shot arrow
  • Slowdown caused by items laying on the floor now imposes a slowdown on mining as well
  • Added tile support system - structures need to be supported
  • Added story books (placeholder)

New in 255(old):

  • Fixes
    • Fixed /given tiles getting all weird when mined
    • Fixed frustum culling sometimes culling chunks you can see
    • Fixed a bug that caused ramps to be generated incorrectly sometimes
    • Fixed a tile support related crash & not falling properly
    • Fixed major server memory leak
    • Fixed attack move not working
    • Fixed a possible server crash from monsters
    • Fixed building sometimes not working
    • Fixed mining client/server desync
    • Fixed building not recognizing ingots properly
    • Fixed a particle related memory leak
    • Fixed NPC's not digging sometimes
    • Fixed desync when cancelling a building designation while a unit is building it
    • Fixed a bug causing units to have tiles appear on top of them when the level fails to load but old chunks are used
    • Fixed eating and using order papers sometimes causing desync
    • Fixed built walls sometimes not being selectable
    • Stopped water from being visible regardless of wether a unit sees it with fog of war enabled
    • Fixed units sometimes teleporting cross map when walking over certain tile formations
    • Tiles picked for mining no longer always show their sides
    • Fixed being able to pickup gates if you don't own them
  • Misc
    • Light from torches no longer lights things behind walls
    • Stopped water from being affected by the tile support system
    • Units now get damaged and pushed away from falling tiles
    • Made water continue simulating where it stopped when its sliced time ran out
    • Made rare quality a brighter blue for improved readability
    • Made attacking NPC spawning position more random
    • The health bar no longer gets longer the more dead someone is
    • Stopped NPC from trying to dig tiles they can't and NPC's with picks now spawn with high mining skill
    • Added new enchants for tool power, and to harden tiles
    • Better particle effects (faster, smaller and more => looks better)
    • Different rings are now different color (all were just black before)
    • Added pressure plate
    • Added dart trap
    • Added grate (like portcullis but not openable, looks different, and can be walked on if placed horizontally)
    • Mining rock can now yield gemstones
    • Added a different type of wall
    • Added a server option to occasionally wipe the floor of items (default off)
    • You can no longer "process" wood or stone without the appropriate tools
    • Added amulets as rare chest loot
    • Replaced sand texture
    • Added flour as a step between wheat and bread
    • Added hardcore mining and combine only crafting server options (to be expanded)
    • Made item drop, equip and unequip shift + alt friendly
    • Increased height for water to damage units (preperation for rain)
    • Units no longer take up indirect orders when they still have jobs queued
    • Changed default of item_slowdown_factor to 0.75 from 0.5
    • Indirect orders will now only be picked up if the unit is within 1.5 chunks of the job target
    • Designating a floor on a already build floor will now allow you to build it adjacent to that floor
    • Swapped ramp build order from mid -> back to back -> mid in order to allow to use this to build bridges easier
  • Story
    • There now is a folder for stories, which when filled with .txt files will generate books with that story in chests
    • Each world now starts with a wreckage in the spawn area which provides you with some starting materials
  • World Generation
    • Fixed one of the spells not actually able to spawn
    • Tweaked biomes a bit again
    • Stopped dungeons from poking out into the open sometimes
    • Outsourced the dungeon modules that weren't yet
    • Items from chests now sometimes spawn with enchantments
    • Added huge tree spawns in all "rainforest"-biomes
    • Fixed a bug with mobs spawning in dungeons having negative attributes
    • Added huge towers spawning in all biomes
    • Improved/Changed some of the dungeon modules
    • Messed with the ore distribution again
    • Added 2 new biomes and changed two old ones into new ones
    • Increased granite occurance drastically
    • Fixed forest biomes not having too many trees
    • Added underwater lakes
  • Added combine system
    • Anything that can be combined will have it say so in it's description
    • Added carving tools made from hammer + chisel
    • Totems are now made by combining carving tools with logs
    • Added saw which is now used to make planks and sticks from logs
    • Make rings from combining gems with brass ingots
    • Furnaces are now made from combining two stones
    • Workbenches are now made by combining two logs

Fixes in 255r1(old):

  • Fixed crafting spawning broken items
  • Hotfixed mining desync
  • Fixed hostiles spawning with legendary weapons
  • Fixed stone + hammer => hammer getting destroyed
  • Changed rotate job symbol
  • Fixed possible server crash
  • Added turn anticipation
  • Units no longer move out of the way

New in 256(old):

  • Fixed items from cutting down trees sometimes being buggy
  • Fixed a crash that would happen if a unit was collecting something while the game was saved
  • Fixed some areas being broken for pathfinding by tightening some navmesh generation rules
  • Fixed unit vision not updating trees when they would start seeing them
  • fixed trees popping in and then popping out while unit vision is enabled
  • Unit's rotation now saves
  • Slowdown by items now requires a minimum of 4 items in a stack
  • Having the inventory open and switching units no longer causes the invetory to bug out sometimes
  • Fixed a crash related to pathfinding (save game)
  • Better combat pathfinding & combat target line now always sits on target
  • Spellcasters now no longer can move while casting when their (int + dex + wil)*(1 + skill) < (spellgrade^3 + 60)
  • the spellcasting "rings" now follow the caster smoothly when it's moving
  • Trees no longer get shown when they are over the sliced view
  • Improved light line of sight calculations from torchlight
  • Fixed that the building designation is black when using unit vision
  • Fixed drag camera settings always resetting to 1024
  • Fixed auto mining causing the mined tile to stop appearing yellow, and be buggy if clicked again
  • Fixed collecting a stack of items not updating the stack size if not all fits into the inventory
  • Added 2 rare biomes
  • Major optimizations
  • With hardcore mining enabled you can no longer craft wooden pickaxes
  • Added rivers
  • Chunks with flux will now emit particles
  • Combineable items will now be highlit
  • Fixed wall not saying unexplored if it is
  • Floor tiles now say they are floors if you inspect them
  • All colors in description are now default white
  • Ability to pause and delete jobs from automation
  • Double pressing the key for a control group now zooms to the first unit in that group
  • Felling a tree now spawns particles
  • Improved shader error logging
  • Fixed units' movement lagging when chunks load in
  • Removed the textured units option
  • Fixed akward combat behaviour (attacking units running away)
  • Only one rightclick indicator will be displayed at a time now
  • Attack move trees to get sticks
  • Make charcoal using logs and the fire starter item
  • Adjusted screen texture to remove the "seams"
  • Undesignate trees to be cut down
  • Renamed ingame "exit game" button to "Save & Exit" for clarity
  • Oceans no longer simulate flow on startup, but only when they are disturbed
  • You now need to click a designation with the designation function to select them, like you do with stockpiles
  • Decreased apple's and flint's graphical size in the inventory
  • Trees no longer keep getting drawn when the chunk unloads
  • Dead units now no longer block movement
  • Fixed stockpile hauling
  • Fixed /players crashing game
  • Fixed players sometimes not spawning with avatars in multiplayer

 

Next up / todo descending in priority:

  • Seasons
  • Weather
  • Stealth mechanics?
  • RPG interactions with items like "look at inside of ring"
  • Ladders, climbing?
  • Pipes, pumps
  • Boats

KNOWN UNFIXED PROBLEMS IN demo:

  1. Possible client crash when player looses all his units (not a priority)
  2. You can join singleplayer games
  3. Units and arrows move oddly when there is lag
  4. Joining a game with more players than set as the maximum will not terminate the connection properly
  5. You don't exactly get notified when all your units die/you loose, which can be confusing when playing singleplayer
  6. If you die, you need to either rename (/name <newname>) or delete your save/ folder
  7. Sometimes units disappear and you need to move them (press the select idle units button default L and right click somewhere)

KNOWN UNFIXED PROBLEMS IN 254: 

  1. Units and arrows move oddly when there is lag (mostly when chunks load)
  2. Joining a game with more players than set as the maximum will not terminate the connection properly
  3. Pathfinding can not find paths more than a certain distance, you need to queue the moves up to that location if you want to go long distances (3+ chunks in one move)
  4. Fraps has it's problems with the game, if it freezes mid-game you can fix that by restarting the recording; Especially the FXAA and toon outline options appear to affect it

KNOWN UNFIXED PROBLEMS IN 255:

  1. Units and arrows move oddly when there is lag (mostly when chunks load)
  2. Joining a game with more players than set as the maximum will not terminate the connection properly
  3. Pathfinding can not find paths more than a certain distance, you need to queue the moves up to that location if you want to go long distances (3+ chunks in one move)
  4. Turning on Fog of War when it was previously off will have trees show up regardless of wether they were discovered

KNOWN UNFIXED PROBLEMS IN 255:

  1. Joining a game with more players than set as the maximum will not terminate the connection properly
  2. Pathfinding can not find paths more than a certain distance, you need to queue the moves up to that location if you want to go long distances (3+ chunks in one move)