Notes: Not much, just some bugfixes, 1 new building: The Townportal; I converted the colosseum to the new spawning system and a nicer way to install tilesets.
Updated Therapist to 20.6, with custom labor grids and roles, done by jodgap. You need to open the Therapist and import them, the files are in the DwarfTherapist folder.
New Feature: Townportal - The School of Wizardy can now research the Townportal, using orichalcum and platinum.
- The Townportal allows you to request dwarves directly from the mountainhomes, e.g. it spawns new dwarves.
- Requesting a dwarf costs gold.
- You can choose between peasants, priests, military groups and lvl1 mages.
Overhaul: Colosseum - No more changelings needed, the creatures are spawned directly.
- You now spawn groups of enemies with a specific theme, like glacier beasts or a wolf pack.
- Enemies might leave rewards upon death.
- Enemies are trapavoid and opposed to life, to avoid exploitation of the colosseum.
- You no longer need a "book of summoning" to spawn a colossus. Simply a statue of the fitting metal is enough.
GUI - Fixed several buttons
- Fixed all tooltips I could find.
- Tilesets are now picked from a list.
- Tilesets now automatically install their fitting color scheme. (This throws off the color scheme button a bit, it cant read the new ID. It still works like before and cycles through different color schemes, it simply cant display which one is active, if you changed it with the tileset button.)
Minor Additions - Burning wooden logs in the smelter gives 3 coke now. Blast furnace makes 12 coke from 4 wooden logs.
- Burning wooden planks in the smelter gives 1 coke now. Blast furnace makes 6 coke from 6 wooden planks.
- The Blast furnace can now melt batches of 10 weapons, greaves, armors, helms, boots, gloves or shields. Use stockpile feeding to select which ones.
- Studies now require a journal, a abacus and a hourglass to be build. All crafts from simple materials, already in the game, but underused so far.
- Dwarves can now pray for glass, good for moods.
- Dwarves can now pray for rain. 10% success chance, has 2 steps ("Pray for Rain" and the automatic "Start Rain") Good to stop surface fires.
- Weightbench only has one training mode now, which trains moderately fast, but needs no reagent. Less mixups and micromanagement this way.
- The Thatchery now makes 3.5 times more items. Animal traps, beds, hatch covers, statues...
Full list of bugfixes and balancing - Fixed Scriptorium producing only 1 type of book.
- Fixed Graphical Glitch in 3 tiles of Ore Processor
- Added candelabra graphics to obsidian soul
- Added fireplace graphics to phoebus and ironhand tilesets.
- Kobold Dirt Digger building no longer needs shovels to be build.
- Fixed magma-spawning from pottery in all tilesets (hopefully, I wont test this 12 times, but the raws look good)
- Kobolds can wield picks now.
- Kobolds can now clean sawdust, if they want to.
- Fixed Warpstone errorlogs for non-default tilesets.
- Fixed skill help for Ore Processor. Lists Machine Operating now instead of mining.
- Greatforges Mail-Armor set now makes mail-armor, instead of falsely making padded armor.
- Disabled animated grass by default.
- Fixed Coin Mint Research.
- Fixed armory producing coal-plategauntlets in "Forge a platearmor set" reaction.
- Fixed reagent in "Add bayonet to repeating javelin thrower" reaction.
- Fixed some minor things in the manual. Skills, Reagents, and so on.
- Crayfish shells should be ok for tanning in default tileset.
- Kobolds can make ironbone in the boneyard agian.
- Added skulking and item_thief to the kobold camp kobolds.
- This means: Finally everyone should be hostile to you, except your own tribe. (HARD-MODE, so to speak)
- Kobolds now have spring, summer and autumn as active seasons, so you get 3 caravans a year.
- Kobold Arrows are now cheaper to make, use no wood/less wood.
- Raptors, Xen Infectors and Lionman are much rarer.
- Nith and Nymphs shouldnt be seen as benign anymore.
- Replaced Archeology "Corrupted Bloodsteel" with iron. The system behind it wasnt quite finished.
- Guardian of Armok has natural fighting skills now.
- Fixed all the tooltips in the GUI
- sawmill can now cut any specific wood into logs.
- Research success chance changed from 80/20 (win/fail) to 90/10.
- Moved boozebelly rum from still to brewery.
- Removed slade from volcanic making, its too heavy and slows dwarves down too much.
- Removed "melt blocks into slade". If you want slade, mine it. You know where to find it.
- Processing farmed saplings in the sawmill is now automatic. As soon as the plants finished growing, the job is queued.
- Fixed BuildDimension Button in the GUI
- Removed Hardersmelting Button in the GUI, this setting is obsolete with the addition of the Ore Processor.
- Fixed SimpleTree button
- Fixed display errors on some OS for the GUI/Worldgen
- Added ListBox for Tilesets
- Added Tileset Preview
- Updated Therapist
- You can now import roles and labors fitting for the mod in the Dwarf Therapist.
- To do this, open the Therapist and "Import Grid" and "Import Roles". The files are in the Therapist folder.
- Removed Gargoyle Statues from traders, since they are not used anymore.
- Fixed a inventor reaction
- Removed slag to concrete reaction. You can still make concrete from slag + lye or slag + ash.
- Orcs and Kobolds have candles again.
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