Patch notes

## Update 0.1.4.11 (2021/01/05)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Tweaks

* Knowledge unlocks sorted in UI

Bug fixes

* Slime Eater gains energy, rather than health.

Crash fixes

* Re-added lost equip window icons
* Talent UI will not crash for un-localized talents.

## Update 0.1.4.10 (2021/01/04)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features

* New Talents: Thrifty Outlook, Forgemind, Goldsmith

Tweaks

* Dwarf profession UI bar now shows dwarf's XP in that profession.
* Healing downed dwarves is now a high priority job.
* Cleaned up the "Carrying Capacity" tooltip with a new proper presentation of its calculation, and added a base value of 50. Dwarves should now be able to carry more. The previous temporary hauling scaling buff has been removed.

Bug fixes

* Dwarves will not try to feel their desires with things in unexplored parts of the map.
* Dwarf statusbar should now start at maximum value. Current statusbar value should now increase if max statusbar value does. E.g. Leveling max health should not leave dwarf wounded.
* "has\_path\_to" now correctly calculates if the dwarf in fact does has path to. (Could cause dwarves flipflopping between hauling and idling)
* Dwarves no longer ride the elevator like a pogo stick
* Profession Production & Critical Success values are now correctly calculated, and are now dependent on their respective profession levels, rather than all being dependent on the Arcanist profession level. Arrays are hard, man.

Crash fixes

* Fix the professions that does not require tools.

## Update 0.1.4.9

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Tweaks

* Dwarves are slightly more likely to fill their desires.
* Each copper is now worth 10 points of greed instead of 5.

Bug fixes

* Recruits now get proper last names.
* Dwellings and other buildings should now have the correct visual state after load.

Crash fixes

* Dwarves will no longer take jobs for which they don't have a matching required tool.
* Tooltip entities are now clear if they are the children of disable parents.

## Update 0.1.4.8

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Tweaks

* Multiple dwarves can now satisfy their greed at the sane time.
* Desires are now less likely to become high-prio.

Bug fixes

* Dwarves now dequeue from vehicles if exiting too early. Fixes dwarves stuck on elevators.

Crash fixes

* Equip menu fix for having empty toolbelt slots.

## Update 0.1.4.7

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features

* Can now right click on professions in dwarf UI to set its related jobs as allowed/unallowed.
* Equip menu now shows a lot of relevant info, and sorts the dwarves. A column is shown for each profession that the tool affects. "Favorite" professions are rated the highest, unallowed the lowest. The toolbelt items now show a number which indicates the dwarf's best profession for that item. This is a bit experimental, so feedback is welcome.

Tweaks

* "Favorite" professions now shown in job Broker UI
* Dwarf UI professions have a slight mouse-over highlight to indicate they are interactable.

Bug fixes

* Mouse now works on the whole profession list in dwarf UI
* Fixed sorting of professions in dwarf UI

## Update 0.1.4.6

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features

* [Extra experimental] You can now click a profession in the dwarf UI to mark it as special. This has no gameplay effect but you can use it as a reminder for which professions you think a dwarf does best.

Tweaks:

* Falling damage resistance calculation changed.
* Added a "base" production value column for professions in the character UI. The profession list is now sorted by this value.

Bug fixes

* Maintain Amount will no longer stop when player changes the amount.

Crash fixes

* Fixed crash-on-load when dwarf is waiting for elevator.
* Fixed crash when double-clicking on the Acquire Talent button.
* Dwarves should now always have a direction after riding a vehicle.

## Update 0.1.4.5

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Tweaks

* Hauling capacity is doubled.
* The starting chest has two basic hauling bags you can equip in a toolbelt.

## Update 0.1.4.4

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes

* The mysterious numbers before dwarf names are no longer there.

## Update 0.1.4.3

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features

* You can now rename buildings.

Tweaks

* Removed XP popups. Added icon to "Level up" text
* Storage menu UI improvements
* Unified when icons are shown together with names
* Dwarf character screen now has a bar for the dwarf's XP.
* The Knowledge UI more clearly indicates that it's scrollable.
* Unseen indicators in build menu a bit smaller.
* Distance matters a lot more for calculating which item is desired.

Performance

* Haul system now updates destinations and distances in parallel

Bug fixes

* Added missing Mithril icons
* Fixed haul-jobs for overworld missions frequently degrading to normal-priority. They should now always be considered high priority.
* Queueing Maintain Amount would sometimes start at 0.
* Crafting from scratch will align to round numbers.
* Removed small hole in Entrance Cave that allowed you to see into the void.
* Increased desire sensor (internal) stickyness factor for fillers that dwarves are currently running towards. This should prevent some left-right dancing issues.
* Maintain amount now gets updated when dwarves consume things directly from the building's inventory.
* Fixed an issue where dwarves would arrive at a elevator/railway station, but not understand that they had arrived
* Fixed an issue where dwarves would go to work on the middle of an elevator/railway and get off the platform/minecart, even when they shouldn't

## Update 0.1.4.1

*This is a Hotfix.**The following changes were deployed rapidly, to counter a game breaking bug*
*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
* Hotfix for crash related to items. Added item patching from 0.1.3.X saves. Please do not use any saves saved with ==

## Update 0.1.4.0

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features

* More settings for storages. You can now toggle if a storage accepts items from the ground or not, and if it accepts items from other buildings' inventories or not. It is also possible to change the priority of the Hauling job generated for a storage room or chest.
* Inventory filters now remember their layout for game entities (filter tree will be expanded in the same way as it was when last you saw it for that storage entity)
* New underlying “Modifier 2.0” system improves the way we can give buffs, generate tooltips, and fixes some outstanding bugs such as all dwarves getting +200% movement speed. Item tooltips should also become a lot clearer from now on.
* Added support for remapping of keys as command option
* A new archetype system will allow us to more easily patch the game in a backwards compatible manner.
* Options menu reworked (WIP)
* Shroomfolk lair added.
* Maintain Amount can now be toggled to be the default way to start recipes.
* You can now select the next/previous dwarf that has unspent talent points on the character screen by holding CTRL. Added hotkeys for this as well.
* New damage calculations for armor.

Tweaks

* DWARF attribute tooltip improvements. Entries have icons and infinite string length, sorted alphabetically.
* Icons set for all profession and statusbar related modifiers.
* Re-tweaked all particle system which have gravity, so they look good with the bug fix
* All pathfinding queries are now more frequently recalculated, which should lead to less dwarves becoming stuck
* Fixed tooltips for attributes in recruitment ui (you can now hold ctrl to see a more detailed tooltip)
* Slightly tweaked research entries (to prevent overflowing texts)
* Fixed hover and click for input select in craft UI.

Performance

* Huuuge performance boost when loading textures. This comes at the expense of increasing the game archive size, which has gone from ~1.5GB to ~3.5GB
* Desire sensor performance improvements
* Refill sensor performance improvements

Bug fixes

* Many fixes to elevators and stations, and dwarves getting stuck.
* Fixed a broken icon on recipe inputs
* Particle systems affected by gravity weren’t simulating properly when changing game speeds. This is now fixed.
* Fixed vegetation not spawning
* Fixes for Maintain Amount.
* Rail station no longer requires digging below it
* When selecting explicit inputs at crafting stations, the tooltip was showing :CLS\_ITEM: Item, instead of an icon. This is now fixed.
* A few buildings lacked game paths. Dwarves should no longer stand outside the Infirmary to craft.
* Hovering the cursor above research entry icons will now display more info on the side tab (just like the rest of the entry)

Crash fixes

* Increased number of simultaneous available textures (fixes ASSERT( !"Not enough buckets" ))
* Fixed crash in recruitment screen, if opening it prior to the initial dwarves have spawned
* Fixed crash when tooltiping an empty tool slot

## Update 0.1.3.3 (2020/12/11)

*Stable Patch**This patch has been checked and deployed to the stable version of the game.*
Features:

* “Maintain” craft order is now available (currently ignores explicit inputs)
* Holding CTRL or SHIFT to set craft amount will now first round to the nearest appropriate value.
* Added a “Talent Tree” to dwarves. Rather than leveling up DWARF attributes every level, dwarves now rather get one talent point every fifth level. Talent points can be used to acquire a particular bonus modifier “Talent” from a tree of such, with some Talents unlocking others, &c.
* DWARF attributes now automatically increase by one point randomly with each level up, with a greater chance to gain points in attributes which benefit their highest leveled professions
* Dwarves can now craft “Stone stairs”
* Added “Broodmother” enemy
* Added “Broodlings” enemy
* Added Spider lairs
* Added “Arachnophobia” setting, which replaces spiders with less realistic spiders
* Players can now use “Next”/”Prev” dwarf in the dwarf character interface (Hotkey: Tab/Shift + Tab per default)
* The camera now moves to selected dwarf when using tab or shift + tab.
* Doubleclicking the dwarf portrait in the dwarf UI will pan the camera to the selected dwarf.
* New and improved Storage filters. It is now possible to:

- Reject everything
- Accept everything
- Toggle Accept/Reject for an entire category
- Copy + Paste filters from one Storage to another

* Build menu has gotten an overhaul
* Smithy, Quarry and Foundry has gotten new icons to discern them from their “Small” counterparts
* Added support for performing some repairs on old save games on load, hopefully aiding in maintaining save game compatibility between game versions.
* Added 4-tiles rails and elevator rails, but they are currently not functioning properly
* Added new bridges: Small Stone Bridge, Small Stone Walk Bridge, and Small Wooden Walk Bridge. The walk bridges only take up space in the walk layer, which means you can run elevator rails behind them.
* Added a safety-net that forces pathfinding to reevaluate for an entity after being idle for a while. This will get some dwarfs out of a stuck-in-idle state.
* Added an icon on the Overworld to indicate that a location has a mission that is in progress.

Bug fixes:

* Many improvements to elevator/rail pathfinding.
* Fixed an issue where some popup windows would disappear when using the mouse wheel.
* “Active mission” icon is only displayed when there are no inactive missions.
* Combatants will no longer be stuck attacking dead enemies/buildings
* Dig orders on front tiles will no longer remove ores in the background by mistake
* Dwarves with super long sight will no longer crash the game and corrupt memory
* Imps can now climb
* Scaffolds now places dig orders above them
* Various fixes to bridges and other room layouts
* Elevator stations can't be built on rail station
* Fixed a bug where dig orders would sometimes disappear when more than one dwarf was digging in the same area
* Dwarves no longer remove "walk layer" when digging
* Castle War missions should no longer happen if the overworld war has concluded.
* Castle War missions should no longer happen when the scales of war are approximately even (initial condition).

Crash fixes:

* Dwarf UI now closes when the dwarf is despawned.

## Update 0.1.3.2 (2020/12/10)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Elevator stations can't be built on rail station
* Elevator station game path fixed. station0 is now at origo
* Dwarves no longer remove "walk layer" when digging

Crash fixes:

* Dwarf UI now closes when the dwarf is despawned.
* Fix for dwarves getting stuck on elevators after loading a save

## Update 0.1.3.1 (2020/12/09)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features:

* Holding CTRL or SHIFT to set craft amount will now first round to the nearest appropriate value.
* Maintain amount menu UI improved.
* The camera now moves to selected dwarf when using tab or shift + tab.
* Doubleclicking the dwarf portrait in the dwarf UI will pan the camera to the selected dwarf.

Bug fixes:

* Various issues regarding the Maintain amount feature.
* Fixed maintain amount icons that was visible below the craft orders list.
* Fixed proper game paths for railways and elevator rails.
* Castle War missions should no longer happen if the overworld war has concluded.
* Castle War missions should no longer happen when the scales of war are approximately even (initial condition).
* Added a safety-net that forces pathfinding to reevaluate for an entity after being idle for a while. This will get some dwarfs out of a stuck-in-idle state.

Crash fixes:

* Craft jobs will now be paused properly when using Maintain amount.
* Temp localization to stop crashes.
* Fixed crash when the dwarf ui was open while the dwarf it was showing despawned.

## Update 0.1.3.0 (2020/12/04)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
New Content and Tweaks:

* Added new bridges: Small Stone Bridge, Small Stone Walk Bridge, and Small Wooden Walk Bridge. The walk bridges only take up space in the walk layer, which means you can run elevator rails behind them.
* “Maintain” craft order is now available (currently ignores explicit inputs)
* Added a “Talent Tree” to dwarves. Rather than leveling up DWARF attributes every level, dwarves now rather get one talent point every fifth level. Talent points can be used to acquire a particular bonus modifier “Talent” from a tree of such, with some Talents unlocking others, &c.
* DWARF attributes now automatically increase by one point randomly with each level up, with a greater chance to gain points in attributes which benefit their highest leveled professions
* Dwarves can now craft “Stone stairs”
* Added “Broodmother” enemy
* Added “Broodlings” enemy
* Added Spider lairs
* Added “Arachnophobia” setting, which replaces spiders with less realistic spiders
* Players can now user “Next”/”Prev” dwarf in the dwarf character interface (Hotkey: Tab/Shift + Tab per default)
* New and improved Storage filters. It is now possible to:

- Reject everything
- Accept everything
- Toggle Accept/Reject for an entire category
- Copy + Paste filters from one Storage to another

* Build menu has gotten an overhaul
* Smithy, Quarry and Foundry has gotten new icons to discern them from their “Small” counterparts
* Added support for performing some repairs on old save games on load, hopefully aiding in maintaining save game compatibility between game versions.
* Added 4-tiles rails and elevator rails, but they are currently not functioning properly

Bug fixes:

* Fixed an issue where some popup windows would disappear when using the mouse wheel.
* “Active mission” icon is only displayed when there are no inactive missions.
* Combatants will no longer be stuck attacking dead enemies/buildings
* Dig orders on front tiles will no longer remove ores in the background by mistake
* Dwarves with super long sight will no longer crash the game and corrupt memory
* Imps can now climb
* Scaffolds now places dig orders above them
* Various fixes to bridges and other room layouts

## Update 0.1.2.13 (2020/11/25)

*Stable Patch**This patch has been checked and deployed to the stable version of the game.*
Features:

* The game can now be continued after triggering a victory condition, such as winning the overworld war.
* There is now a gem cutting industry in six steps, by which gems can be refined from the raw, freshly mined state, to more advanced cuts. Three technologies added.
* Added a stone bridge.
* Scaffolds are now smaller and more versatile. Ore and other items flying through the air will now land on them, and dwarves can use them to jump and climb.
* Room layouts are now re-applied to the map after load, ensuring that they can be tweaked in a save-compatible manner.
* Added several new item filter categories for “Cooking Ingredients”, “Fluids”, Restless Bones, &c.
* Overworld missions previously requesting Copper Beams now request Any Beam instead.
* Overworld Crisis missions now present their fail timer in the mission outliner.
* Added a new resource “Railway Tracks”, used to construct elevator rails and railway at a cost lower than one ingot per tile.
* Added support for intrinsic recipe difficulty. Notably, farming recipes without inputs now have intrinsic difficulty.
* Changed the look on the load menu. You can now select the save files instead of having them immediately loading the game. This is so that we can provide with some more information about the saves in the future.
* Players can now enter a name for their savegame.
* Added art to the ‘Saving game…’ pop up.
* There is now a special overworld mission indicator for locations with active missions.
* Version number will now show on start menu screen
* Version number is now correctly set in the game executable.

Tweaks:

* Dwarves and enemies spawning from the entrance or a cave will now spread out a bit more, and will make sure to choose a destination that they can path-find to.
* Healing job type renamed to Apothecary
* Placing tiles is now done by Builders, rather than Blacksmiths.
* Added Thörvalk to the list of names a dwarf can be named
* Added another way to forcefully crash the game in the debug menu
* Buffed overworld mission reward for mission “A Windmill Ill”
* Equipping tool belt items is now seen as an urgent action, ensuring that dwarves will do it as soon as possible.
* Drills now have audio. Drill particles now have slightly shorter life time.
* Updated game paths for Jackpot Mine and Sacred Well for better traversal of those rooms.
* Dwarves now have a 12 size inventory, rather than 10.
* Restless Bones are now a more common drop from Dreadstone and Tormented soil.
* Fixed several text issues, notably adding descriptions to Railway components.
* Fixed so that pop up warnings don't disappear when you click inside the window.
* New game, Load menu, options menu and credits now have both a 'back' button and a close button in the top right corner.
* Tweaked the hair color of the dwarves.
* Changed so that the filter list scales according to screen resolution.
* Adjusted some texts to align better ( cave mission entries for example).
* Changed the look on character UI header, dwarf entries in outliner and dwarf entries in job broker to support longer names.
* Added an arrow in the Knowledge UI to indicate that there are more technologies to the right.
* Items loitering on the ground will take longer to de-spawn.
* Railway and elevator stations now have a walk-able area in front of them.
* Drill cool-downs are now lower for harder materials.

Crash fixes:

* Fixed crash with error: “Property 'FOREACH' (4204897809) in chain string 'PRIO\_GAME.CTX.DATA.FOREACH('LOCALIZE')' caused a buffer overflow”
* Dwarves will now claim (reserve) the item they are going to harvest/rummage, ensuring that two dwarves don’t try to use the same mushroom for different purposes.
* Various gamestate accesses are now more thread safe.
* It is no longer possible to set attack orders on dead enemies.
* Possible fix for the "existing->\_replaceable == true" crash (please let us know if you still get it).
* Fixed crash that could happen when tearing down rooms or scaffolding
* Fixed 'Assertion failed: is\_valid\_tile( abs\_x, abs\_y )'
* Removed unnecessary (and wrong) runtime animation validation.
* Fixed a few issues with enemy spawns and old saves that could cause a crash.
* Enemy wave definitions would sometimes be confused with enemy spawn definitions, causing very bad things to happen.
* Crash fix when mission window no longer has valid mission.
* Removed obsolete texture reference check. (You may now have more than 10000 ores lying around on the map!)
* Interact orders (harvest/rummage) now claims the target entity.
* Mine carts now wait a frame after snapping to a railway.

Bug fixes:

* In certain cases hauling tried to reach a target it couldn't go to. This has now been fixed (could result in frozen dwarves)
* Lairs will no longer spawn waves after they've been destroyed.
* Lair waves are now guaranteed to spawn in a location from which they are able to find a path to the dwarven base.
* Lairs will now kill off previous wave enemies before spawning new ones.
* Fixed infinite loop, and added an assert to detect enemy wave gaps.
* All enemy waves are now able to both climb and jump.
* Added ‘<default>’ language, which is different from English. Players using a store’s launcher in another language than English should now have an easier time setting English as in-game language
* Game no longer auto-saves directly after loading a save, only after a certain amount of time has passed
* Fixed a bug where Overworld missions could transfer ownership of claimed items to another mission when flagged as 'Ready for Delivery'
* Refilling statusbar tasks now have appropriate localization
* Dwarves can no longer waste attribute points by attempting to level beyond the maximum value.
* Fixed a bug that made tutorial pop ups visible although they were turned off.
* Recruits should now have all professions properly set.
* Disabled some debug-logs that were only supposed to be enabled in the experimental branch.
* Fixed a bug for the filter menu that wouldn’t let you select entries outside a specified space.
* Ore veins no longer block building drills on certain positions. A map restart is needed to fix this.
* Fixed dwarves sometimes getting stuck when scaffolding is built behind them.
* Fixed dwarves sometimes getting stuck in a loop when climbing
* Lava and Skull Rat now have same animations as Fat Rat
* Fixed a couple of remaining map issues when building scaffolds
* Harvest/rummage can fail when another dwarf "goes first", plus in general various safety fixes regarding claims.
* Fix for finding a good landing position when falling
* Pressing "Enter" when editing a save game name now saves the game straight away
* Access Violations should now also list the faulty module name, if possible
* Added ability to set game version in ASSERT/crash messages
* Fixed a bug with filename not resolving correctly for callstacks
* Save games now include all game versions that have "touched" to the save, to help debugging
* Increased accuracy of UI text positions
* Fixed bug with finding the nearest valid navgraph position
* Fixed handling an entity losing its connection to the path graph.
* Rail station has more exits for better pathfinding.
* An old elevator model was removed, and model version bumped to ensure no invalid texture references.

Performance:

* Fixed several performance issues in games with lots of generic orders (such as movement, attack, and equip).
* The number of movement orders created by enemies has been reduced a lot, and loading a save file from an older version will purge a lot of these orders that had already been created.
* Optimized the game-thread and gfx-thread synchronization and resolved some timing issues. The game simulation should see a noticeable speed boost from this.

Now you have reached the depths of the olden days. The first patch. The days of chaos and... Eh, what I mean to say is, we did not order our patch notes as pretty for the first patch. So here everything comes, in one big list:

## Update 0.1.2.13 (2020/11/24)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Save game naming now works.
* Localization updated.
* Railway and elevator stations now have a walkable area in front of them.
* Removed old elevator model, bumped model version.
* Mine carts now wait a frame after snapping to a railway. (This fixes the graph\_cost crash)

## Update 0.1.2.12 (2020/11/24)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Drill cooldowns are now lower for harder materials.
* Interact orders (harvest/rummage) now claims the target entity. (Crash fix)
* Removed obsolete texture reference check.

## Update 0.1.2.10 (2020/11/20)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Crash fix when mission window no longer has valid mission.
* Rail station has more exits for better pathfinding.
* Fixed handling an entity losing its connection to the path graph.

## Update 0.1.2.9 (2020/11/19)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Fixed a few issues with enemy spawns and old saves that could cause a crash.
* Enemy wave definitions would sometimes be confused with enemy spawn definitions, causing very bad things to happen.

## Update 0.1.2.8 (2020/11/19)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Removed unnecessary (and wrong) runtime animation validation.
* Fixed infinite loop, and added an assert to detect enemy wave gaps.

## Update 0.1.2.7 (2020/11/19)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* All enemy waves are now able to both climb and jump.
* Items loitering on the ground will take longer to despawn.

## Update 0.1.2.6 (2020/11/19)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Lairs will now kill off previous wave enemies before spawning new ones.
* Lair waves are now guaranteed to spawn in a location from which they are able to find a path to the dwarven base.
* Added an arrow in the Knowledge UI to indicate that there are more technologies to the right.

## Update 0.1.2.5 (2020/11/18)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Fixed bug with finding the nearest valid position
* Fixed 'Assertion failed: is\_valid\_tile( abs\_x, abs\_y )'

## Update 0.1.2.4 (2020/11/17)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Harvest/rummage can fail when another dwarf "goes first", plus in general various safety fixes regarding claims.
* Fix for finding a good landing position when falling
* Fixed crash "Assertion failed: has\_next\_pos"
* Save game rename should now work better
* Pressing "Enter" when editing a save game name now saves the game straight away
* Access Violations should now also list the faulty module name, if possible
* Added ability to set game version in ASSERT/crash messages
* Fixed a bug with filename not resolving correctly for callstacks
* Save games now include all game versions that have "touched" to the save, to help debugging
* Increased accuracy of UI text positions

## Update 0.1.2.3 (2020/11/13)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Bug fixes:

* Fixed a couple of remaining map issues when building scaffolds
* Lava and Skull Rat now have same animations as Fat Rat

## Update 0.1.2.2 (2020/11/13)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*

* Fixed dwarfs sometimes getting stuck in a loop when climbing

## Update 0.1.2.1 (2020/11/13)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
Features:

* Version number will now show on start menu screen
* Version number is now correctly set in the game executable

Crash fixes:

* Fixed crash that could happen when tearing down rooms or scaffolding

Bug fixes:

* Fixed dwarfs sometimes getting stuck when scaffolding is built behind them

## Update 0.1.2.0 (2020/11/13)

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers*
FEATURES:

* The game can now be continued after triggering a victory condition, such as winning the overworld war.
* There is now a gem cutting industry in six steps, by which gems can be refined from the raw, freshly mined state, to more advanced cuts. Three technologies added.
* Added a stone bridge.
* Scaffolds are now smaller and more versatile. Ore and other items flying through the air will now land on them, and dwarves can use them to jump and climb.
* Room layouts are now re-applied to the map after load, ensuring that they can be tweaked in a save-compatible manner.
* Added several new item filter categories for “Cooking Ingredients”, “Fluids”, Restless Bones, &c.
* Overworld missions previously requesting Copper Beams now request Any Beam instead.
* Overworld Crisis missions now present their fail timer in the mission outliner.
* Added a new resource “Railway Tracks”, used to construct elevator rails and railway at a cost lower than one ingot per tile.
* Added support for intrinsic recipe difficulty. Notably, farming recipes without inputs now have intrinsic difficulty.
* Changed the look on the load menu. You can now select the save files instead of having them immediately loading the game. This is so that we can provide with some more information about the saves in the future.
* Players can now enter a name for their savegame.
* Added art to the ‘Saving game…’ pop up.
* There is now a special overworld mission indicator for locations with active missions.

TWEAKS:

* Dwarves and enemies spawning from the entrance or a cave will now spread out a bit more, and will make sure to choose a destination that they can pathfind to.
* Healing job type renamed to Apothecary
* Placing tiles is now done by Builders, rather than Blacksmiths.
* Added Thörvalk to the list of names a dwarf can be named
* Added another way to forcefully crash the game in the debug menu
* Buffed overworld mission reward for mission “A Windmill Ill”
* Equipping toolbelt items is now seen as an urgent action, ensuring that dwarves will do it as soon as possible.
* Drills now have audio. Drill particles now have slightly shorter life time.
* Updated game paths for Jackpot Mine and Sacred Well for better traversal of those rooms.
* Dwarves now have a 12 size inventory, rather than 10.
* Restless Bones are now a more common drop from Dreadstone and Tormented soil.
* Fixed several text issues, notably adding descriptions to Railway components.
* Fixed so that pop up warnings don't disappear when you click inside the window.
* New game, Load menu, options menu and credits now have both a 'back' button and a close button in the top right corner.
* Tweaked the hair color of the dwarves.
* Changed so that the filter list scales according to screen resolution.
* Adjusted some texts to align better ( cave mission entries for example).
* Changed the look on character UI header, dwarf entries in outliner and dwarf entries in job broker to support longer names.

CRASH FIXES:

* Fixed crash with error: “Property 'FOREACH' (4204897809) in chain string 'PRIO\_GAME.CTX.DATA.FOREACH('LOCALIZE')' caused a buffer overflow”
* Dwarves will now claim (reserve) the item they are going to harvest/rummage, ensuring that two dwarves don’t try to use the same mushroom for different purposes.
* Various gamestate accesses are now more thread safe.
* It is no longer possible to set attack orders on dead enemies.
* Possible fix for the "existing->\_replacable ==

*This patch is in the Experimental Branch.**The following changes are working only in experimental mode of the game and are undergoing review by the game developers* true" crash (please let us know if you still get it).

BUG FIXES:

* In certain cases hauling tried to reach a target it couldn't go to. This has now been fixed (could result in frozen dwarves)
* Lairs will no longer spawn waves after they've been destroyed.
* Added ‘<default>’ language, which is different from English. Players using a store’s launcher in another language than English should now have an easier time setting English as in-game language
* Game no longer autosaves directly after loading a save, only after a certain amount of time has passed
* Fixed a bug where Overworld missions could transfer ownership of claimed items to another mission when flagged as 'Ready for Delivery'
* Refilling statusbar tasks now have appropriate localization
* Dwarves can no longer waste attribute points by attempting to level beyond the maximum value.
* Fixed a bug that made tutorial pop ups visible although they were turned off.
* Recruits should now have all professions properly set.
* Disabled some debug-logs that were only supposed to be enabled in the experimental branch.
* Fixed a bug for the filter menu that wouldn’t let you select entries outside a specified space.
* Ore veins no longer block building drills on certain positions. A map restart is needed to fix this.

PERFORMANCE:

* Fixed several performance issues in games with lots of generic orders (such as movement, attack, and equip).
* The number of movement orders created by enemies has been reduced a lot, and loading a save file from an older version will purge a lot of these orders that had already been created.
* Optimized the game-thread and gfx-thread synchronization and resolved some timing issues. The game simulation should see a noticeable speed boost from this.

## Update 0.1.1.0 (2020/11/12)

*Stable Patch**This patch has been checked and deployed to the stable version of the game.*
Check out what's new!

* Lime & Mortar no longer restore Fecundity or Morale. (They will stop eating it...)
* Large ore veins are now spawned on new maps.
* Fixed dwarfs thinking they could work jobs with 0 num desired workers.
* Haul jobs will now allow 1 worker per 5 items to be hauled. This significantly speeds up hauling for large deliveries.
* Fixed bug where a dwarf could get stuck in "Idle" when assigned to a hauling job.
* Fixed another case of dwarfs getting stuck in "Idle" while hauling.
* Fixed crash when changing the filter of a storage with more than 256 items.
* Fixed dwarves not being able to find a path to some restore/heal jobs.
* Added more debug features to try and identify startup crashes.
* Fixed a potential crash where graphics & UI entities were not properly initialized and destroyed.
* The game now allows many, many more UI elements to display at the same time.
* Fixed an issue where dwarfs could not decide which mushroom to eat. (causing them to get stuck in a left-right-left-right dance)
* Iron has preciousness 1, making Iron tools more valuable.
* Added command line option to set home directory using '--home-directory' (instead of always Documents/)
* Fixed crash when dwarfs got too much XP from hauling.
* Fixed crash in research-available tooltip due to missing localization strings.
* Increased inventory size of build orders. Great Halls can now be constructed.
* Increased the amount of text that can be displayed on screen by a lot.
* Fixed false-positive assert when turning in quests like Pressing the Advantage.
* Updated localization for German, Spanish, Italian, French, Russian, Japanese and Simplified Chinese.
* Fixed crash with message "BT\_HAUL trying to release claim on item [####] but it is not in the list of claimed items."
* Fixed out-of-bounds array access which could cause negative vision ranges in visibility system.
* Fixed crash caused by haul system leaving invalid data for the workers. (crash without error message)
* Fixed crash with message "!ord || ord->\_order\_entity == order\_entity"
* Some crashes could result in memory corruption, so it's possible more oddities have been fixed.
* Fixed a bug where elevators would get stuck trying to reach a point in between two stations.
* Fixed so that missions and crafting no longer shuffles around claimed items. (fix for 'claim\_count >= required')
* Fixed crash that can occur when selling toolbelt items.
* Selling items from global inventory in the ledger will no longer sell reserved or equipped items.
* Some particle systems didn't despawn as they should, leading to slowdowns the longer you played. This has now been fixed.
* Removed ASSERT(uid) which was unnecessary.
* Bumped haul bucket limit. This is just a sanity check, and with the overworld chest 64 was a bit low.
* Fixed "Assertion failed: worst != 0xffffffffffffffffu" when assigning workers.
* Fixed a crash when entities did not detect if they weren't able to move to a target. (caused the rats and skeletons trying to jump and climb)
* Fixed an issue where dwarfs incorrectly thought they could take over another dwarfs hauling job, resulting in them standing idle until that job was done.
* Removed dwarf prio in character screen since it was deprecated for almost all professions.
* Removed unnecessary max limit for transitions. (fixed Assertion failed: t.\_self && t.\_self < static\_cast<u16>( \_transition\_lookup.size() ))
* The "Impossible Orders" alert no longer shows orders created for enemies.

We hope you're enjoying your time in the Mountains of Mara! Thank you so much for all your feedback - we appreciate it so much!