Patch 2021.12.14.0
Fixed defeated dungeon achievement.
- Fixed defeated dungeon achievement.

Direfang · Smuttlewerk interactive

Fixed defeated dungeon achievement.

Fixed Dwarves walking through tiles or over edges. Added Additional Music tracks Fixed constant lag when changing ui scale. Ui Scale now gets applied 0.5 seconds after last changing the value. Fixed bug with animations

Achievement for watchtower fixed. Reproduction rate adjustments. Weather adjustments. Building prioritization feature changed. Added memory for marriage decisions. Pair of dwarves may ask after 5, 10 , 15 days again. Fixed sound effects bug.

Improved loading time on start. Fixed Achievements.

Building houses before the tavern in the tutorial caused a ui bug. Resources on the ground now despawn after 7 days, because to many resources crashed the game. Dungeons could not be opend if they were closed while pressing the level up button.

9 Star monsters had wrong stats Fixed some more visual issues with clouds Fixed some visual issues with the night sky On some Resolutions the Quest list was not visible

Finally! After 4 years of climbing mountains, fighting bugs, quenching thirst and healing wounds. The treasure, we forged, is finally ready to see the light of day. Working together day and night, we dreamed of this day for such a long time. And the day is now! We are very proud
Finally!
After 4 years of climbing mountains, fighting bugs, quenching thirst and healing wounds. The treasure, we forged, is finally ready to see the light of day. Working together day and night, we dreamed of this day for such a long time. And the day is now!
We are very proud of what we created, even if it is still somewhat of a diamond in the rough.
Okay, enough of all that sentimentalism. Let's talk about the game.
So what did Stonedeep become In the last two years since the early access release?
Stonedeep is and always was a fantasy colony simulation game. You can choose the difficulty you want to play, and mostly can choose how you want to grow your colony. It is not a game that gives clear directions on what you should do, instead it lets you do want you want to do. Specialize in culture, production, military or trading. Find different ways to quench the thirst of your colony and make them happy. Defend your colony from waves of monsters and earn honor and glory. Use the dwarfish clockwork technology to improve the production of your kingdom.
What did we change or remove while in early access?
We removed that dark dwarfs from the game because they were too hard to balance. For now we locked the queen and king away. Royalty will hopefully come back at some point, maybe it will become its own big patch. Aqueducts were also switched off at some point. We loved the idea at the start, but we just did not know what to do with it. Fluids could get their own patch too at some point. Instead, we focused more on creating the clockwork system.
As stated, Stonedeep is still somewhat of a diamond in the rough. In the future we would like to add free content and create expansions. In the beginning, we may have to fight bugs and will improve the quality of life in the game.
It is hard to describe what a positive comment or review means to us. A huge thanks to all of those who supported us along the way. ❤️
Click here, to talk to us on our discord server.

Peegs did follow forever Sticks in dishonored shelter would go into minus Added more variation of monsters to spawn also outside the dungeon Missing localization key for items added Blood effects should not show on ladders anymore Added Feedback bubble when dwarfs can't store res

Removed a lot of typos Tools UI did not update after a research done. Added gold cheat to creative mode Game now pauses when opening the menu Pathfinder performance improvements New Music Fixed some issues with houses inside the tavern radius

Fixed issues with 12.09.2021.0 where dwarfs wouldn't get products from a few buildings like the mine

Fixed issues with health wheat miller Dishonored will now produce only the max amount of sticks they would need if they would have to reignite all their bonfires (bonfires*stick_per_bonefire) Dishonored will now not stop adding sticks to bonfires when monsters are around (stops c
Issues that should be fixed (Please let us know if not):
"Everytime I assign someone as Wheatmiller, their Health changes to 1/1. Must be some kind of bug..."
"So, why wheatmillers appear to die is that they are reduced to 1 hp. Guessing the same for tattoo artists and barbers."
"sticks are STILL being produced too fast - I have 4.1k of sticks after 6 days"
Probably misunderstood:
"something is wsrong with storage - one barn says it is full, yet only contains 2k of clay - barn should hold 20k?"
--- In Stonedeep there is a difference between amount and weight. How much clay fits in a depot depends on how much 1 clay weights in mass. 1 clay weights 150 mass.

Fixed some issues with loading save files related to cook, barber, tattoo artist (stuck at 46%) Adjustment on the pathfinder Fixed some issues with dishonored and rats Lower max binned sticks in dishonored shelter Issues that should be fixed: "Unable to load from save game. I als
Issues that should be fixed:
"Unable to load from save game. I also tried to continue a game and it froze at 46% on loading."

Fixed some Water engine issues

Mine coal production increased Clockwork juice mill recipes adjusted to juice mill Thunder and rain sound was gone after some code changes Fixed some issues with the merchant Bonfires now get destroyed if block under it gets destroyed Hardy talent fixed. Fix Get Shield/Thrower/Ri

Added missing animations Localization fixes Fixed a bug were sometimes work would stack up in mine forever Fixed some issues with the scroll fields Construction bars would only show when clicked an already constructed building Fixed bugs in the notification UI (on the left side o

Hey everybody, here are some information about the latest progress and content patches we made in 2021. We finally created all the content we wanted to add while we are in early access. Content added 31.08.2021.0 New Resources Diresword, satyr tail, direfang, firefly, steel shiel
Hey everybody,
here are some information about the latest progress and content patches we made in 2021. We finally created all the content we wanted to add while we are in early access.
New Resources

Diresword, satyr tail, direfang, firefly, steel shield, stone soup, fine flamethrower, overclocked flamethrower, large finger bone, simple flamethrower, simple shield, mother stone, mix beer, enchanted steel shield, mix brew, father gold, dire rifle
New Buildings

Dungeon gate, spike trap, clockwork crossbow, mine cart lift, pounding trap, firefly lantern
New Monsters & Animals

Wolves, trolls, fairies, satyrs, fireflies, golems, maggots, skeletons, new frungkin types
New Research tree
We reworked the research screen and added specialization trees.

Research points (gear symbols) can be obtained on the research tree to spend it on the research specializations. You can spend your points on more than 100 different specializations.
Dungeon gates

Build a gate in front of dungeons. The gate gathers experience from monsters which were spawned from the dungeon. When the gate reaches its first level, you can close the gate and monsters can't get through. When reaching the last level, you can choose the dungeon level. Higher levels mean more difficulty.[n][n]Additionally, you can always choose how many monsters per wave come through. More monsters mean more experience and loot.
If a monster has a higher level, a star will appear over its head. Stars come in different numbers and colors.

New Resources

Wheat beer, apple wine brew, wheat brew, maggot meat, pumpkin, apple wine, honey beer (before beer), apple juice, diamond beer mug, gold ring, malachite, amethyst, baked apple, white sausage, pumpkin pie
New Buildings

Tattoo studio, barber, wheat farm (wheat mill was split up into wheat farm and wheat mill), apple tree, pumpkin farm, cooking house
Biomes

Stone/mountain, dire biome, swamp biome, fairy biome, needle tree biome
New Resources

Sharp sword, fine clothing, good rifle, simple rifle, gears, screws, nitre, bearings, sulfur, salty dirt, soil, steel shafts, gunpowder.
Sulfur

New Buildings

Clockwork forge, clockwork tailory, gunpowder engine, 3x3 gear, workshop, 1x1 gear, clockwork wood mill, wood engine, gun forge, clockwork juice maker, coal engine, chain transmission, water engine, clockwork brewery, chain, clockwork gun forge, nitric boiling hut, 2x2 gear
Jumps

Dwarfs can now jump, which makes it much easier to dig blocks. Additionally, the movement is more dynamic.
Clockwork

We added the clockwork system which produces work with engines. And then distributes the work to clockwork buildings that are connected with gears and chains.
We will now solely focus on fixing bugs and increasing performance. With your support, we will be able to keep working on Stonedeep in the future.

Dwarfs don't wake up anymore when a monster is near Added absolute maximum of animals and monsters that spawn on blocks (amount of your dwarfs) Performance improvements UI Tavern now only get resources if their sum of beer is the same or below the average beer of all taverns Some

while digging, dwarfs would sometimes dig in the air because a block below them was destroyed Added higher and more gold drops on higher star monsters Resources were not destroyed when falling through map Dwarfs now fall down in the lava Dwarfs now die when they fall down the lav

dwarfs immunity to illness was increased Quack doctor would sometimes get stuck scrollbar of the loading UI wasn't working in the start screen Health bars sometimes would not show Fixed render queue issues with cloud shaders Research popup did only show once Improved performance

WARNING to game is currently pretty hard in the beginning. Fixed visual bugs in the user interface of clicked buildings Fixed visual bugs in the user interface of dwarfs info Added seed display on start of the game and loading screen Added Kingdom names, so you can find you save
WARNING to game is currently pretty hard in the beginning.