Wyrmsun 2.8.1 is now online!
A major change has been done to the game in this patch: town hall-type buildings can now only be built on settlement sites (similar to how gold mines are built on gold deposits). This is a significant departure from how the game played previously, version 2.8.0 has been made available as a separate branch on Steam, for those who prefer playing with how the game previously worked.
Additionally, dwarves now have a Mason's Shop building to store stone, so that gathering that resource farther from your base is less bothersome.
Check out the full changelog below.
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- 2.8.1 Changelog
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* Buildings
- Town Halls can now only be built on top of Settlement Sites.
- Smithies can now store Copper, Silver, Gold, Coal and Diamonds. Smithies now can only be built within a certain distance of deposits and mines.
- Added Diamond Deposit/Mine (recolor of the Copper Deposit/Mine by Kriss7475). Diamonds convert to copper at a 800% rate.
- Decorations are now removed when a building is constructed over a tile.
- Added a Mason's Shop building for the dwarves, which stores stone and improves its processing by 25% (graphics by Jinn).
* Map Editor
- Fixed crash which happened when placing a railroad over a neutral copper mine.
- Deposits and other resource units can no longer be set to store more than 1 million of their respective resource, as overly large numbers could cause issues for the game.
- When creating a new map, the map width and height can now be chosen by inputing a number. Any number between 32 and 512 can be chosen.
- Fixed player properties screen issue for new maps.
- Added option to delete custom unit types.
- Added drop-down in the unit type graphic properties to choose a shadow image for the unit type.
* Maps
- Fixed issue which caused some maps (i.e. Aquitania) to potentially start with tile irregularities.
- Increased the starting stone in the Little Island custom map, to allow give dwarven players an easier time in constructing buildings.
- Added a starting town hall for players in the Central Park, Little Island, Looking Upwards, No Man's Land, North-South Conflict, Northern Lakes and Time for Decisions custom maps.
- Increased the amount of space around deposits in random maps.
- Unicorns (and other animals) can no longer start trapped in a single tile between trees/rocks on random custom maps.
- Yale Caves are now generated for random custom maps which use the Swamp tileset.
* Miscellaneous
- Fixed the "northwest-northeast-inner" border graphics, which were incorrectly using the graphics for the "northwest-northeast-southwest-inner" border.
- The initial random seed for the game now varies according to the computer's time and date, so that random maps should no longer yield the same result multiple times.
- Added an encyclopedia page explaining the No Randomness mode in the Game Concepts section.
- Added Diamond Rock (recolor of the Copper Rock by Kriss7475).
- Muspelheim and Niflheim are now described as planes, rather than worlds. Helheim has now been subsumed into Niflheim, which is more accurate to the mythology.
* Scenarios
- A diamond deposit is now generated for the Nidavellir map.
- Added passages between the patches of dry mud within the Joruvellir desert.
- Added some rock and tree tiles to Joruvellir.
- Added four Yale Caves to Joruvellir.
* Terrain
- Terrain features (groups of tiles with the same terrain type and with a particular name for the feature) are now properly stored when saving a game.
- Decorations are now removed when a pathway is built over a tile.
* Units
- Increased transport ship trade capacity.
- Increased transport ship armor.
- Added dwarven Ballista Warship (graphics by Jinn).
* Upgrades
- Masonry is now researched at the Mason's Shop for the dwarves.