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Release Notes 0.1-1

Hi Everyone, we've just pushed the very first update for Dwarrows - v0.1-1

This build mainly focuses on addressing major bugs and usability issues found in the first alpha build, based on the feedback we've received.

The current plan is to continue working out the known bugs and any new issues that you folks might encounter.

We are very happy with the feedback we've received from you all so far, it has been tremendously helpful! Thank you for your continued support :)

Patch notes:

  • Added key-bindings for next/previous tool & "Use Equipped Tool"

    • These can now be mapped to a gamepad

  • Changed the Treasure Diviner to change colours more responsively to improve feedback
  • Fixed a bug that would cause Surveyor Runip to not talk if the player had exactly 30 spirit sprites
  • Added re-mappable keys for cycling through characters (default is wheel up/down or left/right gamepad shoulder buttons)

    • [Note: the ui does not yet update when changed]

  • Changed default key mapping for next & previous tool: shift+wheel up/down, and D-Pad left/right
  • Fixed save / load bugs when saving between all Foreman Ike tutorial quests
  • Added a quick tutorial/quest for structure designing once enough tents have been built
  • Worked around townsfolk not reaching their destination - they will now forcefully teleport to the location
  • Moved entrance location for some housing tiers if they were difficult for the AI to reach (especially Tier 3, which has a very high ledge)
  • Fixed loaded games ignoring quest log updates
  • Added a new music track to Dusken Woodlands
  • Added the population's current activity to the Status roll-over in the population list
  • Improved the Wood-Elf ability to navigate to tier 2 markets (small store) and farms (garden)
  • Fixed town structures without work positions not contributing to the town quality
  • Fixed pet centre not contributing to town quality, due to using productivity as a factor in town quality but never having productivity
  • Reduced the amount of energy lost when at activity from -2 or -1 to -0.25 (eg. market structures or entertainment structures) structures. This helps balance the energy stat so that the townsfolk are not perpetually in need of sleep
  • The size of (choppable) Colly Trees will now influence how much wood it will drop and how many strikes it will take to knock it down
  • Wood piles will now only spawn Wood, and stone piles only spawn stone
  • Slightly reduced the number of drops from hidden treasure chests
  • Hidden treasures and leaf piles will now spawn gold more often (wood and stone from these will now spawn at an equal rate)