Community Announcements - Robotronic Games
  • Added automatons
    • Researched after prosthetic limbs
    • Crafted at Engineer Shop
    • Requires a golem core to craft. Golem cores have a chance of spawning when golems are killed
    • Body part materials are determined by the materials of components used
    • Can be repaired at an Engineer Shop using armor plates
    • Die when core or fuel tank is destroyed in combat
    • Automatons dismantle on death. If the core is still intact it can be used to recraft the automaton with a penalty to skills
    • Can perform jobs and be on squads
    • Can't equip weapons or armor
    • Requires coal to run. Gnomes will add coal when empty otherwise automatons refuel themselves. They don't eat/drink/sleep

  • Reduced minimum stocks before golems spawn from 1000 to 500 (250 for bars)
  • Added straw to golem spawns (wheat golems)
  • Added manual population cap setting to population overview. A value of 0 has no cap (the default is no cap)
  • Some resources are consumed when creating a golem core. Dirt, clay and stone golems will generate metal slivers, similar to prospecting, if no golem core is created
Nov 11, 2014
Community Announcements - Robotronic Games
  • Added prosthetic limbs
    • Discovered through Tinkering, crafted at Engineer Shop and installed in a Hospital
    • Armor can't be worn over prosthetic limbs
    • Can be viewed through the character equipment tab and set to be removed
    • Can be smelted
  • A couple pixels on the scaffolding sprite
  • Deconstructing a floor that was built as part of a Build Wall job causing the construction component to become unusable
  • Items that can be piled repeatedly being restocked when in piles of 1
  • Quivers and ammo pouches that aren't empty halting stockpiles
Oct 7, 2014
Community Announcements - Robotronic Games
  • Stockpile UI is now resizable. Size and position are preserved across play sessions like other resizable windows
  • Added a restock threshold setting to each stockpile
    • Stockpile automatically suspends itself when full and unsuspends when there are the same or more number of spaces available as the threshold
    • Manually turning suspend on or off will override any automated behavior
  • Gnomes now use items that can be piled (dirt, stone, straw, etc) to pick up similar items while stocking
  • Added an option on the Smelter to automatically smelt worn items
  • Visual artifacts with some sprites

This update has been crazy! If you haven't seen the indev board on the official forums, I ran into a ton of bugs getting dirt, etc to act like wheelbarrows. Some bugs might have been old but the majority were new, so I left them out of the changelist going from 0.9.14 to 0.9.15. This has been the longest patch in Gnomoria's history and took much longer than I or anyone could have guessed. I'll still be working on bugs along the way but it will be nice to start working on some other areas of the game again :)

Also, I wanna say thanks to everyone who's been testing out the changes on the indev branch. It's been a huge help, you guys are awesome!
Jul 18, 2014
Community Announcements - Robotronic Games
  • Added silica - Obtained through prospecting in addition to slivers
  • Added ceramic tile - Crafted at a Kiln with clay, silica and coal
  • Changed Ceramic Wall recipe to use ceramic tile. The wall value is now 20 instead of 0.
  • Added game.ini to install directory
    • Has "savefolder" parameter to specify the directory for save games as well as settings.ini
    • If game.ini is missing or the savefolder parameter is empty/invalid it will default to the original directory (Documents/My Games/Gnomoria)
    • Some paths will require Gnomoria to be run as administrator to have write access
  • Stocked goods can be transferred from one stockpile to another
    • Added Transfer tab to stockpile UI
    • Each stockpile can "push" and "pull" goods to another stockpile. This still allows for many stockpiles to push to the same one
    • Stockpiles that push to another one are listed in the other stockpiles UI as well as their own.
    • Stockpiles are still worked in priority order. When stocking a given stockpile, gnomes will first attempt to pull goods from other stockpiles before stocking unstocked goods
Jun 24, 2014
Community Announcements - Robotronic Games
  • Golem spawns now based off amount of unstocked goods instead of darkness
  • Golems can spawn from soil, raw stone, raw ore, logs, blocks, bars and planks
  • Items convert into a golem and revert back into items on golem death
  • Added new wall and floor types to build with
May 27, 2014
Community Announcements - Robotronic Games
<li>Reduced mant aggro range to keep them focused on stealing food.</li>
<li>Increased the minimum food + drink before mants start spawning</li>
<li>Adjusted mant spawns so that lower food/drink stocks attract fewer mants than before while also higher stocks attract more mants than before</li>
<li>Added buckets and sacks. Used for hauling goods similar to wheelbarrows but for items that store in barrels and bags.</li>
<li>Changed grove and farm behavior so that higher priority groves/farms will be worked before lower priority. Previously they first went in job order (Harvest, etc) and then in priority order within the same job type.</li>
<li>Increased skill gains from Prospecting</li>
<li>Added lead slivers to prospecting stone</li>
<li>Chance of successful prospecting now increases with Prospecting skill</li>
<li>Added an additional property so that objects of the same material can have different sustain values
<li>Increased sustain for doors and golems</li>
<li>Decreased sustain for leather armor</li>
<li>Crash when a zombie rises while on a set trap</li>
<li>When stocking with wheelbarrows, items sometimes getting in an invalid state where they were simultaneously inside and not inside a crate.</li>
Community Announcements - Robotronic Games
<li>Mant workers now prioritize stealing food and will leave if enough food has been stolen</li>
<li>Mants now spawn solely off food and drink stocks and are uneffected by Kingdom Worth</li>
<li>"Craft To" setting on Prospector now prospects down to that stock level as expected</li>
<li>Added "Smelt To" setting on Smelter which will continue to smelt items until the stock levels are at or below the setting value</li>
<li>Adjusted training grounds skill ups so that while sparring gnomes gain skill in their equipped weapons as well as the weapons used by their sparring partner. Spectators now also gain skill in their equipped weapon and not just that of the gnomes sparring</li>
<li>Fixed unusable items left from deconstructing stairs and wall in previous saves. (Might cause longer load times the first load)</li>
<li>Initiating a tribute or insult and then backing out and selecting the other option has invalid items in the offer</li>
<li>Crash trying to dig stairs down at the bottom of the map over lava</li>
<li>Crash clicking on "En Route" from population or gnome UI window</li>
<li>Crash typing in a trade quantity when no trade item is selected</li>
<li>Crash when loading certain saves that caused it to stay on the load screen indefinitely</li>
Community Announcements - Robotronic Games
<li>Added Goblin kingdoms to Diplomacy window
<li>Send Tribute - Send desired items to goblins to delay their next attack</li>
<li>Send Insult - Send insulting items (or verbal insult) to goblins to reduce time to next attack and increase strength of their next attack if insulting enough</li>
<li>Training gnomes who are watching the fight now get some related skill experience while watching</li>
<li>Gnomes stuck training after their shift ends</li>
<li>Items from deconstructing stairs and walls not being usable</li>
<li>Choosing Peaceful in Advanced Settings changing to Custom difficulty</li>
<li>Goblins spawning in Custom difficulty with goblins specifically disabled</li>
<li>Freeze when removing floor that has items from a deconstructed workshop on it</li>
<li>Foreign trade jobs cancelling if a sleeping gnome is selected</li>
<li>Foreign trade jobs not allow to be canceled before the gnome has left</li>
<li>Foreign trade jobs not showing offered items if you close and reopen the window</li>
<li>Visual bug with corpses still showing old equipment under certain conditions</li>
Community Announcements - Robotronic Games
If you've been wondering about the time since the last update and you don't read the Gnomoria forums, I took the last few weeks off. My wife and I recently had a baby and I've been home with my family. I'm back and I brought an update with me! I also want to point out with the versioning that the next update will be 0.9.10 and NOT 1.0.

<li>Building changes to reduce micromanagement when planning out large constructions
<li>Build Wall and Build Stairs Up will now first build a floor if one doesn't exist. ie You can queue a wall, then move up 1 level of depth and queue a wall above the previous one. Your gnomes will first build floors over the lower wall before building the second level without requiring you queue any additional jobs.</li>
<li>Added scaffolding - Scaffolding works similar to stairs except they can be stacked directly on top of each other. When deconstructing, all scaffolding above the one being deconstructed will also deconstruct.</li>
<li>Added shifts to Guard Area, Patrol Route and Training Grounds. The same Squad can be assigned to all shifts or each shift can be assigned a different Squad. Shifts can help sync your Squads sleep schedule or to rotate Squads between guarding and training.</li>
<li>Added option to turn off Goblin Tunnelers in advanced settings</li>
<li>Replaced goblin tunnel sprite</li>
<li>Goblin raiders will now attempt to continue stealing items until satisfied. The amount that they steal goes up with the raids attack strength</li>
<li>Goblin raiders have a chance to not trigger self-powered traps. Other goblins trigger traps as usual and raiders still engage pressure plates normally</li>
<li>Reduced the number of new friendly Kingdoms that are generated as Kingdom Worth rises</li>
<li>Goblins spawning in Peaceful mode</li>
<li>Goblin attack strength being determined when they arrive (It's now determined when they leave)</li>
<li>Cancel Job and Deconstruct selection moving after clicking</li>
Community Announcements - Robotronic Games
<li>Added Goblin raider</li>
<li>Goblin behavior changes
<li>Goblin raiders attempt to steal items and leave the map with them</li>
<li>Other goblins and ogres will escort raiders</li>
<li>When all raiders have left or died, other goblins will try to leave</li>
<li>Added Goblin tunneler
<li>If a goblin raider lives and returns without stealing any items, they will bring goblin tunneler on their next raid</li>
<li>Goblin tunnelers will start digging a tunnel when they arrive</li>
<li>Tunnels will take at least half a day to complete</li>
<li>When complete, a tunnel exit will appear in your base without destroying any part of the map</li>
<li>Goblin raiders will use the tunnel to attempt to steal items</li>
<li>Tunnels can be deconstructed by gnomes</li>
<li>Tunnel currently uses the base of the well as placeholder art</li>
<li>Goblin attacks are effected by their distance to your Kingdom</li>
<li>FPS Display overlapping with stock quantities</li>
<li>Closing windows sometimes causing a crash trying to write to the settings file</li>
<li>Building a thatch incline through the ramp menu causing strange behavior</li>

Search news
Mar   Feb   Jan  
Archives By Year
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002