General • When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance. • Added Gameplay option to adjust how much food/drink nourishment effects a gnome's decision. Moving the slider to 0 will cause gnomes to always pick the closest food/drink. When multiple options are equidistant, they will choose the best. Moving the slider to 100 will allow gnomes to travel much farther for the best food/drink. Default is 50. • Allow grass to grow up or down 1 level • Gnomes no longer try to maintain distance from squad members while training Fixed • Crash when completing Fill Hole and items are inside the hole. • Performance issue with lots of unreachable jobs • Sometimes falling down a 1 tile deep hole and immediately moving back out, ie enemies falling down a hatch and immediately teleporting back up to the top • Liquids not updating properly when a tile is dug down that has liquid on it • Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc. • Tinker Benches not respecting assigned worker • Being able to replace the floor underneath a sapling • Food/drink HUD text not initializing red when a game is loaded with 0 food or drink • Displaying a negative amount of gnomads arriving. Now it correctly displays 0
General • Added gameplay option to pause and move the camera to new gnomads on arrival
Fixed • Crash with Training Grounds when loading • Crash when moving a job type down in the priority list causing a custom profession to be created • Crash exporting military/profession settings with illegal filename characters • Game potentially freezes when completing some jobs • Gnomes trying to use the same bed and sleeping on the floor • Windmills not properly turning on/off when it changes to outside/inside • Gnomes sometimes not pasturing livestock if an unreachable animal exists • Several cases of inside/outside status of tiles not properly updating • Scout perk increasing vision more than intended • Bone Shirt and Skull Helmet not storing in crates
General • Goblins and Skeletons no longer have a chance to spawn with regular equipment • Worn equipment can be smelted into metal slivers • Metal slivers can be forged into metal bars
Fixed • Crash loading games with a queued Fill Hole job • Replace Floor not being allowed over Stockpiles and Military designations • Incorrect values for worn weapons • Suspended pastures still allowing animals to be milked, sheared, etc • Build stairs/incline down jobs allowing to be queued in some invalid locations
General • Added Fill Hole task. This task is placed in an empty floor cell and builds a wall in the cell below. • Changed Replace Floor task to work without having to deconstruct existing furniture or Workshops
Fixed • Crash when clicking "Move Down" without a Job Type selected • Gnomes not equipping armor on their left side if their right side currently had better equipment • Worn equipment not storing in crates
General • Goblins and skeletons now regularly spawn with worn equipment, which can't be smelted or equipped by gnomes. There is a chance that they will spawn with usable equipment. • Mants and beetles have evolved lungs and can now drown. Mants and beetles in existing saves are unnaffected, however new spawns will have the change.
Fixed • Crash opening Market Stall window with an unfinished trade • Bug causing a big performance hit when beetles were at their current population limit and could reach gnomes • Weapons visually in the wrong hand, ie being held in a missing hand • Gnomes getting stuck trying to equip a missing hand • Items listed in the market stall not properly fitting the window
General • Job priorities import/export with professions
Fixed • Crash when building a mechanism that connects a mechanical wall to power that the gnome builder is standing on (killing the gnome) • Gemmed rings and necklaces sometimes adding or subtracting incorrect values when trading • Job priority list disappearing for custom professions • Rain lasting for years • Deconstructing a powered mechanical wall leaving the top of the wall in the above floor • Water not always moving through an open hatch • Items not falling when a hatch opens • Hatches and mechanical walls not properly blocking line of sight • Hatches not updating inside/outside status of covered cells
This patch let's you change the order in which types of jobs are performed. For example, previously gnomes would always perform jobs created directly by the player before say from a workshop. Now, per profession, you can set the order of those job types. Individual jobs of the same type are still prioritized as they were before, whether by distance to the job or the priority setting of the workshop, farm, grove, pasture or stockpile. Jobs that are directly created have been split up into 4 groups:
As an example, you could create 2 professions with Woodcutting and Carpentry enabled. One profression has Agriculture first and the other has Workshop as the highest priority. Gnomes in the first profession would act as before and fell trees before cutting planks while the other profession would do the opposite. Splitting up your workforce this way will allow you to work on both tasks simultaneously and let some gnomes act as "backup" and work on another task if their main one is finished.
General • Added option to change the priority of job type per profession • Added a tool tip when assigning a profession to a gnome in the population window, which displays that gnomes skills relevant to the profession • Added tool tip to display the top 5 skills of a gnome in the population window
Fixed • Crash when deconstructing a wall at the top of the map • Crash when building a ramp, stairs or incline at the top of the map • Crash with a civillian has a uniform with a ranged weapon and is trying to refill ammo • Crash when firing a ranged weapon in some cases • Tool tips for items in a drop down list, sometimes not disappearing • Large tool tips going beyond the borders of the screen • Liquids not flowing when a mechanical wall is lowered • Liquids not working properly when raised a level by a mechanical wall