Nov 11, 2014
Gnomoria - Robotronic Games
General
  • 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
Fixed
  • 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
Nov 11, 2014
Gnomoria - Robotronic Games
General
  • 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
Fixed
  • 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
Gnomoria - Robotronic Games
General
  • 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
Fixed
  • 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!
Oct 7, 2014
Gnomoria - Robotronic Games
General
  • 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
Fixed
  • 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
Gnomoria - Robotronic Games
General
  • 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
Jul 18, 2014
Gnomoria - Robotronic Games
General
  • 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
Gnomoria - Robotronic Games
General
  • 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
Jun 24, 2014
Gnomoria - Robotronic Games
General
  • 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
Gnomoria - Robotronic Games
<b>General</b>
<ul>
<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
<ul>
<li>Increased sustain for doors and golems</li>
<li>Decreased sustain for leather armor</li>
</ul></li>
</ul>
<b>Fixed</b>
<ul>
<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>
</ul>
May 27, 2014
Gnomoria - Robotronic Games
General
  • Reduced mant aggro range to keep them focused on stealing food.
  • Increased the minimum food + drink before mants start spawning
  • Adjusted mant spawns so that lower food/drink stocks attract fewer mants than before while also higher stocks attract more mants than before
  • Added buckets and sacks. Used for hauling goods similar to wheelbarrows but for items that store in barrels and bags.
  • 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.
  • Increased skill gains from Prospecting
  • Added lead slivers to prospecting stone
  • Chance of successful prospecting now increases with Prospecting skill
  • Added an additional property so that objects of the same material can have different sustain values
    • Increased sustain for doors and golems
    • Decreased sustain for leather armor
Fixed
  • Crash when a zombie rises while on a set trap
  • When stocking with wheelbarrows, items sometimes getting in an invalid state where they were simultaneously inside and not inside a crate.
...

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