Aug 15, 2021
Ingnomia - Ext3h
Fixed
  • fix workshop getting stuck if job prerequisites are used elsewhere (#182)
  • fix half-height walls being completely flat
Aug 1, 2021
Ingnomia - Ext3h
Fixed
  • fix trading of items without quality
  • fix data inconsistencies in trader UI
  • fixed potential failure of event spawns

Added
  • center camera on event notifications
Jun 13, 2021
Ingnomia - Roest
Hi all,

we just published a small update. Sadly there isn't a lot of new stuff here. Most of it has been on Steam for a while. This is mostly merging the sound test branch into the main branch so from here on we can work on the sound implementation as part of the main game. The initial sound implementation was done by u/condac who created these sounds in his garage with his child. So if anyone is able to provide better sounds or knows a good resource for free sounds that fit the theme we would appreciate it.

If it isn't working for you for whatever reason please let us know.


## [0.8.8]

### Fixed
- remove job when deleting farm tile
- fix deconstructing scaffold
- fix beehive job
- suspending workshops
- XpMod can be read from config file (#173)
- SeedTrader to trade potato & onion seeds.
- Addded missing material name for Panda, Spider, Woodlouse

### Added
- support for sound
- add num plots to grove info,

### Changed
- update Noesis to 3.0.12
- allow designating grove over existing plants
- improve auto craft behavior
- some rebalance of trade values for metal coin, bar and ores. (#171)
Jan 5, 2021
Ingnomia - Roest
### Fixed
- grape seed on start up
- game pausing when in mainmenu
- remove dead gnomes from squads
- show number of trees in grove window
- missing textures when loading the game
- floating items when mining the ramp under a working gnome
- amount buttons in trader UI
- partial write back while updating workshop settings

### Added
- attack on sight combat behavior
- defend (hold position) combat behavior

### Changed
- allow corpses outside stockpiles to be butchered
- can designate groves over existing trees
- allow jobs in mid-air to be selected
- reduce number of item categories
Dec 30, 2020
Ingnomia - Roest
## [0.8.6]

### Fixed
- crash with missions
- remove plants on the tile above when digging stairs up
- gnomes forgetting their rooms on load
- swapped items getting stuck as constructed when looking for a tool
- seeds for leaf plants like tea, tobacco, woad and dyers weed

### Added
- burn recipe for bones in the waste disposal
- stairs made from stone blocks
- fisher gui
- controls for mechanisms
- controls for automatons
- full DPI scaling support
- some statistics

### Changed
- restructured the tile info window
- moved all job handling other than hauling jobs to central job manager instance
- trees can no longer overlapp with each other
- trees can no longer replace existing tiles
- onions and potatos produces seeds again and use seeds to plant
Dec 20, 2020
Ingnomia - Roest
This update revamps the inventory overview and adds a watched item list. You can add and remove watched items by clicking the checkboxes in the overview. I also added 24 new food items and recipes for the kitchen to give your gnome's diet more variance.

Some time ago I changed grain producing plants to no longer produce seeds and take the grain directly as the seed item. The reason was to reduce item clutter. Turned out it just confused people and it wasn't without other problems. This update reverts that. So when you start a new game make sure you bring wheat seeds with you, or the other types for that matter.

In the update which added the willow tree I accidentally messed up old save games. Sorry for that. So this update adds some mechanic to prevent that kind of error in the future (hopefully).

To clarify, you can see if you are effected by this save game corruption if you see materials embedded in walls that shouldn't be there, like wool or wood.

Please start a new game with this update.

## [0.8.5]

### Fixed
- moved cursor calculation to game thread
- cursor detached from selection when using WASD
- going back to resume screen when selecting settings out of a running game
- container capacity on stockpiles after load
- crash because of incorrect data in save folders
- buildable carry containers
- crash because of incorrect bitmaps in gnome detail window
- user presets saving on embark
- translation string for willow tree
- willow trees are now plantable
- fish shouldn't drown anymore

### Added
- capacity info for stockpile tiles on tile info
- watched item list
- 24 new food items with recipes and kitchen integration
- button to save user presets
- glass bottle and jar
- show version on main menu screen

### Changed
- furniture can now be constructed anywhere and won't get deconstructed when a room designation underneath is removed
- redesigned inventory overview
- removed direct mapping of certain ids to databse rows, that should prevent save games breaking in the future when stuff is removed or inserted at the wrong place
- grain plants produce seeds again and need seeds for planting
Dec 13, 2020
Ingnomia - Roest
## [0.8.4]

### Fixed
- large refactor of code base to fix some crashes and memory leaks
- behavior tree instantiation

### Added
- Willow trees
- Info display for selected command and selection size

### Changed
- Rivers now have sand floor, preventing grass and plants spawning there
- speed up light updates
- speed up animal ai for grazing

### Removed

## [0.8.3]

### Fixed
- crash in tile info panel due to wrong thread
- random crash due to use of GPU in wrong context
- crash with auto craft in waste disposal

### Added

### Changed
- sped up auto-craft job generation
- include log file in crash dumps

### Removed
Dec 6, 2020
Ingnomia - Roest
Crashes suck. Bugs or missing features is something most of us can live with. Crashes just plain and simple suck the fun out of it. When you constantly have to fear losing progress it's not a nice gaming experience and makes people stop playing a game forever. Because of that crashes always have the highest priority. With this update we implemented the BugSplat crash reporting system. Please use it when you encounter a crash. It will help us tremendously.

## [0.8.2]

### Fixed
- suboptimal paths due to wrong heuristic in pathfinding
- gnomes trying to work in deep water
- missing floor texture for undiscovered areas
- find new path if target has moved
- crash with selected dig stairs tool at layer 0
- build scaffolds on top of each other
- added check for corrupted config file and load standard config if needed
- deconstruct workshops sets tile flags correctly, allowing to build on that tile again
- prevent creatures from walking into deep water
- constrain camera to actual game area
- reasonable speed range for WASD
- load game screen updates without restarting now

### Added
- ui elements to show state of and toggle certain render options
- toggle for job sprites
- added bugsplat crash reporting to windows builds

### Changed
- improved cursor for building floor on walls
- optimized pathfinding if multiple gnomes have same goal
- reduced water pressure on the faucet
- mining job sprite, first poc for job sprites giving more visual feedback about the job

### Removed
- old networking code
Nov 24, 2020
Ingnomia - Roest
## [0.8.1]

### Fixed
- message window not disappearing after clicking an answer button if game is unpaused,
game not possible to unpause now when message window is open
- GUI quickly changing size and back after resizing the window
- key space for pause
- text clipping in some menu panels
- dig stairs and ramps cursor
- rotating the world keeps view on current location
- set view to correct position after load
- added bounds to world movement so it can't be moved out of view accidentally
- fix keyboard movement for fast speed
- felling trees in groves requires a felling axe
- jobs created with no required tool
- groves not keeping suspend flag
- killed animals leave corpses again
- butchering animal corpses
- explorative mining speed now the same as mining
- jobs with missing materials not returned to job queue correctly
- visual corruptions on AMD GPUs
- some alpha blending issues
- uiscale reverting to 100%
- crash when adding or deleting a custom profession
- building scaffolds
- dead gnomes give up workshop assignments
- dead creatures drop their inventory
- fix crash on startup on some systems

### Added
- moved text in xamls to resource files as preparation for translations PR#90 Daynvheur
- added french translation PR#90 Daynvheur
- settings dialog
- WASD movement
- item summary
- setting for minimum ambient light level
- colors for skill buttons in population overview
- colors for population schedule buttons
- blacksmith recipe for metal needle
- honey wine
- fill hole command

### Changed
- more info for jobs PR #91 by rivenwyrm
- updated to Noesis 3.0.6
- removed key triggers from xamls
- use only one save game for auto save
- improved auto craft behavior
- honey can be stored in barrels
- greatly reduced bone drops from butchering
Oct 3, 2020
Ingnomia - Roest
I haven't really posted patch notes for a long time. The GUI replacement took place in an extra branch not visible for most people and shook up thing in such a big way that I didn't really bother keeping up with change notes. But of course change notes are a thing people look for and if there are none questions arise if the game continues being developed. So even though the GUI replacement isn't entirely finished regrettably I give it a version number now so the small things that are still missing and all the future changes can have proper change notes again.

### Fixed

- Isolated simulation thread from UI thread, so they don't share data.
UI components are now split into a UI controller living in t he UI thread and a data aggregation component living in the simulation thread.
Both parts are connected via the Qt message system, but are not allowed to access state owned by the other thread.
- Prevent errors in sprite mapping from cascading. The errors themselves are not resolved yet, but will no longer corrupt an entire save game.
- Always resolve all assets relative to the main executable.

### Added

- Added Noesis based UI, replacing the existing UI from scratch. (Work in progress.)
- Added "Hunting" behavior, in addition to legacy "defend" behavior.
Squads can actively seek out enemies all over the map as they become visible, without user involvement.
- Added Linux support.

### Changed

- Relicense code under [GNU AFFERO GENERAL PUBLIC LICENSE Version 3](LICENSE) and publish as open source.
- Switch to CMake build system.
- Switch from C++11 with MSVC legacy extensions to pure C++17.
- Update Qt to 5.14.1.
- Refactored rendering.
- Cull empty tiles in vertex rather than fragment shader.
- Split opaque and transparent tiles into distinct render passes.
- Upload data to GPU via compute shader rahter than direct mapping.
- Render dark areas desaturated.
- Improve visibility of designations.
- Cull tiles down to minimal screen space size in order to minimize overdraw.
- Increase required OpenGL version to 4.3.
- Add depth buffer to rendering.
- Replace explicit squad target control by behavior settings for Squad.
- Move Uniform assignment from squad position to individual gnome.
Gnomes can now have a uniform without being assigned to a squad, but they still need a squad to control their combat behavior.
- Allow arbitrarily sized squads, up from only 5 slots.
- Speed up high level pathability tests.
- Speed up A* pathfinding.
- Speed up liquid simulation.
- Speed up spatial item lookup.
- Switch from file based SQLite DB to pure in-memory SQLite DB.
- Load SQLite DB from human readable SQL file instead of binary representation.
- Run as "native Windows 10 application" under Windows 10, rather than running in compatibility mode.

### Removed

- Removed old Qt based UI.
- Removed RapidJSON from JSON parsing and dependencies. Comments in JSON files are no longer supported.
- Removed Quazip from dependencies.
- Removed zLib from dependencies.

...

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