- Trees that are not full grown, produce less wood when cut down. - Cut down work areas only cut down trees that are fully grown. - Preventing structures and transports from being built where another transport is being built. - Swordmaking and Swordmastery milestones in Ancient Warriors, now require you to produce swords, instead of just accumulating them (so you can't get them from looting the raider's weapons) - Game now detects savegames for community scenarios that no longer exist, and prevents you from loading them. - Stability fixes.
Track List 01 - The Dawn of Man 02 - Echoes of the Stone Age 03 - Ancient Times 04 - Desolate Winter 05 - Old Rites 06 - The Harvest 07 - Dance of the Ancestors 08 - Early Settlers 09 - Unsettling Times 10 - Winds of Change 11 - Tribal Gathering 12 - Dawn of Civilization 13 - Primitive Crafters 14 - Sacred Forest 15 - Bygone Tales 16 - Mists of Time 17 - The Founders 18 - Hunters and Gatherers 19 - Nomads 20 - Hunting Grounds 21 - Drums of War
*Edit: Version 1.2.1b has now been uploaded to fix an issue with people not gathering resources of the ground sometimes.
Changes
AI and Gameplay - If a resource's condition is below 50%, then the AI will store it with very high priority. - New default resource limits: Meat: 30, Bones: 10, Raw Skins: 10. This prevents Hunting work areas from getting overused if it's not required.
Optimizations - Human and animal paths are now saved in savegames, this prevents the game from stuttering at the beginning sometimes when recalculating them. - Various performance optimizations from the console version are now included, which make the game run better with high population counts.
Stability - If the game now detects that the settings or profile are corrupted, it will reset them instead of crashing out. - Making the game more tolerant to corrupted savegames. - Fixed crash when clicking on enable/disable if a human was also selected. - Preventing messages from focusing on destroyed entities
This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play. New elements like Shields and Platforms fundamentally change how combat plays out. Raider AI has been overhauled, and the existing defense structures have been rebalanced. The update also introduces other substantial non-combat related improvements: The Deep Iron Mine and the Megalith and Structure panels.
Round Shield A basic shield that can be used with one handed weapons to block incoming attacks. 1 Leather + 1 Log = 2 Round Shields. Has 200 HP and a 50% chance of blocking incoming attacks. Available from the Bronze Age onward.
Oval Shield A large shield that can be used with one handed weapons to block incoming attacks. 1 Iron + 1 Log = 2 Oval Shields. Has 400 HP and a 66% chance of blocking incoming attacks. Available at the Iron Age.
New Structures
Wooden Platform A structure, built inside the settlement's walls, so your people can shoot at raiders from it.
Reinforced Platform A sturdier version of the Wooden Platform, can hold more people in it.
Deep Iron Mine An upgraded Iron Mine, that increases the amount of ore that can be extracted from it. This was a request from the community as people were running out of Iron in late game.
New Techs
Shieldmaking Allows the crafting of Shields in the Workshop.
Deep Mining Allows the construction of Deep Iron Mines.
New Music
3 new music tracks.
Quality of Life
- New Structures panel, that allows you to locate any structures you have built (especially useful for mines). - New Megaliths panel, that allows you locate megaliths and megalithic transports. - Management panels are now split between "Standard" and "Advanced". - New default resource limits: Wool: 50, Dry Skin: 20, Leather: 20.
Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now. - Watchtowers and Guard Towers are more expensive now, but also more resistant. - Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game. - Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal). - Changed express evolution achievement to 6 hours instead of 5. - Reduced Reinforced Gate cost to 1 unit of Iron. - Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall. - Moved netting tech to Bronze Age. - Reduced trader prices of all animals.
Misc
- Fix issue with raiders bringing outdated weapons in hardcore mode sometimes. - Tweaked main menu UI. - People will now abort capture tasks if very hungry, or if the animal has run too far away. - Towers and Platforms can now be toggled off, which will cause AI to ignore them. - Raiders now gather near the town and attack in a more coordinated manner. - Improved Wall and Palisade selection boxes. - Optimized rendering of small objects. - Properly snapping materials to terrain when building a structure. - Improvements to milestone cameras to make sure they show more relevant scenes. - Preventing people from changing outfit when the alert is on. - Fixed exploit where the player could save the game just before a trader arrived to get better resources. - Fixed issues with milestones on community scenarios with uppercase names. - Improved shadows for palisade
Another update with a few fixes. Note we are also working on the next big content update, see here.
CHANGES
AI Improvements - AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw). - Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.
Fixes - When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers). - When giving a command while carrying a heavy resource, the human will drop it unless the command requires it. - When a command is given to a task that the player is already doing, the entity flashes green. - Fixed issue that caused weapons recovered from raiders to be indestructible. - Fixed issue allowing the player to set automatic production during tutorial when it shouldn't. - Some improvements and additional restrictions on bridge placement. - Fixed glitch when swapping structure variant while placing it on an invalid location. - Savegames from workshop scenarios can now be transferred to another computer and they will still work (as long as the scenario is present). - Fixed issue where all Raiders had blonde hair and light skin color.
- When humans die, their resources are placed randomly around them instead of all piling in the exact same location (this also includes raiders). - Fixed issue in automatic transport production: Trader transports were being counted when comparing to production limits. - Fixed issue that could cause people to drop their current warm outfit in a random place before going to get a light one. - Fixed issue that caused raider weapons to be counted as if they were owned by the player. - Fixed rare issue with migrants getting stuck when coming to town. - Fixed issue where for some people the game could immediately throw an "Invalid Location" message when trying to place structures or work areas. - Code optimizations so we can upgrade the population cap in the future.
This is the first free content update for Dawn of Man (we expect to release a few of these every two months or so).
It focuses on spiritual and prestige structures for the Bronze and Iron Ages.
FULL LIST OF CHANGES
NEW STRUCTURES
Cairn
The ultimate megalithic structure, made of megaliths and a ton of rocks, it's the structure that provides the highest amount of prestige and morale recovery.
Complex Megalithism Allows the construction of Cairns.
NEW MUSIC TRACKS
Added 3 new music tracks.
IMPROVED MILESTONES
Improved milestone UI. Improved milestone cameras, that now focus on relevant structures. New milestone sounds and more epic music.
New milestones for Continental Dawn scenario: - Milestone Domestication: requires 10 Goats and 10 Sheep. - Milestone The Secret of Steel: requires 20 units of Steel to be produced. - Milestone Iron Settlement: requires 150 people and a Cairn.
NEW ACHIEVEMENTS
Prestigious: Reach 1000 prestige. Stone Prestige: Reach 900 prestige in the Stone Age Megalith Madness: Build a Menhir, Dolmen, Stone Circle, Statue and Cairn in the same game. Challenger: Complete 1 challenge Hyper Challenger: Complete all 4 challenges. Ultimate Challenger: Complete all 4 challenges in hardcore mode.
MISC
You can now choose a building variant when placing it by pressing "V".
This is a small update with various fixes before we release the large spiritual content update next week.
Changelog
- There is now an unlimited number of hardcore savegame slots available (but still one per game you start). - Activity and tasks panels now refresh in real time. - Game can now handle several modal panels at once, this fixes crashes in some community scenarios. - Making sure that people that join settlement don't change outfit/skin/hair colors. - Fixed issue with progress bars in Knowledge Progress panel not displaying properly sometimes. - Stability fixes.
This version adds filters for storage structures and a batch of gameplay and balance changes and fixes.
Changelog
New Feature - Storage Tent, Storage Hut and Warehouse now have resource type filters.
Balance Changes - Bone Spear and Bone Harpoon now have a trade value of 7 (down from 10). - One unit of Grain now produces two units of Beer in Brewery (Beer trade value halved). - Reinforced Gate doesn't decay over time anymore. - Mammoth now has 800 health points (up from 600). - Skins, Meat and Fish now dry 50% slower.
AI Improvements - People will now go to shelter when they think that their temperature is dropping too quickly (before it actually reaches critical levels).
Fixes - Fixed state of river and lake banks not being saved properly. - Fixed Composite Bow trade value in Bronze Age. - Fixed issue with raiders sometimes getting stuck when all gates closed. - Fixed exploit that could allow player to trade multiple times with the same trader. - Fixed temperature increasing/decreasing independently of game speed. - Fixed stone circle not freeing up AI nodes after being recycled. - Fixed clipping issue in knowledge counter if you have more that 200 points. - Fixed traders sometimes getting stuck near structure in settlement.
This version adds quite a few improvements based on community feedback: More population in late game, AI, QoL and transport management improvements.
Changelog
AI Improvements. - Children can now milk goats and cows. - Stricter enforcement of animals limits: more slaughter tasks get generated if required. - When people go back to town to rest, change outfit, or get better tools, they won't drop their current sledge if carrying one. - People now prefer to use carts over sledges if available. - Preventing people from wandering around town immediately after delivering a resource to storage, so they can store more resources faster. - Fixed issue where AI would not use transports if going to grab one more resource than they can carry.
Balance changes. - Relaxing population limits, you can now get more people in your settlement. - Structures now have custom amounts at which they give knowledge points, in order to promote reasonable settlement construction. Residence structures give more points, crafting and mining structures give less. - Added move speed modifiers for transports, depending on how full they are: 90% - 70% for sledges, 95% - 75% for donkey carts, 100% - 80% for horse carts. - Increased the amount of wolves in paleolithic and mesolithic
Notification changes. - When continuous production of Carts or Sledges is active, you don't get notifications about them decaying anymore. - Once you build 3 stables, you stop getting notifications of animal births or deaths by slaughtering. - Once you reach 50 people, you stop getting notification of human births or deaths by natural causes.
QOL improvements. - Default limit for Sledges and Carts is now 10. - The defense panel can now be accessed from a button in Towers and Gates.
Misc Fixes. - Changed defense icon. - Fixed broken birth limits in mods. - Fixed milk and wool resource limits. - Fixed various issues in community screen. - Making sure work areas can not be placed on top of each other. - Primal vision key shortcut is now disabled in tutorial when button is disabled. - Stability fixes.