In this update we've made some changes to the AI, in order to make it cope better with high workload situations.
Managing the workload of your settlement is still important in order for people to prioritize tasks correctly, but now this should never result in people dying of starvation or dehydration.
AI changes
- For any task to be assigned to a human, they have to have at least 50% hydration (this could be 25% before in some cases). - Most non-food related tasks, can now only be assigned to a human when they have at least 50% nutrition. - If someone is crafting a non-food item, and their nutrition or hydration go too low, they will abort. - There are a few more situations where people will abort what they are doing if they are low on hydration or nutrition. - When cutting down trees using a Sledge/Cart the resulting logs will always be placed in the transport and not the person's inventory. - Collect tannin and flax tasks now have the same priority as all other non-food related collection tasks (before their priority was the same as of food tasks, which was higher).
Misc
- Fixed typo in the "Resource has decayed" French text - Fixed a couple of rare crashes - Fixed bug which would allow the player to place the second variant of the tent in an isolated location, causing different issues - When the game fails to open the profile or settings files, it now gives a more helpful error
Some people have been complaining about overly aggressive behaviour in some predators (especially Cave Hyenas). In this version we are trying to fix this issue while keeping a good level of challenge in the game.
Fauna Tweaks - Packs of the same type of animal are now be better distributed around the map. This will make the experience while playing the game the game more predictable and fair. - Cave Hyena packs can now have a maximum of 5 adults and 4 young (before it was 6 adults and 3 young). - When raider animals make a kill, they might stop actively chasing people in the town, and will only continue fighting if engaged in combat already.
Misc - Limiting global stats in the title stats window to the last 7 days. - Sanity checking stats more before uploading them. - Fixed missing description for Bone Polishing tech. - Better placement of resources in buildings under construction. - Fixed a couple of rare crashes.
This is a large content update focusing on the new Nomad Mode, more animals and overhauling the fauna and hunting mechanics overall. More frequent updates in our devlog.
In nomad mode you get no initial structures, but you get extra building materials and food. All resources are located in your people's inventory for ease of transport. This way you can move your people around the map before settling and choose a different location for your village. All Freeplay scenarios are playable in nomad mode.
New animals
Cave Hyena A medium sized predator, available in all freeplay scenarios.
Elasmotherium An extinct genus of large rhinoceros, available in The Northlands scenario.
Muskox A large herbivore, available in The Northlands scenario.
Feral Horse In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.
New techs
Dog Training - Allows dogs to help with hunting. Bone Polishing - Unlocks Bone Knife and Bone Sickle.
New bone tools
New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle
Fauna behavior overhaul
The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.
- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive). - Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds. - Animals will now try really hard not to drink near the player's settlement. - Animals will now react properly while drinking when attacked by other animals. - Animals won't eat dead animals that have butcher tasks associated with them. - Several herbivores might retaliate when attacking their herd, even in normal mode. - Animals now target humans more often when hungry (but still prefer other animals). - Dogs can be knocked back by large animals.
Balance changes
- All outfits now take 90s to make (up from 50 or 60). - All flint tools now take 60s to make (up from 50). - All bone tools last for less time and uses when compared with the equivalent flint tools. - All animals have had their speeds, produced resources and hit points reviewed and iterated. - Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before. - Doubled the amount of time animal carcasses remain in the game. - Cave Lions now do 35 damage (from 30).
Work Area management improvements
- Added work areas panel. - Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work). - Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.
Other
- Creative mode and "The Long March" challenges are now playable from the start. - Changed "Winter Hunt" milestone in "The Northlands" scenario to include the Elasmotherium and Muskox. - In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out. - You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down. - Collect wild plants work area also also works for Flax now. - When taking heavy resources to store, people will abort if very hungry or dehydrated. - When a selected entity enters a structure, it gets deselected. - Adding butcher tasks for domestic animals that die of starvation or natural causes. - Improved impact particle spawn positions.
- 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".