<b>General</b> <ul> <li>When deciding what to eat/drink, gnomes account for nourishment value of food/drink along with distance.</li> <li>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.</li> <li>Allow grass to grow up or down 1 level</li> <li>Gnomes no longer try to maintain distance from squad members while training</li> </ul><b>Fixed</b> <ul> <li>Crash when completing Fill Hole and items are inside the hole.</li> <li>Performance issue with lots of unreachable jobs</li> <li>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</li> <li>Liquids not updating properly when a tile is dug down that has liquid on it</li> <li>Ramps not properly being if trees or constructions were diagonally adjacent. This left invisible ramps causing tiles to not accept constructions, designations, etc.</li> <li>Tinker Benches not respecting assigned worker</li> <li>Being able to replace the floor underneath a sapling</li> <li>Food/drink HUD text not initializing red when a game is loaded with 0 food or drink</li> <li>Displaying a negative amount of gnomads arriving. Now it correctly displays 0</li> </ul>
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
<b>General</b> <ul> <li>Added gameplay option to pause and move the camera to new gnomads on arrival</li> </ul> <b>Fixed</b> <ul> <li>Crash with Training Grounds when loading</li> <li>Crash when moving a job type down in the priority ul causing a custom profession to be created</li> <li>Crash exporting military/profession settings with illegal filename characters</li> <li>Game potentially freezes when completing some jobs</li> <li>Gnomes trying to use the same bed and sleeping on the floor</li> <li>Windmills not properly turning on/off when it changes to outside/inside</li> <li>Gnomes sometimes not pasturing livestock if an unreachable animal exists</li> <li>Several cases of inside/outside status of tiles not properly updating</li> <li>Scout perk increasing vision more than intended</li> <li>Bone Shirt and Skull Helmet not storing in crates</li> </ul>
<b>General</b> <ul> <li>Gnomes now eat/drink until full instead of eating until no longer starving or dying of thirst</li> <li>Gnomes will now look for the closest food/drink instead of the best followed by the closest</li> <li>Underground farm</li> <li><ul> <li>Requires plots to be muddied with water before planting</li> <li>Mud will dry out in sunlight but otherwise remains</li> </ul> </li> <li>Added mushrooms which can be grown in an underground farm</li> <li>Merchants now stock mushroom seeds</li> <li>Added Grove and Underground Farm to action bar</li> <li>Added cheese, mushroom tea and various omelettes</li> <li>Food and drink quantities on the HUD turn red when 0</li> </ul><b>Fixed</b> <ul> <li>Gnomes kicking each other out of chairs in the great hall</li> <li>Regular plants growing underground</li> <li>Gnomes not starting the Remove Floor job if they are standing on the job site and can't path to an adjacent tile</li> </ul>
<b>General</b> <ul> <li>Livestock now require feed <ul> <li>Yaks and alpacas eat straw, while emus eat seeds</li> <li>Troughs can be crafted at a Stonemason and constructed in a Pasture to store feed</li> <li>Livestock eat from a trough if able, otherwise will leave the pasture to find food. If no food exists they will leave the area</li> </ul></li> <li>New Kingdoms start with additional straw</li> <li>Increased chance of harvesting a second seed from crops</li> <li>Decreased egg production rate of emus</li> <li>Increased amount of meat produced from butchering alpacas</li> <li>Livestock require more space in pastures</li> <li>Increased livestock gestation period</li> <li>Increased time to grow fruit and wheat</li> <li>Fruit on trees now grow faster than fruit in a Farm</li> <li>Decreased the effect of quality on food and drink</li> <li>Added grapes and orange trees</li> <li>Added orange trees to world generation</li> <li>Merchants now offer grape seeds and all tree clippings</li> <li>Added bandages to starting supply items</li> </ul><b>Fixed</b> <ul> <li>Incorrect value of metal bars crafted from slivers</li> <li>Auto-generated jobs for crafting bars using the metal sliver recipe</li> </ul>
<b>General</b> <ul> <li>Goblins and Skeletons no longer have a chance to spawn with regular equipment</li> <li>Worn equipment can be smelted into metal slivers</li> <li>Metal slivers can be forged into metal bars</li> </ul> <b>Fixed</b> <ul> <li>Crash loading games with a queued Fill Hole job</li> <li>Replace Floor not being allowed over Stockpiles and Military designations</li> <li>Incorrect values for worn weapons</li> <li>Suspended pastures still allowing animals to be milked, sheared, etc</li> <li>Build stairs/incline down jobs allowing to be queued in some invalid locations</li> </ul>