Sep 7, 2023
DFHack - Dwarf Fortress Modding Engine - myk002
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

For the Dwarf Fortress beta branch on Steam, this release works with the Linux version (50.09-linux1) but NOT the Windows version. Windows users have to move to the DF default branch to be able to use DFHack. Note that the Windows version currently on the beta branch has no new features compared to the default branch, so you won't be missing out on anything.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
Announcements
Linux support!


Both DF and DFHack now run natively on Linux. If you're on Linux, we encourage you to try it out! The interface is noticeably snappier, FPS is up, and load times are reduced. If you're subscribed to DF and DFHack on Steam, here's how to switch over:
  • In the Steam client, open the properties for Dwarf Fortress
  • In the "Betas" section, switch to the "beta" branch
  • Let that finish updating
  • Select the "Compatibility" section and deselect "Force the use of a specific Steam Play compatibility tool"
  • DF should update again with the Linux native version
You can tell if you did it right if you no longer have Dwarf Fortress.exe in your DF directory and instead have dwarfort, which is the Linux binary. The plan is to "officially" release Linux support with DF 50.10, so once DF 50.10 comes out, you should be able to switch back to the default Steam branch and keep the native Linux support.

Then, turn off the compatibility layer for DFHack. dfhooks.dll will disappear and you'll get libdfhooks.so and the dfhack script in its place.

Sometimes, Steam says you've got the Linux version, but when you look you see you still have Dwarf Fortress.exe instead of dwarfort. Try re-enabling the Proton compatibility layer and then turning off the compatibility layer again until it "sticks".

Major caveat for DF 50.09-linux1

This particular beta release of Dwarf Fortress has address layout randomization enabled. This causes some trouble for DFHack since DFHack needs to know the memory addresses of several key data structures. For this release only, be sure to start DF by launching DFHack from the Steam client or by running the ./dfhack commandline startup script. That will normalize the address space and allow DF to run with DFHack. Otherwise, DF will crash on startup. Again, this is only for this release. Future releases will not need this workaround and should go back to allowing you to start DF from either the Dwarf Fortress or DFHack Steam client entries, or from either the ./dwarfort or ./dfhack commandline commands.

The DFHack terminal console works differently on Linux

You can run DF with DFHack by starting DFHack in the Steam client. However, if you want an external DFHack terminal console, you have to run from the commandline.

On Windows, you could use the show command to pop up an external DFHack terminal console. You could use this for running DFHack commands from outside the game window, and the external terminal is the only way to run commandline-interactive DFHack commands like tiletypes and the interactive mode of the lua interpreter.

Linux has a different method of providing a terminal console. You can't spawn it dynamically like you can on Windows. You have to start DF from the commandline, and the terminal from which you ran ./dwarfort becomes the terminal console. This should be a familiar process to many Linux users (most Linux commands work this way), but the change is jarring if you're not expecting it. We're also looking into providing a virtual console that doesn't depend on an existing system console so you can still get a console even if you run from Steam, but that work is far from being completed.

You can still launch DFHack from Steam if you want to. Many tools log information and errors to the console, though, so if you run into strange issues, it might be useful to try running from the commandline to see if there is diagnostic output there that can help you.
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Highlights
Hide tutorial popups


Once you've played a few forts, you probably don't need the tutorial popups that <del>assault</del> assist you when you open certain screens. Enable hide-tutorials in the System tab of gui/control-panel and never be bothered by them again!
Search and sort for squad assignment screen




When you bring up the screen to assign units to squads, there are now widgets for searching, sorting, and filtering. The default sort is by "melee effectiveness", which takes both weapon skill and physical attributes into account, but you can choose from a variety of relevant ascending or descending sorting orders.

Thanks to research into combat mechanics by community contributor Halifay, you can also sort by melee and ranged "potential", which predicts how effective a unit could become in the future, given adequate training.

There are also configurable filters to show or hide units in other squads, appointed/elected officials (like your manager, high priests, and doctors), and nobility.

Of course, if you know exactly who you're looking for, you can also search for units by name.
Animal assignment




The "Assign to pasture" screen released in the previous DFHack version has been expanded and generalized to support cages, restraints, and pits/ponds. Please tell us if you have any additional needs for animal assignment that those screens don't meet!
Trade good selection




The "Bring goods to trade depot" screen can now see inside bins, and you can select individual items within bins for trade instead of the entire bin, if you so choose. You can also search for contents within bins, even when in "bring the bin" mode. For example, you can find the "Gem bin"s that contain rubies by searching for "ruby".
One-click UI integration for exportlegends




exportlegends now sports a new integration with the vanilla "Export XML" button. Now you can generate both the vanilla export and the extended data export with a single click!
Onscreen HUD getting in your way? Hide it!




hide-interface hides all the vanilla UI elements for clean screenshots or distraction-free fortress watching. Even with the interface hidden, you can still pause/unpause the game with spacebar and move around the map with the keyboard or mouse. Hide that cluster of urgent notifications bubbles for a while and just enjoy watching your citizens scurry around for a while : )
Generated release notes
New Tools
  • devel/scan-vtables: scan and dump likely vtable addresses (for memory research)
  • hide-interface: hide the vanilla UI elements for clean screenshots or laid-back fortress observing
  • hide-tutorials: hide the DF tutorial popups; enable in the System tab of gui/control-panel
  • set-orientation: tinker with romantic inclinations (reinstated from back catalog of tools)
New Features
  • buildingplan: one-click magma/fire safety filter for planned buildings
  • exportlegends: new overlay that integrates with the vanilla "Export XML" button. Now you can generate both the vanilla export and the extended data export with a single click!
  • sort: search, sort, and filter for squad assignment screen
  • zone: advanced unit assignment screens for cages, restraints, and pits/ponds
Fixes
  • Core:
    • reload scripts in mods when a world is unloaded and immediately loaded again
    • fix text getting added to DFHack text entry widgets when Alt- or Ctrl- keys are hit
  • autobutcher: fix ticks commandline option incorrectly rejecting positive integers as valid values
  • buildingplan: ensure selected barrels and buckets are empty (or at least free of lye and milk) as per the requirements of the building
  • caravan:
    • corrected prices for cages that have units inside of them
    • correct price adjustment values in trade agreement details screen
    • apply both import and export trade agreement price adjustments to items being both bought or sold to align with how vanilla DF calculates prices
    • cancel any active TradeAtDepot jobs if all caravans are instructed to leave
  • emigration:
    • fix errors loading forts after dwarves assigned to work details or workshops have emigrated
    • fix citizens sometimes "emigrating" to the fortress site
  • fix/retrieve-units: fix retrieved units sometimes becoming duplicated on the map
  • gui/launcher, gui/gm-editor: recover gracefully when the saved frame position is now offscreen
  • gui/sandbox: correctly load equipment materials in modded games that categorize non-wood plants as wood
  • orders: prevent import/export overlay from appearing on the create workorder screen
  • quickfort: cancel old dig jobs that point to a tile when a new designation is applied to the tile
  • seedwatch: ignore unplantable tree seeds
  • starvingdead: ensure sieges end properly when undead siegers starve
  • suspendmanager:
    • Fix the overlay enabling/disabling suspendmanager unexpectedly
    • improve the detection on "T" and "+" shaped high walls
  • tailor: remove crash caused by clothing items with an invalid maker_race
  • dialogs.MessageBox: fix spacing around scrollable text
Misc Improvements
  • Surround DFHack-specific UI elements with square brackets instead of red-yellow blocks for better readability
  • autobutcher: don't mark animals for butchering if they are already marked for some kind of training (war, hunt)
  • caravan: optionally display items within bins in bring goods to depot screen
  • createitem: support creating items inside of bags
  • devel/lsmem: added support for filtering by memory addresses and filenames
  • gui/design: change "auto commit" hotkey from c to Alt-c to avoid conflict with the default keybinding for z-level down
  • gui/gm-editor:
    • hold down shift and right click to exit, regardless of how many substructures deep you are
    • display in the title bar whether the editor window is scanning for live updates
  • gui/liquids: support removing river sources by converting them into stone floors
  • gui/quickfort: blueprint details screen can now be closed with Ctrl-D (the same hotkey used to open the details)
  • hotkeys: don't display DFHack logo in legends mode since it covers up important interface elements. the Ctrl-Shift-C hotkey to bring up the menu and the mouseover hotspot still function, though.
  • quickfort: linked stockpiles and workshops can now be specified by ID instead of only by name. this is mostly useful when dynamically generating blueprints and applying them via the quickfort API
  • sort: animals are now sortable by race on the assignment screens
  • suspendmanager: display a different color for jobs suspended by suspendmanager
API
  • RemoteFortressReader: add a force_reload option to the GetBlockList RPC API to return blocks regardless of whether they have changed since the last request
  • Gui: getAnyStockpile and getAnyCivzone (along with their getSelected variants) now work through layers of ZScreens. This means that they will still return valid results even if a DFHack tool window is in the foereground.
  • Items::getValue(): remove caravan_buying parameter since the identity of the selling party doesn't actually affect the item value
  • Units: new animal propery check functions isMarkedForTraining(unit), isMarkedForTaming(unit), isMarkedForWarTraining(unit), and isMarkedForHuntTraining(unit)
Lua
  • dfhack.gui: new getAnyCivZone and getAnyStockpile functions; also behavior of getSelectedCivZone and getSelectedStockpile functions has changes as per the related API notes
  • dfhack.items.getValue(): remove caravan_buying param as per C++ API change
  • dfhack.screen.readTile(): now populates extended tile property fields (like top_of_text) in the returned Pen object
  • dfhack.units: new animal propery check functions isMarkedForTraining(unit), isMarkedForTaming(unit), isMarkedForWarTraining(unit), and isMarkedForHuntTraining(unit)
  • new(): improved error handling so that certain errors that were previously uncatchable (creating objects with members with unknown vtables) are now catchable with pcall()
  • widgets.BannerPanel: panel with distinctive border for marking DFHack UI elements on otherwise vanilla screens
  • widgets.Panel: new functions to override instead of setting corresponding properties (useful when subclassing instead of just setting attributes): onDragBegin, onDragEnd, onResizeBegin, onResizeEnd
Structures
  • Added global_table global and corresponding global_table_entry type
  • help_context_type: fix typo in enum name: EMBARK_TUTORIAL_CHICE -> EMBARK_TUTORIAL_CHOICE
  • plotinfo: name the fields related to tutorial popups
  • viewscreen_legendsst: realign structure
  • viewscreen_new_arenast: added (first appeared in 50.06)
Sep 7, 2023
Slimy Sextet - Belgerum
  • Finished Polish language translation.
  • Adjusted code for language setting on game startup. The game should automatically adjust to your chosen language in the Steam UI again.
  • Updated Ren'Py engine to version 8.1.2
LuckLand - AaronIV

+ Genre Updates:Circus is Available Now. Good Luck to you.
+ Numerical Balance : Challenge Glove - Disable Piece Selection after selecting 40 pieces. (Originally 50)
+ Numerical Balance : Mining robots will be regarded as robots.
+ Numerical Balance : Hellfire has been changed to 180 energy for 4 rounds (Originally 240 energy for 3 rounds)
+ Numerical Balance : The number of Lava Titan devouring has been changed from 6 to 5
+ Numerical Balance : Flame Flag 150% bonus (Originally 200%)
+ Numerical Balance : Fire Spirit changed to +3 output (Originally +5 output)
+ Achievement Challenge: Add remaining energy achievements, with a total of 4 remaining achievements of 100000, 400000, 800000, and 1200000 energy.
+ Optimization : Modified the description of Fateful Coin.
+ Optimization : When you have Treasure Bags and Life Potions, they will be highlighted
+ Optimization : Added full screen mode.
ANIMO Stars Arena - ReD


Hey everyone!

We’ve been super busy behind the scenes the past few months working on some major updates for ANIMO Stars Arena, and we’re excited to start sharing more with you here on Steam going forward.

From streams, demos and trailers to exclusive community giveaways, we have lots in the pipeline and we’re passionate about keeping everyone who wishlists the game up to speed on all things ANIMO Stars Arena on the road to launch!





ANIMO upgrades

We’re really excited to share some brand new gifs of our new art style in action! The team have been hard at work creating a really distinct look for ANIMO Stars Arena, from the visual style of the maps, to how each pilot looks in-game, and we’re pleased to share some exclusive new shots of this update here for the Steam community.





Competitions, streams, demos and trailers


The next few months are going to be jam packed with ANIMO updates ranging from exclusive giveaways, new trailers and the game being featured in some really exciting events (stay tuned for more news on this!) We're also gearing up for players to get their first hands on experience with the game too, so keep an eye on our social media and Steam for what's in store very soon.





Make sure to wishlist us on Steam for regular updates!

https://store.steampowered.com/app/2323240/ANIMO_Stars_Arena/
Sep 7, 2023
ACRES - Jimi
Hey everyone!

First off would like to thank everyone for wishlisting and playing the alpha build! It was great to hear all the positive feedback, I'm so glad ACRES is being well received.

With feedback and suggestions noted, I have been hard at work this week implementing feature requests and quality of life improvements. Changes in the upcoming patch include:

Upgradable Seed Bins

Seed bins are now upgradable after they have been built. This allows players to increase their seed storage capacities without having to build multiple bins of the same type. The bins are fully upgradeable to their max level of 8; With the same costs as building new bins. Multiple bins of the same type are also still supported for those interested.

The current cost and acres worth of seeds for each level are as follows:
  1. $369 : 4
  2. $580 : 8
  3. $1200 : 16
  4. $1800 : 32
  5. $3100 : 64
  6. $4200 : 128
  7. $5000 : 256
  8. $6900 : 512

Gamemode playstyle selection


To accommodate all kinds of players, ACRES now has selectable game mode or difficulty options on the start of a new game. In addition to the original Normal and Endless modes, now available are Calm and Challenge modes. The main difference between Normal, Calm and Challenge are the amount of crops requested in each order and the amount of time given to complete the order. For a full breakdown, be sure to watch the latest ACRES devlog.

Gamemodes
  • Calm For hobby farmers and those looking to unwind. Simplified order quantities with minimized time constraints.
  • Normal For market growers looking for success. Standard order quantities with a gradual increase in time pressure.
  • Challenge For the seasoned farm manager looking to be tested. Market demand exceeds availability, escalating time pressure.
  • Endless Farm without pressure and sell crops directly out of storage. No orders, no time requirements.

Crop Ready Indicators

When crops a ready for a harvesting, along with crop animations, Indicators now show to help with night / weather visibility and spotting while zoomed out. The indicators are also helpful for smaller crops that are easy to miss when the acres start to grow.

Double column seed menu

To reduce the amount of scrolling, the seed selection menu is now 2 columns wide. Full controller navigation is still supported. Thanks to those who made this suggestion, the menu is now much more manageable in a hurry with all the seed types.

Additional updates
  • Increase in fertilizer N-P-K values
  • Increased water gained during rain events
  • Backup and support to load previous autosave files
  • World UI widgets for tractor control device and seed bins
  • Seed bins and tractor barns are now destroyable
  • Bugfix for order progress bars not updating after fast harvesting
  • Support to save custom key bindings
  • Default speed keyboard bindings changed to F1, F2, F3
  • Option to escape build mode and have no active tool selected. Exit current tool is mapped to the pause input action with default keybinding ESC. Pressing ESC a second time with pause the game. This behavior does not affect controller/gamepad input. Option can be turned on/off in the game settings menu.

Thanks again for the support and interest in ACRES! We're are very excited about the progress and can't wait for launch.
Warstride Challenges - makoto
After a year of continuous improvements driven by community’s feedback, we’re delighted to finally release the v1.0 of Warstride Challenges on Steam! Our small team is more than thankful for your support! Now, get ready to blast demons in satisfying fast-paced one-minute massacres!

Want to give it a try and test your skills? A free demo is available for both newcomers and challenge lovers on Steam. Discover this hectic fun with an explosive Launch Trailer and spectacular screenshots!



Race against the clock

In hellish challenges, blast hordes of demons at lightning speed with powerful abilities and weapons. Slow time to pull off impossible headshots, bunny hop to pick up speed, slide around corners and shred your enemies into pieces with destructive shockwaves!



Become an FPS master

Easy to pick up, hard to master! Die and retry to chase the highest scores, and show the world you’re the greatest demon slayer. Run to overcome every challenge that comes your way. Whether you’re an eSports pro or a shooter beginner, you’ll progress to become an FPS master.



Create, share and compete

Everyone can play a selection of levels created by the Steam community who designed the path, then choosed the enemies, obstacles and difficulty to create crazy trials in the Steam level editor on all platforms. Challenge yourself and other demon slayers, and race directly with the ghosts of anyone online in async mode - even your favorite streamers. Unleash your creativity!



Warstride Challenges is out now, with hordes of demons to blast frantically on PC with a free demo on Steam. Don’t miss the 25% launch discount!

https://store.steampowered.com/app/1608470/Warstride_Challenges/
Steam Deck - lostgoat
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.

The Steam Client Beta has been updated with the following changes:

Remote Play
  • Fixed device authorization dialog not showing if Steam Link connects while Steam is starting up

Steam Input
  • Added the ability to bind Steam Input API trigger actions to button inputs

Sep 7, 2023
Super Fantasy Kingdom - SuperFantasyKingdom
The last month was so exiting!

Finding a publisher, starting my own company and then going to gamescom - all while still working on the game. It was a lot, but totally worth it!

Hooded Horse
I've decided to partner up with Hooded Horse to release Super Fantasy Kingdom. If you don't know who Hooded Horse is, they are a publisher for strategic indie games, and have quite a lineup of games already.

This doesn't change anything on how the game is being developed, or what vision I have for the game. Where they will be helping me out is with marketing, QA, localization and production support. That will allow me to really focus on making Super Fantasy Kingdom an amazing game.

Gamescom


It totally blew my mind that SFK got exhibited at gamescom. And I finally met some of you. Seeing the enthusiasm for my work with my own eyes was just surreal. I also saw a lot of people play the game for the first time. And of course I learned a lot from that!

Skill tree
Now back to the game.

There were a lot of updates, but the biggest recent addition is the faith skill tree.



It allows you to decide wether to focus combat, economy or production. As with all parts of the game those priorities will also change based on your general progression.

Next I want to rework how meat works to make it more simple and consistent. You can join that discussion over on Discord!

- Feryaz

Changelog
Demo Build #42
- Very small resolutions get reset to 640x480 on game start
- A ton of performance optimizations for projectiles and loading time

- The first day starts with two animals
- Added one additional berry bush generating on wild grass
- Increased mouse treasure magnet range
- Reduced base health of Leech (monster) by 2
- Reduced base health of Jester (monster) by 1

- Marksman is a support unit now
- Marksman new passive ability

- Fixed last unlocked unit not being offered
- Fixed tavern summary displaying gained XP for dead units
- Fixed play button being German
- Fixed magnet powerup still working

Demo Build #43
- New UI for card selection
- Card selection can be minimized
- World events position uses predefined randomness
- Performance and code structure optimizations

- Fixed hero health and shield powerups not affecting initial value
- Fixed game resuming in road or flag mode
- Fixed curse level unlock message getting displayed on every win

Demo Build #44
- Added new relic for pixie
- Boss intro and outro are skippable
- Improved behavior of continuing in dialogues
- Reduced transition time before morning
- Grower checks more spaces around farm

- Fixed health and shield values after leveling
- Fixed resource bar hover tooltips not appearing
- Fixed error when stunning bosses

Demo Build #45
- Train tracks can merge now
- Added progress bar to veins
- Added animation when a worker is in the vein

- Fixed assigned unfilled jobs not visible in popup after loading
- Fixed stone and ore deposits still blocking the space until next day after being harvested
- Fixed workers held resource icon z-sorting

Demo Build #46
- Added faith system
- Monsters do not drop treasure anymore
- Buildings generate taxes or faith
- King collects taxes and faith
- New building church can be repaired for a faith collecting worker
- Hero upgrades can be minimized
- Buildings have an entrance spot now so workers walk to a better spot

- Workers reduced movement speed by 5%
- Monk increased damage scaling by 12.5%

- Fixed animals spawned out of thickets did not directly trigger hunters
- Fixed hunter not hunting
- Fixed farm outpost not delivering wheat
- Fixed deposits in the world not being saved
- Fixed upgrading units with shield buff
- Fixed port displaying harvesting time and being affected by production amplifiers

Demo Build #47
- +20% treasure per curse level

- Reduced base health of all monsters by ~30%
- Reduced price to repair church to 3 boards

Demo Build #48
- +1 flat tax for each upgrade on a building
- Shrines produce faith

- Monsters Dryad, Leech and Gremlin reduced health scaling
- King is a bit faster

Demo Build #49
- Tax generation reduced but starts a bit earlier each day, so more is generated on later days

- Monsters Dinosaur, Ghost, Treant and Lizard overall health reduced

- Fixed daily curse treasure bonus
- Fixed fisher not waiting for boat to return
- Fixed fishing spot not disappearing

Demo Build #50
- Beer is given to the unit with the lowest level first now
- Wishlist button opens steam overlay instead of browser
- Units pinned by a boss cannot be upgraded anymore
- Hide upgrade button for dead units
- Treasure amount visible on merchant overlays
- Faith level always visible
- Changed hero XP bar color to green and faith bar color to purple
- Opening building overlay blurs the game

- Reduced all monsters health slightly and damage greatly

- Fixed demolished thickets not getting removed and animals not being spawned
- Fixed after buying second ability from the witch it did not apply until moving a unit
- Fixed jobs getting checked before animals being spawned

Demo Build #51
- Color adjustments for morning, sunset and night
- Secondary abilities effect description gets displayed when dragging a unit
- Accept defeat button gets displayed a little bit later
- Sunshine rays visible on thunder days

- Dinosaur hitbox more at his feets
- Gremlin increased projectile initial velocity

- Fixed stun status FX
- Fixed status FX not being animated
- Fixed monsters not using the bridge after winning
- Fixed range of unit visible at night
- Fixed Marksmans secondary having a cooldown
- Fixed Leech evolution idle animation

Demo Build #52
- New unit: Water Elemental

- Added relics for Leech and Ghost
- Added another dialogue for the first day
- When upgrading veins it shows where tracks can go
- Quest buildings have a question mark once the quest is done
- Unit cards display the max rank achieved
- Workers walk directly to the entrance of buildings when coming from below or above
- Elementals cannot be sacrificed anymore
- Flag button is localizable
- Renamed Invite spots to Outposts
- Carriers are mules now

- Increased radius the geologist searches around the flag
- Ghost flies a bit longer

- Fixed Wind Elemental having no hit animation
- Fixed upgrade button visible for Elementals
- Fixed attacks fade out effect not affected by game speed

Demo Build #53
- All ability and rank descriptions rewritten and translatable
- Improved unit overlay
- Reworked Berserk

- Skeleton base damage from 8 to 9
- Vampire magical defense from 0% to 30%
- Dryad attacks twice as often with half the damage
- Fire Elemental applies Burn 3
- Metal Arrows applies to Miner

- Fixed not being able to drag units into graveyard
- Fixed Dryads hitbox
- Fixed Jesters attack
- Fixed Wind Elemental damage stat to 0

Demo Build #54
- Added ambiance color transition from sunset to evening
- Music fades in and out on pause
- Stables display the amount of carriers
- No color adjustments at the morning on extreme weather
- Hero upgrade selection more visible with gamepads
- Updated death tutorial to explain graveyard better

- Fixed graveyard and elemental tower unit spots
- Fixed Cyclops primary ability description
- Fixed exiting credits with gamepad
- Fixed outpost scrollbar not being selectable with controller
- Fixed clicking on buildings after game over changed mouse cursor

Demo Build #55
- Added exclamation mark to highlight when there's not enough food
- Hide rank box when ability does not change on any rank

- Fixed still being able to click on things after game over
- Fixed warning message for not enough food
- Fixed Dinosaur with two stars not attacking
- Fixed some languages not being selectable
- Fixed typos

Demo Build #56
- UI displays total, working and idle worker amounts separately
- Added notice that worker wont start new jobs at night
- Camera focuses relevant element at tavern and unit tutorials
- Separated unit dragging and feeding tutorials
- Reordered some tutorial parts
- Added slight delay before opening next tutorial step

- Fixed mouse cursor staying as pointer when leaving carrier dropdown

Demo Build #57
- Added faith skill tree!
- Removed faith levels

- Increased tax generation rate by 25%
- Reduced king base movement speed by 20%
- Reduced duration of night by 33%
- Reduced Jailer achievement requirement to 85
- Tavern does not generate taxes anymore

Demo Build #58
- Added unit health bars in world (press ALT)
- Buildings display once they they are full of taxes
- Display amount of all currently assigned jobs when assigning job
- Added icons to tavern explanation
- Clicking on tavern explanation advances tavern procedure
- Renamed ranking up and ranks to upgrading and stars

- Increased default max amount of units to 8
- Catapult, Trebuchet and Elementals take up unit space now
- Increased max amount of animals for daily spawn from 3 to 5
- Reduced multiple faith skill costs
- Port does not generate taxes anymore

- Fixed status effects animations not playing sometimes
- Fixed sacrificed unit being revivable
- Fixed Elemental tower spawning elemental when there's no space
- Fixed Portal allowing purchasing unit when there's no space
- Fixed healtbars of fallen units displaying shield
- Fixed Fire Elemental's fireball on hit animation
- Fixed delay in music switch after defeating boss
- Fixed rejuvenation status overriding infinite ones
- Fixed being able to click on banish button of greyed out card
- Fixed being able to buy units from the hero when there's no space left
- Fixed combat being over before killing all of Goblin King's minions
- Fixed exiting to main menu on 2x game speed
- Fixed Treant ability descriptions
Age of Wonders 4 - fangirlcrazily


Hello Rulers!

We are planning to run a closed playtest session next week, and are currently recruiting for playtesters!

We would love if you:
  • Have played the Watcher Update
  • Have 60+ hours on AOW4
  • Are 18+
Do fill in this form if you are interested! Please note that submission of the form does not guarantee selection. We look forward to hearing from you!

Sep 7, 2023
General War Memories - jtggame


When you cosume a certain amount of gold in Improvement, you will get rich rewards accordingly. *Gold spent in other fields IS NOT couted.



Improve your troop, become stronger and get many rewards.




Good Luck. Best regards, JTGGame Team!
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