Release 0.7.0.0 - Ac-tu-al


Release 0.7 includes the following changes:

  • Draw up to eight sprites on each tile.
  • Mining straight into the earth.
  • Context-sensitive build and mine tools.
  • Fix messages being hidden by Dwerg information panel.
  • Less flickery water rendering.
  • Improved render performance, 4x speed increase with a Parallel.For.
  • Fix Dwergs getting in the way of jobs by having the builder ask them to move.
  • Bigger buttons.
  • Zoom in and out buttons
  • Viewing a single layer is now a view-mode and all tools work in either single or depth modes.
  • Stairs tool will now show what types of stairs will be built (up, down or up and down.)
  • Cursor Information Panel improved (Work in Progress.)
  • Tweaks to the tutorial; more chat/hints from the merchant between UI explanations.

I was disappointed to have my release pipeline fail on me yesterday. From my brief googling I believe the issue is that there are limits on the build agents, possibly just the size of the temporary directory as the failure occurred when extracting NuGet packages.

I temporarily disabled my tests and left my flat in Edinburgh with the build still in progress. I got on a train to Dundee for InGAME Insights #1: AI for Writers, opened my laptop and found that the Windows and Mac builds completed successfully. Hurrah! Next I merged the release branch into the cloud branch to have AWS update the service… and ten minutes later version 0.7 of the service is up and running. A quick test from my Mac over my phone’s personal hotspot reveals a bug; the Mac can’t get the user’s location… not sure if that’s because I’m on a train, something for the backlog. Luckily I added a “Continue Cloud Game” feature that allows me to connect to the last cloud game and hey Dwerg Saga on a train over a hotspot!

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