September 2020 - Year 1 - Release 0.15


Summary

  • Dwerg Saga is officially One! Happy Birthday Dwerg Saga!
  • Release 0.15

Detail

It's been a year and I still love doing this. How about you dear patron/valued customer/casual observer? Are you satisfied with my progress? Am I focussing on the right things? What would you like to see more/less of in the next year?

This week was one of those rare beauties where I did what I said I'd do; I finished the Flintworms, added a tutorial on combat, added the health tab to the UI and indicated when a Dwerg is damaged. Conscious of the known bug in last months build, I finished feature work on Monday to focus on testing. I found a number of serious bugs, mostly in networked games, the best one being the pets doubling in number every time I quit and re-joined.

For the next week I know I'll be upgrading everything to .NET Core 3.1. I'm going to take a few days to reflect on the year so far, seek some advice on what to do next and figure out some rough milestones for the next three months.

Release Notes for version 0.15.0

Release 0.15 is now available for $3 patrons on itch.io.

Known Issues:

  • Networked games: Water occasionally causes unending synch problems. Having clients quit and re-join the host is a workaround.

Features:

  • Crude Workshops
  • Craft simple tools in your workshops.
  • Flintworms
  • Plant pine, oak and grass.
  • Colour failing jobs red and show why they are failing with a tool-tip.
  • Diagonal movement
  • Add health bar to Dwerg details UI.
  • Flash Dwerg button when they take damage.

Bug-fixes:

  • Render items in front of stockpiles.
  • Fix crash with fast-moving entities when time is accelerated.
  • Don't add build jobs in deep-water.
  • Jobs: Improve which agent gets to do a job based on when it can get round to it.
  • Move Tool: Select all visible agents in rectangle-selection.
  • Camera: Stop following agent when they die.
  • Audio: Don't play animal injury sound when it's drowning (sounded broken).
  • All players now have a unique identity so networked games will remember who players are when they re-join; jobs will re-appear, workshops will work.
  • Mining: Fix rare bug where mining would complete but broken job would still exist.
  • Networked: Remove pets when clan disconnects.
  • Networked: Assign deterministic GUIDs to animals

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