May 24, 2017, 08:37:46 AM

Author Topic: Gnomoria v1.0 release  (Read 44018 times)

RoboB0b

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Gnomoria v1.0 release
« on: February 23, 2016, 12:47:12 PM »
General
  • A handful of optimizations for ambassadors and a few gnome behaviors
  • Debug mode for mod makers to test mod changes.  DebugMode can be set in settings.ini to enable a Debug option in the right click menu.  Provides a way to spawn items and characters.  This is meant for testing and allows you to create things that might have unintended behaviors.
  • Added Remove Items option to Debug mode
  • Spawn Liquid and Remove Liquid options added to Debug mode
  • The item being stocked for stock jobs is now viewable when looking at the stock job UI
  • Added ability to suspend/resume jobs.  Groups of jobs can be selected at once (suspend building walls in an area to prioritize another area, etc).  Suspending/resuming over a designation or workshop will apply to the designation or workshop directly instead of individual job
  • Workshop floors are now red when suspended
  • Farms, groves, pastures and stockpiles now are visibly red when suspended
  • Added more descriptive status text for gnomes.  It will now show eating, drinking, sleeping, training, guarding or patrolling where previously it had "idle"
  • Made some adjustments to pop up menus in the right click menu
  • Added item being stocked to clean floor job UI
  • Clicking Fast Forward doubles the time scale.  Clicking Play resets back to 1.  MaxTimeScale can be defined in settings.ini.  Minimum is 2, maximum is 256 and default is 4.
  • Clicking Fast Forward while paused will now unpause instead of unpausing and also doubling speed
  • Pause button now toggles pause instead of only pausing
  • Added ability to rehide terrain
  • Added a Move To Top button for the job queue at workshops
  • Changed Remove Designation to remove the selected area instead of the entire designation
  • Changed mod selection UI to select multiple mods
  • Mod Development
     
    • storage.xml merges AllowedItems for each StorageID when merging multiple mods.  This makes it so multiple mods, all with new items, can all be stocked into Crates, etc
    • Hooked up RequiredSkill property in workshop recipes.  Higher values can be set and gnomes won't be able to craft the item until they reach the skill level.  Similarly, RequiredSkillLevel was added to jobsettings.xml for other jobs
    • Merge squad lists of Factions that share an ID when loading included mods
    • Added ResearchID field to blueprints and workshops
    • Added option for byproducts in workshop crafting recipes
    • A MaterialIndex greater than the number of components defaults to the last component instead of first
    • Changed default SpriteID to be optional and render nothing by default
    • Added research.xml to define independent research tracks
    • For each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressed
    • When generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipes
     
Fixed
  • Crash when a gnome dies while hauling
  • Constructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included mods
  • Crash when deconstructing handcrank
  • Camera movement from new events now cancels job placement instead of selecting a giant area
  • More fixes for flooding
  • Potential max amount of liquid in a cell being miscalculated
  • Crash if automaton was added as a settler
  • Metal Depth and Metal Amount settings not working properly
  • Crash with included mods that used terrainsettings.xml missing MaterialIDsToStairsIDs, MaterialIDsToRampIDs or MaterialIDsToEmbeddedSprites.  Included mods can now safely omit them
  • Windmill SFX continuing to play after deconstructing
  • Use a default TerrainSprite if none is defined. (Crash fix)
  • Fixed build construction UI being too short
  • Fixed Storage Containers total UI in the Stock Overview menu being too short.  The value now also doesn't include resource piles (dirt, stone, straw, etc)
  • Action bar not properly updating when resizing resolution
  • Crash spawning spiders
  • Inclines and stairs not properly using SpriteIDByMaterialID as well as not tinting beyond the first component
  • Typo in charactersettings.xml for LeatherBracer
  • Mining stairs up into a wall that has coal/ore/gem causing the top of the stairs to disappear
  • Crash when crafting
  • Crash removing patrol routes
  • Piles not using the associated SpriteID.  Updated the SpriteID for ResourcePile in items.xml to use RawStone or RawSoil SpriteIDs now that this is fixed
  • Fixed building walls and constructions that block movement not properly displacing liquids
  • Fixed liquids evaporating when on top of the same liquid.  This means that full lakes will flood a little in the rain.  Rain will also now be able to fill up deeper holes.
  • Fixed some settings in Included Mods with vanilla base files continuously adding with repeated saving/loading without restarting
  • Rare crash when loading a game
  • Designations not being removed properly resulting in a crash or odd behavior
  • Crash resulting from loading old saves that have had updated mods with new research tracks since the last save
  • Door sprites not tinting properly with component materials
  • Crash selecting an animal in the Pasture UI that requires a food source that hasn't existed yet in the current game (ie requiring straw and starting a new game without straw)
  • Crash rendering cross framed soil walls when lowered
  • Tables and chairs appearing like stone with some types of wood
  • Squad members idling most of the time
  • Some values in mod files parsing incorrectly from OS culture setting
  • MaterialIndex for construction sprite not working correctly.  It now uses the correct component's material when tinting
  • Typo in body.xml for spiders that caused a crash in combat

ohz

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Re: Gnomoria v1.0 release
« Reply #1 on: February 23, 2016, 12:57:47 PM »
Wow... Thanks Bob you deserve holidays. I played approx 700h of your game.
- Sorry for my english, I'm french ^^

Stenner

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Re: Gnomoria v1.0 release
« Reply #2 on: February 23, 2016, 01:24:49 PM »
Thank you thank you!  May you take a break for as much time as we have already played your game.

McPhisto2051

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Re: Gnomoria v1.0 release
« Reply #3 on: February 23, 2016, 01:43:09 PM »
yeah, im happy and wanna try it. hopefully i can get some h's freetime soon  ;)

Taizan

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Re: Gnomoria v1.0 release
« Reply #4 on: February 24, 2016, 12:32:53 AM »
Bravo!

Does

Quote
Potential max amount of liquid in a cell being miscalculated

mean "No more flooding"? Because that's what destroyed my last 7 kingdoms.

stikasasn

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Re: Gnomoria v1.0 release
« Reply #5 on: February 24, 2016, 12:39:14 AM »
Still haven't changed the build Hospital button's art to something different than the same fork and knife that you use for the dining room? That's bugged me for ever! lol

GameCharmer

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Re: Gnomoria v1.0 release
« Reply #6 on: February 24, 2016, 05:14:20 AM »
Congrats! About 500 hrs logged, time to double it. :D

chuckles513

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Re: Gnomoria v1.0 release
« Reply #7 on: February 24, 2016, 05:13:33 PM »
I have played 160 hours of your game. It is my all-time favorite. Thank you for all your hard work on it! I am obsessed with gnomes now. I buy every garden gnome I see in the stores.  :P

Aynslei

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Re: Gnomoria v1.0 release
« Reply #8 on: February 24, 2016, 09:01:57 PM »
RoboBob I want to thank you for making an amazing game.

It has been a wonderful ride coming into the 1.0 release.


I have gotten far more than my moneys worth from this game, I had even bought multiple copies to give away and I still dont think I payed enough for what I got.
I am looking forward to picking a few more copies up in the near future to spread the love.

Thank you again for the amount of work you have put into making this game shine.


As for me personally the 1.0 mark means it time to finish up my mechanics guide.

P.S. That number is bloated from leaving multiple worlds running for days at a time to see how the grew or testing for instability.
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Daedrias

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Re: Gnomoria v1.0 release
« Reply #9 on: February 25, 2016, 04:38:31 AM »
These posts are a nice tribute... But a little depressing either. Why the main feeling is "1.0 out, it's over...", instead of "1.0 is out, the game is finished, yay!"

Congratulations for making it to the release! You made it, you finished the developement of a game to its 1.0 version!

Now modders, get on work, I want bear riding gnome snipers by 2017!

Thaarael

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Re: Gnomoria v1.0 release
« Reply #10 on: February 25, 2016, 12:31:58 PM »
That's amazing - new version of Gnomoria came out, and yet again I sinked in - just yesterday spent over 5 hours just watching "my personal anthill", as I call my kingdom. That was a looooong waiting, but it was definitly worth. Can't wait for next updates :)

Etherdreamer

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Re: Gnomoria v1.0 release
« Reply #11 on: February 25, 2016, 08:15:11 PM »
RoboBob I want to thank you for making an amazing game.

It has been a wonderful ride coming into the 1.0 release.


I have gotten far more than my moneys worth from this game, I had even bought multiple copies to give away and I still dont think I payed enough for what I got.
I am looking forward to picking a few more copies up in the near future to spread the love.

Thank you again for the amount of work you have put into making this game shine.


As for me personally the 1.0 mark means it time to finish up my mechanics guide.

P.S. That number is bloated from leaving multiple worlds running for days at a time to see how the grew or testing for instability.

I ve have some fun because I wanted in some way DF was like Gnomoria interface wise. And I should see again how is the game now.

But also if you feel generous again, let me know hahaha.

cyberphenaeri

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Re: Gnomoria v1.0 release
« Reply #12 on: March 01, 2016, 09:21:37 PM »
Congratz!  I havent played in awhile but I'm gonna dive back in with all the new contents!!

McPhisto2051

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Re: Gnomoria v1.0 release
« Reply #13 on: March 29, 2016, 04:37:15 AM »
i hope we will get more than just v 1.0 because its still really buggy... (and such a nice game!)

i would already be happy if we just would get a comment that the work is in progress...   ::)