Productivity & Clan Lore (Patch Notes 38)
2026-08-30Fellow dwarves! We've been looking at the big picture with a focus on improving productivity in managing your clans! We welcome any dwarf leaders to share their pet peeves about their dwarven workforces below! Patch Notes The big stuff: • Clan Creation - Instead of having to re-roll to get the traits you want for your 3 founding dwarves, you can now choose them yourself! Some combinations grant bonus stamina. Also new emblem options have been added. • Saplings - When placing saplings, it now marks the level of moisture to show how quickly it will grow! A large bright green overlay indicates high moisture, whereas a small dim orange/red overlay indicates low moisture.
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• By-law regions - A new button now appears in the by-laws UI which allows you to paint regions for your by-laws (similar to painting instructions). Now, whichever units are within those regions will uphold that by-law instead. This allows you to define safe zones for example and change your dwarves' behaviour accordingly. • Traits new & changed - The new traits are: Hunter, Chiroptophobic, and Fowl-mouth. • Hunter - Gains better yield when killing creatures such as bats, spiders, elementals and wurms. This will gain further uses in a future patch for potion-making! • Chiroptophobic - Terrified of bats! Becomes panicked and deals reduced damage around bats. • Fowl-mouth - Occasionally aggravates nearby allies while low stamina, and aggravates & frenzies enemies. This can prevent enemies from fleeing. • Candle-bright - Now has a chance to blind enemies on hit. • Blinded - Now dwarves with extended vision (candle-bright / tunnel-vision) retain marginally better vision when blinded. • Gentledwarf - Additional effect: never gets aggravated. • Metallurgist - Not only mines & smelts ores faster, also gains more exp from them. • Avenger - Now when one of your dwarves die, gains 5 permanent HP (also becomes aggravated) • Dim-wit - Gains exp considerably slower in engineering tasks (instead of none at all) • Thinker - Now not only works faster but also gains more exp in the vicinity of sculptures, monuments and statues. • Campaign improvements • When choosing which units to move into the next map: • There's now a scout message giving a recommendation. • Special units are highlighted and brought to the front when relevant to the map. • Equipment is now also shown as well as traits and abilities. • Most levels in the campaign have also seen work since the last patch. The various dwarves belonging to other clans have optional dialog. You can select them or right click and select 'Talk'. This gives you a glimpse into the perspective of the disgruntled / inspired workers, and a little insight into how their clan operates. Please note any levels you have already entered will not receive these changes: • Bridge-it Lake - Added optional dialog & secret tome. • Smuggle Me Timbers - Added optional dialog & secret tome. • Floody Hell - Added optional dialog. • Windy Rivers - Added optional dialog & secret tome. • My Fort Defence - Wall adjusted to allow for functional ballista within the fort, you now keep the resources you had during the assault. • White-water Mine - Added optional dialog, lore & a new trap. • Kindlegate Pass - Added optional dialog, bookshelves & tomes, improved some of the puzzles & the base. • Ruins of Heckler - Improved the second ruin puzzle & base-building potential. • The Deep Hall - Improved the floodgate puzzle & base-building potential, added new traps, elder draugr, tomes & potions. • New potions - Berserker, Fireproof & Stamina. • Berserker potions provide greater attack and deal more severe crits for a number of steps. • Fireproof shields from fire attacks such as elementals, and from toxic smoke such as around lava. • Stamina potions restore a unit's stamina and will make the dwarf hyperactive if they exceed their normal maximum. • HP potions now also heal battle wounds such as 'blinded'. The small stuff: • Draugr - Added Draugr caves to skirmish mode. These dangerous caves feature a room full of sarcophagi and a few wandering draugr. When a draugr reaches level 5, it gains a new ability, spawning apparitions that obstruct movement and make it harder to surround the draugr. Draugr can no longer awaken other draugr. • Armour gilding - A golden trim will now appear on the armour of your clan's 3 founders, so you can distinguish them from the others. This also appears for notable dwarves of other clans in the campaign. • New rings - Ring of Luck & Ring of the Guzzler, providing the respective traits. Enchanted rings can be found in searchable bookshelves by level 8 engineers, and as a possible loot in chests in caverns mode. • Offering chests - Desired offerings now appear with an icon (similar to crafting) when a clan asks for something, as well as the number of how many are still required. • Sculptures - You can now name your sculptures on top of giving them descriptions, for example to turn them into signposts! • Runestones - The forging runestone now also increases the speed of kilns and breweries. • Stone table - With granite at hand, you can now craft stone tables instead of wooden ones, whether for style or to save on wood supplies! • Shard chests - Will mostly feature in chapter 3 of the campaign, but some now feature in caverns mode. Shard chests are unlocked by delivering one of the four elemental shards rather than a golden key. • Gold Bars / Coins - Gold ore now forges into gold coins instead of gold bars, and it is gold coins now that are traded at trade stalls. Nothing has changed in terms of the amount of 'gold' required to trade or build, although the gold coins you find in vases or receive from bats wings/spider silk have increased in value. • Wurms - Now have abilities at level 2, including 'shrieker' which has a chance to concuss nearby enemies. Consumes magmaflies to gain exp (a red version of fireflies). • Bedrolls - Now can only be constructed by dwarves that are nearby. This is to prevent cases where you have a nearby warrior who's momentarily occupied, but an idle engineer miles away who then gets priority to build the bed-roll. • Dialog History - For the campaign, the dialog history UI now splits into tabs, one for each map, so you can go back and read what transpired in a particular map! • Dropping off Items - Made some changes to how dwarves look for storage to drop off items. Rather than looking globally, they will find the nearest viable storage, even if it is full. This only really applies if you have multiple disparate storage bases across a large map. If you find dwarves complaining that storage is full when there is storage available elsewhere, you can still manually walk them to the storage you want them to take items to. Alternatively, combine the storage areas into one network using storage signposts, or restrict the storage arrangements to different items. • Various other fixes & improvements, including AI improvements for allies & enemies. We have tinkered with quite a lot in this update, including core systems, so you may experience some issues we hadn't accounted for. We ask that you continue to report any issues you encounter, as we will work quickly to resolve them. That's all for now, stay safe out there and happy digging!