- 0.8.10 - 15 August 2021
Fixed fix workshop getting stuck if job prerequisites are used elsewhere (#182) fix half-height walls being completely flat
- 0.8.9 - 1 August 2021
Fixed fix trading of items without quality fix data inconsistencies in trader UI fixed potential failure of event spawns Added center camera on event notifications
- 0.8.8 - 13 June 2021
Hi all, we just published a small update. Sadly there isn't a lot of new stuff here. Most of it has been on Steam for a while. This is mostly merging the sound test branch into the main branch so from here on we can work on the sound implementation as part of the main game. The initial sound implementation was done by u/condac who created these sounds in his garage with his child. So if anyone is able to provide better sounds or knows a good resource for free sounds that fit the theme we would appreciate it. If it isn't working for you for whatever reason please let us know. ## ### Fixed - remove job when deleting farm tile - fix deconstructing scaffold - fix beehive job - suspending workshops - XpMod can be read from config file (#173) - SeedTrader to trade potato & onion seeds. - Addded missing material name for Panda, Spider, Woodlouse ### Added - support for sound - add num plots to…
- 0.8.7 - 5 January 2021
### Fixed - grape seed on start up - game pausing when in mainmenu - remove dead gnomes from squads - show number of trees in grove window - missing textures when loading the game - floating items when mining the ramp under a working gnome - amount buttons in trader UI - partial write back while updating workshop settings ### Added - attack on sight combat behavior - defend (hold position) combat behavior ### Changed - allow corpses outside stockpiles to be butchered - can designate groves over existing trees - allow jobs in mid-air to be selected - reduce number of item categories
- 0.8.6 - 30 December 2020
## ### Fixed - crash with missions - remove plants on the tile above when digging stairs up - gnomes forgetting their rooms on load - swapped items getting stuck as constructed when looking for a tool - seeds for leaf plants like tea, tobacco, woad and dyers weed ### Added - burn recipe for bones in the waste disposal - stairs made from stone blocks - fisher gui - controls for mechanisms - controls for automatons - full DPI scaling support - some statistics ### Changed - restructured the tile info window - moved all job handling other than hauling jobs to central job manager instance - trees can no longer overlapp with each other - trees can no longer replace existing tiles - onions and potatos produces seeds again and use seeds to plant
- 0.8.5 - 20 December 2020
This update revamps the inventory overview and adds a watched item list. You can add and remove watched items by clicking the checkboxes in the overview. I also added 24 new food items and recipes for the kitchen to give your gnome's diet more variance. Some time ago I changed grain producing plants to no longer produce seeds and take the grain directly as the seed item. The reason was to reduce item clutter. Turned out it just confused people and it wasn't without other problems. This update reverts that. So when you start a new game make sure you bring wheat seeds with you, or the other types for that matter. In the update which added the willow tree I accidentally messed up old save games. Sorry for that. So this update adds some mechanic to prevent that kind of error in the future (hopefully). To clarify, you can see if you are effected by this save game corruption if you see materi…
- 0.8.4 - 13 December 2020
## ### Fixed - large refactor of code base to fix some crashes and memory leaks - behavior tree instantiation ### Added - Willow trees - Info display for selected command and selection size ### Changed - Rivers now have sand floor, preventing grass and plants spawning there - speed up light updates - speed up animal ai for grazing ### Removed ## ### Fixed - crash in tile info panel due to wrong thread - random crash due to use of GPU in wrong context - crash with auto craft in waste disposal ### Added ### Changed - sped up auto-craft job generation - include log file in crash dumps ### Removed
- 0.8.2 - 6 December 2020
Crashes suck. Bugs or missing features is something most of us can live with. Crashes just plain and simple suck the fun out of it. When you constantly have to fear losing progress it's not a nice gaming experience and makes people stop playing a game forever. Because of that crashes always have the highest priority. With this update we implemented the BugSplat crash reporting system. Please use it when you encounter a crash. It will help us tremendously. ## ### Fixed - suboptimal paths due to wrong heuristic in pathfinding - gnomes trying to work in deep water - missing floor texture for undiscovered areas - find new path if target has moved - crash with selected dig stairs tool at layer 0 - build scaffolds on top of each other - added check for corrupted config file and load standard config if needed - deconstruct workshops sets tile flags correctly, allowing to build on that tile aga…
- 0.8.1 - 24 November 2020
## ### Fixed - message window not disappearing after clicking an answer button if game is unpaused, game not possible to unpause now when message window is open - GUI quickly changing size and back after resizing the window - key space for pause - text clipping in some menu panels - dig stairs and ramps cursor - rotating the world keeps view on current location - set view to correct position after load - added bounds to world movement so it can't be moved out of view accidentally - fix keyboard movement for fast speed - felling trees in groves requires a felling axe - jobs created with no required tool - groves not keeping suspend flag - killed animals leave corpses again - butchering animal corpses - explorative mining speed now the same as mining - jobs with missing materials not returned to job queue correctly - visual corruptions on AMD GPUs - some alpha blending issues - uiscale re…
- Ingnomia 0.8.0 - 3 October 2020
I haven't really posted patch notes for a long time. The GUI replacement took place in an extra branch not visible for most people and shook up thing in such a big way that I didn't really bother keeping up with change notes. But of course change notes are a thing people look for and if there are none questions arise if the game continues being developed. So even though the GUI replacement isn't entirely finished regrettably I give it a version number now so the small things that are still missing and all the future changes can have proper change notes again. ### Fixed - Isolated simulation thread from UI thread, so they don't share data. UI components are now split into a UI controller living in t he UI thread and a data aggregation component living in the simulation thread. Both parts are connected via the Qt message system, but are not allowed to access state owned by the other threa…
- New UI on default branch - 9 August 2020
Hi all, I just disabled all old versions and set the new UI as the default branch even though there might be some things still missing. Together with the open source release this is to ensure that we all are on the same version and all bug reports target this one version. Even though old games should load I suggest starting a new game. Please report any bugs you find at https://github.com/rschurade/Ingnomia/issues
- Ingnomia going Open Source - 8 August 2020
Hi all, after a long though process and fight with myself, mostly dealing with "letting it go" issues I finally uploaded the code to this Github repository https://github.com/rschurade/Ingnomia The license is AGPLv3. The repository doesn't contain the sprite sheets, mostly for legal reasons. If you want to compile the code and run the game from it you have to copy the sprite sheets from your Steam installation or acquire them otherwise or create your own sprites. Right now the page and wiki is pretty much empty. In the coming weeks I, or even better someone else, will post instructions on how to setup the prerequisites and compile the code. For now talk to me on Discord if you run into problems. I hope together we can make this the DF-like or Gnomoria-like. Does that mean you give up on it? No not at all. It still remains my hobby project and I will keep creative control on what ends up…
- What's going on? - 4 June 2020
Haven't posted an update in a while so I want to let you know that this isn't dead and talk a bit about what is going on and what the plans for the near future are. The GUI replacement is still going on. It's going way slower than I want it to go and honestly the main reason for that is that isn't fun. If I learned something from this it's that you don't change the whole gui layer of a large software project. It sucks plain and simple. The good news is that I can see the light at the end of the tunnel. I'd say the only missing must have features as of now is military, trading, neighbors and profession creation but the normal basebuilding part is fully playable again. I just updated the ui_rewrite branch on Steam so you can see the direction this is going. That branch also has a few performance improvements and bug fixes. Please check it out and let me know what you think. ( the u and z…
- Year 3 - 24 March 2020
As the first commit to the git repository was made on March 25th 3 years ago it is the unofficial birthday of Ingnomia and as every year I want to talk about what's going on and what to expect in the near future. Right now the main topic is still and will be for quite a while the gui replacement which goes steadily but way slower than I want to. Mostly because I'm learning that stuff on the go and some outside distractions. As a freelance developer these are interesting times. The main gui design is done by u/Elfusan and I follow it more or less closely. The icons are done by u/lordhugh Here's a video to show some of the new gui https://youtu.be/asLfjfBcI3c The main menu is just functional now and will get some pixel art background image and some better styling of course. Other than that I got some programming help from discord user ext3h who already greatly improved rendering speed and…
- 0.7.5 - 25 January 2020
As always I kept the previous version as a beta branch. So if this update does anything funky to your save game just opt into 0.7.4 This is the last bigger update for a while as I focus on replacing the UI right now as detailed in this post - fix bee hive now craftable at carpenter - add wall torch - add plank stairs - fix furniture not buildable in rooms - fix phase shifting gnomes - fix deconstructing floors moves items to the worker's position - fix item search abandoning too soon - added categories to the workshop construction window to make it easier to find a specific workshop - add adjustable threshold to item overlay, mark item red if amount is lower than threshold - add big torch and brazier, both crafted in the blacksmith workshop - add config option to control the render order of layers: "renderMode": "down|up" up looks better with water transparency but adds more load to the…
- 0.7.4 - 2 January 2020
This update contains some significant changes to make it more future proof. The bad news is it breaks save games again. The good news is I don't expect it to need any more adjustments for that reason in a long time. If you want to keep playing existing colonies I created two beta branches you can opt in to keep playing the old version. - sprite handling rework to allow more sprites in the future - added adjustable limit to hay harvesting - added water evaporation - fix save/load auqifiers and deaquifiers - fix building a wall removes water on that tile - added setting to set target fps when the game is paused, ( config.json: "pausedRenderTimer": # ) higher number = lower fps - added setting to adjust the light level at night time - added check connection between items and jobs before give the job to a gnome, fixes gnomes getting stuck because of unreachable items - fixed workshop tasks…
- 0.7.3 - 19 December 2019
- fix enemy kingdoms not attacking - fix goblin aggression being so high it overcomes the peaceful setting - fix gnomes changing haircolor depending on the direction they face - fix bug with fill trough that would stop gnomes from working - fix some weapon crafting recipes - added popup and center camera on gnome death - when sending several explorers at the same time, they shouldn't find the same kingdom anymore - fix endless get job loop when required items aren't reachable - added checkbox to pasture widget to toggle harvest jobs (milk, shear), that setting will be off for existing games so please check your pastures - improved auto crafting behavior - fix saving of embark presets - fix prospector making stone slivers - added fill hole command - fix crafting of metal bars when source material "any" is selected - fix reset mission list wehn starting a new game - fix crash with removin…
- Another end of a year - 15 December 2019
Hi all, with 2 weeks left this year it's time to make another one of these posts. It's already over 2.5 years since I started this project and some of you are with me from the beginning. I'm thankful for that trust and even more for the support via Patreon for that. As someone recently wrote on Steam, it must have looked like another of these "ima maek gaem" posts back then but here we are. So with the end of the year it's time to recap where we are and what the immediate plans for the next months are. This started out as a rewrite of Gnomoria but not to the letter but with changes or improvements where it makes sense. Also take stuff from other mainstays of the genre where it makes sense. So I guess it's fair to take Gnomoria as a benchmark for the base feature set. Considering Gnomoria was in development at least twice the time of what I spent so far I'm pretty happy with what we got…
- 0.7.2 - 23 November 2019
- fix building workshops over the edge - fix automaton removing cores - fix automaton list reset on load - added quick save - fixed crash with non existant mission - added check if gnome can reach workshop when gettings jobs - some animals now drop hides on butcher - item info now shows tool level if item is a tool - job info in the tile info widget now shows required tool level if the job requires a tool - added flintstone pickaxe head - fix wood bed frame - fix wall floor construction - grain plants (wheat, oat, millet, barley) no longer produce seeds, the seed item is grain, they now produce 2 grain per harvest with a 50% chance of a third - fix giving out jobs when required items not exist, this will reduce many loops of getJob-dropJob - fix when building a wall it sets the embedded material and item spriteID to zero - fix when building a wall it moves items and creatures out of tha…
- 0.7.1 - 17 November 2019
Pushing out a small update with some fixes for some small issues found in the last patch. - fixed some definitions, flour, bone table - fix saving/loading for larger data size - fixed crash with removing stockpiles under constructed containers - fixed workshops creating auto craft jobs even when they shouldn't - fixed crash with deleting stockpiles - fixed crash with too many gnomes on the profession overview list - fixed crafting of automaton parts - fix auto harvester for vegetables - it's now possible to toggle the debug overlay, default key O - added on screen item counts