Defensible Walls
Idle Tunnel Scouts and Grenadiers now automatically garrison the nearest wall with an open spot, and will leave a Formation Post to do it.
Select a wall to choose which unit types it accepts, and how many.
Units on a wall can be box-selected while that wall is selected.
New icons for Walls, Wall Corners, Diagonal Walls, Defensible Walls, Gates, and Towers.
Defensible Walls can now also be entered from their rear tiles.
A small post where up to 4 military units can stand. Like the Formation Post, it can be set to accept or refuse each unit type, and units resting there can eat as if at a Tavern.
\[Expedited Conscription:] now also works with a completed Guard Post.
Units standing on Formation Posts and Guard Posts no longer sink into the platform.
All cosmetic buildings now increase the tax revenue of nearby houses. A house counts once at least 2 of its tiles are in range.
Selecting or placing a cosmetic building shows its range and how much each house gains.
\[Memory Stone:] +4 tax to houses within 4 tiles.
\[Ornate Pillar:] +4 tax to houses within 4 tiles.
\[Ornate Brazier:] +5 tax to houses within 4 tiles.
\[Dwarven Brazier:] +5 tax to houses within 4 tiles.
\[Axe Statue (new):] +8 tax to houses within 4 tiles.
\[Lightbringer's Statue:] +10 tax to houses within 4 tiles.
\[Spear Dwarf Statue (new):] +12 tax to houses within 5 tiles.
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+12 tax to houses within 6 tiles.[p align="start"]Tracks & Logistics
Click and drag to draw mining cart tracks and bridges.
\[Mag-Rail Accelerator (new):] passing carts get a speed boost on that tile, with a short boost sound.
Military units can now ride mining carts, with updated seated animations. Units put their weapons away while riding.
New stone and wood corner and T-junction bridge pieces. Dragging through an existing bridge forms a T (or reuses the piece), just like tracks.
Drawing track over an identical existing piece no longer charges gold for it.
Only stairs can be built on stair spots, and tracks now route around them.
Wooden bridges can no longer be built over lava. Only stone bridges can cross it.
Units standing where a new building is placed now walk out of the way instead of teleporting.
Improved rules for placing buildings near cave entrances and on track tiles.
The map size you choose now actually takes effect. Floors, terrain, and map edges were always built at the default size regardless of the setting. They now match your selection, on both a new game and a loaded save.
Fixed caves generated near the edge of the map spawning no creatures and counting as already cleared, handing over their rewards for free.
Invaders with no nearby target now have a 35% chance to roam the tunnels instead of heading for your closest unit or building, so waves spread out and cross more of your traps.
Entrance tunnels are now mostly 2 tiles wide, with occasional 1-wide stretches.
Invaders now respect Threat more reliably. Closer units no longer crowd out high-Threat units, and invaders switch to a much better target mid-fight (at most once every 2 seconds).
Invaders briefly turn on whoever just hit them with an attack or ability. Traps, damage over time, and area effects don't count.
Invaders no longer fixate on units they can't see or reach.
\[Shrine to Thrungi:] reworked. 100 days after construction completes, it grants 1 Runic Knowledge, then has no further effect. Its progress shows on the building.
\[Let There Be Light:] this new tech has Engineers build evenly spaced Wooden Lamp Posts around the edges of each cleared cave, up to 10 per cave. Wooden Lamp Posts also cost 50% less gold.
\[Blasting Charges:] is now researched and purchased at the Mining Camp. Was previously at the Workshop.
\[Blasting Charges:] once researched (or gained via trade or \[Brought My Own Bombs]), Miners with a free consumable slot automatically carry them.
\[Masterwork Mining Carts:] units in mining carts now move 25% faster, down from 100%.
Miners now start with 5 Armor Penetration. Rock hardness was raised so base mining speed stays the same, while pickaxe tech and armor penetration talents help more against harder rock.
Mining speed now scales with attack speed, from half up to double the normal rate. The mining swing speeds up or slows down to match.
Geomancers now keep a mana reserve for combat. They stop softening rock below 40% mana and don't start again until they're back above 70%.
Geomancers gain 15 experience each time they cast Soften Rock.
Geomancers now choose rocks on their own floor first, prefer harder and closer rocks, and avoid rocks another Geomancer is already softening.
Turning off Soften Rock autocast now ends the Geomancer's softening job.
\[Soften Rock:] mana cost reduced from 30 to 20.
\[Earthspikes:] cast time reduced from 2 seconds to 1. Its tooltip also read 40 damage when the real value has always been 50.
\[Earth Shield] and \[Manacrystal Band:] now grant a flat 0.5 mana per second instead of a percentage bonus.
Fixed two Geomancers both spending mana to soften a rock that was already as soft as it goes.
\[Cleave:] now strikes a second enemy on every melee attack, up from a 50% chance. Its tooltip also read 15% damage when the real value has always been 30%.
\[Cleave:] now picks the enemy closest to your target instead of a random one, and reaches a little further when looking for it.
\[Cleave:] fixed the second strike hitting far harder than intended by reusing the already-adjusted damage from the first.
\[Cleave:] fixed it measuring the second enemy's distance to the Axeguard instead of to your target.
\[Executioner's Sentence:] fixed its bonus critical chance applying to healthy enemies instead of wounded ones.
Health reduced from 350 to 325.
\[Rune of Pain:] reworked. For 10 seconds, each auto attack or ability hit on a marked enemy has a 25% chance to deal an extra 10% of that damage as magical damage. It no longer applies Bleeding or a flat damage-taken increase, and now has a proper icon and description.
\[Amulet of Runic Amplification:] fixed it reducing rune cooldowns after any ability instead of only Rune spells. \[Nullward Aura] alone was keeping every rune almost permanently ready.
\[Battlepriest's Pendant:] fixed it triggering on any damage dealt. It now only counts auto attacks and shield blocks, as described.
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fixed its second \[Gift of the Forgefather] being skipped whenever \[Runekeeper's Band] chose the King.
\[Call the Ancestors:] fixed it refunding its own stack on cast, and it now checks for room to place the summon before casting.
\[Wrath of the Ancestors:] fixed a crash when a summon appeared without a valid summoner.
\[Runeweaving:] now counts any spell with a cast time, including \[Judgment]. It previously ignored casts under a second.
\[Kazadin's Touch:] its Runeforge tooltip now shows the ability's cooldown and mana cost.
[p align="start"]Traps\[Lightning Trap:] now aims down the line that hits the most enemies, counting bounces off rock and buildings, and avoids lines through your dwarves. A dwarf in the way counts twice as much as an enemy.
\[Twinned Bolts:] the second bolt now picks a different target. With no second target, it follows the first bolt.
\[Static Shock:] now only arcs off hits on enemies, never off a friendly-fire hit on a dwarf.
\[Acid Trap:] new drain grate model and icon.
\[Acid Trap], \[Magma Trap], and \[Floor Spear Trap:] fixed these jamming permanently after firing and refusing every later trigger.
\[Heater Trap:] fixed its fire animation looping.
\[Spear Trap], \[Poison Dart Trap], and \[Bomb Trap:] now reload when their cooldown ends, whether from a normal trigger, \[Reset Trap], or \[Killswitch]. A reload that lands mid-volley waits for the volley to finish.
Poison, bleed, goo, and burning left by a trap now count as trap kills. They previously counted for nobody, which quietly starved every talent that triggers on a trap kill.
Fixed traps loaded from a save sitting on a doubled cooldown.
Fixed a kill being counted twice when a second lethal hit landed on an already-dead enemy.
\[Corrosive Mastery:] fixed its damage bonus only applying if you also had \[Reserve Tanks].
\[Teoarrk's Corrosive Combination:] fixed it applying its goo on every Acid Trap hit, whether or not the target was covered in tar.
\[Doomboom Bombs:] fixed bombs already loaded in a Bomb Trap not being swapped when the talent is unlocked.
\[Triumph of Traps:] fixed kill experience being split with dead dwarves.
\[Panic:] fixed the fear effect playing even when the target couldn't be made to flee.
\[Reset Trap:] fixed it looking for an animation it doesn't have.
Moved to the General build category, from Resource Production.
You can now queue more research than your simultaneous research limit. Queued research starts when a slot frees up, and the building panel shows when it's waiting for a slot.
Queued research that can no longer be researched (already researched, or its exclusive option was chosen) is cancelled and refunded.
You can no longer queue both options of an exclusive tech pair at the same time.
\[Counterweights:] gold cost reduced from 150 to 100, iron cost reduced from 7 to 5.
\[Lesser Warding Bracers:] gold cost increased from 125 to 175.
\[Mithril Pickaxes:] now gives Miners 7 Armor Penetration, up from 5.
\[Adamantium Pickaxes:] now gives Miners 12 Armor Penetration, up from 7.
\[Adamantium Grindstone:] tooltip now lists Clanspears and Thanes, who already received the bonus.
\[Automated Linkage:] this new tech makes Reset Traps trigger whenever a trap next to them finishes firing. Costs 100 gold and 10 Engineering Parts.
\[Priority Relays:] this new tech makes Reset Traps reset 1 additional trap, always starting with the traps that have the longest cooldown left. Costs 100 gold.
\[Impaling Spears:] this new tech makes Floor Spear Traps pin Large and Giant enemies in place for 2 seconds. Costs 100 gold and 10 Engineering Parts.
The King can now garrison in the Throne Room.
\[Gilded Gauntlets of Might:] gold cost reduced from 150 to 125.
\[Resplendent Full Plate:] tooltip now shows the correct 10% Max Health.
Your first Runic Knowledge now arrives on day 10, instead of after a full 30 days.
\[Mechanical Mind:] now grants a free Engineering Part every 2 days, down from 5, and increases Research Speed by 50%, up from 25%.
\[First Miner of Many:] this new talent gives the King a runebound pickaxe and 10 Armor Penetration. While idle, he mines rock and carries twice as much gold as a Miner. Miner talents don't apply to him.
\[First Miner of Many:] the King now prefers rocks near working Miners, so his \[Inspiring Presence] and \[Shout] reach the dwarves beside him.
\[High King's Hand Grenade:] the King now carries a grenade as soon as the talent is unlocked, instead of only after his first fight.
The King now wields a single weapon. \[First Miner of Many], \[Path of the Axe] and \[Ancestral Axe], and \[Way of the Hammer] and \[Heartforged Hammer] lock each other out. Whichever you pick (or start researching) first is his weapon.
\[Auric Extraction:] reworked. When a Geomancer casts Soften Rock on a gold or silver deposit, they extract 10% of the cube's remaining gold and gain experience for it. Gold extracted this way is no longer there for Miners.
\[Resonant Runes:] Shrines to Thrungi now also grant their Runic Knowledge 20 days sooner.
\[Adamantium Spear Tips:] this talent is now available. Spear Traps and Floor Spear Traps ignore up to 25 armor.
\[Adamantium Winding Springs:] this talent is now available. Slicer Trap knockback is doubled.
\[Foresight:] this talent is now available. Your units take 50% less damage from trap friendly fire.
\[Hot Lava:] this talent is now available. Magma Traps leave puddles of lava across their blast that deal 10 damage per second to enemies.
\[Magnetic Resonator:] this talent is now available. Slicer Traps pull nearby enemies (except Giants) toward the blade before firing.
\[Master Reset Switch:] this talent is now available. All traps reset when an invasion starts.
\[Precision Mechanism:] this talent is now available. Spike Traps have a 20% chance to crit for double damage.
\[Repetition Mechanism:] this talent is now available. Spike Traps fire 2 additional times.
\[Rune-Etched Casings:] this talent is now available. All traps have a 25% chance to reset immediately after firing.
\[Barbed Spikes], \[Corrosive Acid], \[Prestigious Advancement], and \[Terrifying Traps] have been removed.
The Balrog now waits 100 days before hunting the King, counting from when you first reach the bottom floor, not from when his cave opens.
Affixes like \[Feral] can no longer send the Heart of the Mountain guardians after the King early.
Beating a challenge now unlocks its achievement on that difficulty and every easier one. Easier tiers you missed are granted the next time you launch the game.
Improved Steam achievement reliability.
Your advisor now speaks up at more surprising moments: the first invasion march and arrival, a full gold vault, cave break-ins, orc attack tunnels, deeper floors, Runeforge unlocks, a ready Market, affixes, and the Balrog chamber.
Each tip only plays once per run, so it won't nag you.
New Options toggle to show or hide advisor tips if you'd rather play quiet.
Advisor lines stay on screen long enough to actually read.
After the first-time tips, short notifications still cover later invasions, a full gold vault, the population cap, wasted resources, and tunnel flanks.
Battle music now plays during the fight with the Balrog.
Switching between music tracks is smoother.
The memorial page on the About screen now has its own music, and the menu music picks up where it left off when you close it.
Press 1-9 to recall a control group. Ctrl+number still assigns the group.
Clicking a dwarf on a formation ground selects the unit, not the ground.
Click a popup notification to jump the camera to the event. Trade popups open the World Map.
Build buttons and tooltips turn red when you can't afford the cost.
Holding middle mouse to fast-forward now shows its own cursor.
Marked rocks that can't be reached now show a red marker, with a separate marker for high-priority rocks.
Fleeing units show an exclamation mark on their health bar.
The Treasury's gold pile now shows correctly while the building is still under construction.
The Fast Forward setting now shows the real game speed (100-600%). Your saved speed hasn't changed.
Options now include an FPS limiter and camera scroll speed sliders.
New Options toggle to switch back to the old unit portrait icons.
The Consumables tab only shows unit types you've unlocked.
Press Enter to save from the save screen.
Dozens of new loading screen tips.
Selecting all military units no longer pulls them off their wall posts.
Garrisoned units now restock consumables from their wall instead of walking off it.
The wasted resources notification now shows at most once every 2 minutes, instead of once a day for each resource.
Refreshed unit portrait icons.
Unit training tooltips now show building requirements and the unit cap more clearly.
Construction progress now appears in the activity bar alongside training, research, and trade.
Selecting a building now shows its health, and for buildings that hold units, how many are garrisoned.
The building panel's tax number now includes all bonuses.
Rock cube tooltips now color hardness by difficulty (yellow, orange, red).
The research speed tooltip on the top bar now lists every research speed bonus, which ones you have, and how many research slots are in use.
At most 8 notifications are shown at once, down from 15.
Invasion icons on the invasion bar now move smoothly instead of jumping once a day.
Clearing a cave now shows a notification with the experience each dwarf earned.
\[Helping Hands] and \[Killswitch] now show a notification when they trigger.
The Statistics screen shows whole numbers, hides talent and tech rows you haven't earned anything from, and tracks gold mined by the King.
New \[About] page from the main menu.
Report bugs from the Esc menu or the About page. Describe what happened and we capture a screenshot with your report.
New Options toggle for anonymous crash reports (on by default), so we can fix issues you hit without any extra steps.
Tooltips now stay on screen at ultrawide resolutions.
Off-screen arrows and floating popups now appear in the right place at every resolution, including ultrawide.
The world map now scales properly on wide screens and after a resolution change.
Runeforge talent lines now draw correctly at every resolution and when switching tabs.
Runeforge summary icons now fit their panel.
Fixed layout issues on ultrawide screens in the Play menu, Trade, Consumables, bug report menu, and defeat screen.
Fixed many typos in tooltips and descriptions.
Better late-game performance, especially with lava and on maps with many floors.
Animations and effects on floors you aren't viewing are paused.
Reduced periodic hitches from unit targeting in large late-game armies.
Move orders given to a large army now spread their pathing over several frames instead of pathing every unit at once.
Smoother fast-forward.
Fixed production, research, and trap cooldowns running far too fast at higher game speeds, and drifting with your frame rate at normal speed.
Fixed units getting stuck in mining carts, unable to work or take orders.
Fixed units pathing onto mining carts while in combat.
Fixed Miners and Engineers trying to work while riding a mining cart.
Fixed Engineers continuing to work instead of fleeing or fighting.
Fixed Engineers getting stuck on build or repair jobs they could no longer reach or that were already finished.
Fixed Miners and Engineers stalling next to bridges and track pieces.
Fixed Geomancers getting stuck out of range of a rock and never casting Soften Rock.
Fixed Geomancers refusing to soften rock while waiting to buy a consumable you couldn't afford.
Fixed mana regeneration bonuses not increasing mana regeneration.
Fixed units occasionally failing to pick a new target after an enemy died.
Fixed units sometimes snapping onto a rock cube they were still walking toward.
Fixed units stacking on top of each other.
Fixed units walking into a hole while getting back onto their path.
Fixed magma elementals getting stuck in a casting animation after death.
Fixed \[Rotworm Spikes] firing in the wrong direction or from out of range.
Fixed \[Blasting Charges], \[Shrapnel Bomb], \[Incendiary Grenade], and \[High King's Hand-Grenade] being thrown at enemies too close or out of sight.
Fixed \[Torment] debuffs sometimes showing wrong damage values.
Fixed \[Basic Supplies] not granting its Engineering Parts.
Fixed Workshops, Forges, Breweries, and Deep-Water Docks not raising your storage caps as their tooltips described. Each now adds 10 to Max Engineering Parts, Max Iron, or Max Food. The Mushroom Farm now adds 10 Max Food, up from 5.
Fixed \[Exhilarating Blows] applying Armor Penetration twice.
Fixed \[Gilded Gauntlets of Might] and \[Mithril Weapons] giving only a fraction of their listed +5% Crit Damage and +3% Crit Chance.
Fixed \[The Mountain Walks] Max Health and Armor being increased further by percentage bonuses.
Fixed \[Bioluminescant Spores] speeding up casting instead of slowing it.
Fixed Orc Shamans healing the least injured ally instead of the most injured.
Fixed units finishing a walk to where their target used to be after it died or moved away.
Fixed units freezing in place when jammed against a corner or another unit. They now find a new path.
Fixed large units catching on rock corners while walking around them.
Fixed dead units sometimes standing back up when they died mid-attack.
Fixed area attacks rolling a single critical hit for everyone caught in the blast instead of rolling for each enemy.
Fixed critical blocks scaling with the attacker's critical damage instead of the blocking unit's.
Fixed block chance triggering slightly more often than the listed value.
Fixed healing being applied to units that were already dead.
Fixed Movement Speed being able to drop below zero.
Fixed a killing blow awarding no experience when it was the attacker's first hit on that enemy.
Fixed abilities that found no target still spending mana and triggering on-cast talents.
Fixed instant abilities and passive procs interrupting a spell that was already being cast.
Fixed units walking to the farthest entrance of a building you told them to garrison instead of the nearest, and to entrances they had no path to.
Fixed garrisoned units trying to walk toward a target that had left their range.
Fixed wall traps being placeable on a tile with no rock cube to mount into.
Fixed the cancel button on a building under construction leaving the building standing.
Fixed prestige totals not refreshing after unlocking talents.
Fixed the Delete key being able to kill the King.
Fixed Berserkers asking for a Berserker Hall when you have the \[Slayer King] talent.
Fixed the King's unit count always showing 1.
Fixed dead units sometimes still playing their running animation.
Fixed the selection not clearing when the last selected unit died.
Fixed the drag-selection box sometimes staying on screen.
Fixed the Formation Ground's close-all button not updating the panel until you clicked again.
Fixed track drawing starting from a tile you can't build on.
Fixed track pieces connecting to a neighbouring piece whose rails don't actually meet.
Fixed hole edges not updating correctly after building or removing a bridge.
Fixed a building sometimes being demolished twice when destroyed.
Fixed Formation Ground unit settings resetting every time you loaded a save.
Fixed squads not being restored when loading a save.
Fixed some cave progress not being saved correctly.
Fixed unit health being restored against the wrong maximum when loading a save.
Fixed rock cubes awarding no mining experience after loading a save.
Fixed a loaded save starting to run before you pressed Begin.
Fixed new units, buildings, or rocks created after loading a save sometimes conflicting with ones from the save.
Fixed the in-game HUD sometimes not appearing after pressing Begin.
Fixed major notification popups stopping after several in one session.
Fixed tooltips and notifications disappearing for the rest of a session after certain UI was hidden.
Fixed off-screen stair and invasion arrows sometimes showing as a plain white circle.
Fixed new Treasuries showing a gold pile before any gold was deposited.
Fixed the menu music restarting when a game starts.
Fixed units on walls, Guard Posts, Formation Posts, or holding ground not returning to their post after combat interrupted a meal or shopping trip.
Fixed units standing at a shop forever when the consumable they came for was already filled or they couldn't afford it.
Fixed \[Enchanted Boots] stacking with \[Good Boots] when gained through trade or a talent. Existing saves are repaired on load.
Fixed speedrun records being overwritten by a loss or by quitting to the menu. Runs with cheats no longer count.
Fixed crowded caves sometimes missing a required creature, which could leave the cave impossible to clear.
Fixed the Damage Meter bars freezing after closing and reopening the Analysis panel.
Fixed a rock mined out by two hits at once (two Miners, or Blast Mining) being mined twice.
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