STEAM GROUP
Dawn of Man Beta dombeta
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STEAM GROUP
Dawn of Man Beta dombeta
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Founded
October 17, 2018
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English
 This topic has been pinned, so it's probably important
martiño Nov 5, 2018 @ 12:08pm
Changelog
0.8.0
- This is now a release build, for increased performance
- Final localization fixes
- Final stability fixes

0.7.4
- More stability fixes

0.7.1
- Added more info to track down a rare crash
- Increased quality of Low and Medium quality levels

0.7.0

- Added initial localization to German, French and Spanish.

0.6.10

- Making sure dogs defend the right gate
- Fixed issue counting the number of milestones unlocked so far
- Fixed various typos
- When a tower is destroyed, people now go to nearest gate

0.6.9

- Fixed issue loading language files from filesystem


0.6.8

- Preventing deposits from being spawned in slopes over 60 degrees, as you could not build mines there. This has forced us to break savegames. Old savegames won't work anymore.

- When a building is destroyed, it will give back some of the Stone, Logs or Metals that were used to build it. This prevents draining of resources in combat centric scenarios.

- Improved water splash particles.

- Added some more checks to try to track down the last remaining crash bug.


0.6.7

COMBAT IMPROVEMENTS

- People will now only man towers and gates that are close to the Raiders, in order to better use the manpower available
- Walls and palisades now have 25% more health
- Towers now have 20% more health
- AI will now charge using melee weapons if the target is at a reasonably close range (about 7 meters)
- AI will now prefer targets that are not being targeted by other people
- Improved line of sight code to prevent projectiles going through walls
- Ancient Warriors scenario is now a bit easier in hardcore mode, as it was close to impossible before

OTHER

- Roundhouses don't require stone to be repaired anymore, this will lower the pressure on the stone resource in the late game
- Many bug fixes

0.6.6

- Fixed links to workshop from game
- Fixed loading screen not showing up if workshop item is pointing to non existing file
- Fixed broken UI when coming back from workshop scenario details screen
- Fixed a few texts

0.6.5

Fixed crash when clicking on the clothing warning

0.6.4

- Help and other texts in the game are almost final
- Steam Workshop Translations are now supported

- Tweaked reproduction behaviour of Sheep, Goats and Pigs. It should be a lot easier to keep stable populations now.
- Tweaked Sheep Wool production, they produce quite a bit less now, but this works well because populations are more stable.

- Tweaked tool decay times
- Reduced attack of Iron and Steel Axes so they are clearly worse than swords.
- Increased river search range for all beings
- Many bug fixes

0.6.3
Stability fixes

0.6.2
Stability fixes

0.6.1
  • Community scenarios can now be downloaded from the workshop, there is an example challenge to use as reference and a basic guide on how to do it, see here: https://steamcommunity.com/sharedfiles/filedetails/?id=1631440251
  • New Domestic Animals panel, showing the genders/ages of all domestic animals.
  • Sledges, Carts and Rolling Megaliths can now be recycled.

  • New domestic animals icon.
  • When animals go over limits, AI slaughters the right males/females in order to keep a 1:2 ratio.
  • Reduced the amount of tameable animals that spawn near the village, as this was getting out of control.
  • Reduced sheep wool production frequency.
  • Traders now bring more resources in later eras.
  • Tools now decay when not being held by a Human.
  • Preventing Animals from being slaughtered while adjusting limits.
  • Animals with tasks assigned to them no longer get despawned.
  • Added domestic animals to Primal Vision.
  • Increasing amount of slots in Pit Furnace and Charcoal Pit.
  • Rearranged UI for recipes in Metalsmith and Blacksmith.
  • Stability and other bug fixes.

0.6.0
- The last remaining challenges are now balanced and playable: The Shepherds, Before Dawn and the creative mode ones.
- New Merging Streams start location for the Continental Dawn scenario.

- Fixed fords that were not crossable with transports and were driving the AI crazy. Unfortunately this breaks savegames, old savegames are no longer usable.
- Added transport customizable panel.

- Improvements to AI: They will now tend to abandon transports less and will also consider their stats before deciding to fetch a resource that is far away.
- Traders now bring beer (from the Bronze Age onwards).
- Fixes for weather transitions sometimes not working correctly.
- Mud now eventually decays.
- Added default resource limits of 20 for cloth.
- Domestic animal transports now move away from structures to avoid clipping.
- Animal control milestone now requires 20 animals.
- Carts and sledges now last for a bit longer.
- Making sure structures that have been tagged for recyling can not be repaired.
- Preventing raiders from swimming near settlement.
- Many bug and sability fixes.

0.5.3
- Fixed crash when someone died while mining undergroung
- Fixed cancel context action on structures various issues

0.5.2
- Added new Merging Streams start location in Continental Dawn scenario
- Given new names to all existing locations so they are easier to remember
- Fixed a bunch of the most common crashes

0.5.1
- Fixed duplicated objectives in Temple of the Sun scenario.

0.5.0

MAIN
* The Ancient Warriors freeplay scenario is now available, this is a combat heavy scenario starting on the Neolithic.

* Overall combat changes/improvements
- Humans now have twice the health, making combats last longer
- Many improvements to the raider AI
- Increased health and attack damage or predators also to compensate
- Iterated health of towers, gates and walls

* Migration/birth rate changes
- Migration rates now steadily decay after 75 population (but it never completely stops, before this stopped after 150)
- Birth rates now steadily decay after 150 population (but they never reach 0)
- These changes will make it easier to get to populations in the 100s, but harder to get to the 200s and beyond

OTHER
- Now the game ensures that the population never expands beyond the housing capacity
- Carts and sledges last for less time, to put a bit of pressure on the leather production in the end game
- Gates now let/stop people in/out before fully open/closed
- Bronze recipe now produces 2 units instead of 3
- More knowledge earned by killing over 200 raiders
- Tool default limits are now better
- Many stability and bug fixes

0.4.0

MAIN
Added continuous production section for tutorial
Skins Outfit production is now on by default
Improved tooltip for crafting recipes, now continuous production mechanics are more obvious
Adding Customizable Panels hint, increased message times in general, removed useless hints
Added structure durability info in help menus
Fixed issue with people sometimes getting stuck in loading loop on wood pile


MINOR
Milk is now carried overhead like water
Make sure we are only locking resources than have been mined
Make sure we can not command someone to go inside a mine without a pick
Fixed issue that was causing people to always use a melee prop when sprinting
Fixed people sometimes getting duplicated tools


0.3.4
- In the "The Long March" scenario mammoths now regenerate health
- More health for guard tower (800 now)
- Bug fixes

0.3.3
- Workshop now displays traansports and items in a unified manner
- Game no longer writes log.txt
- Added icons for recycle, build and planting progress
- Entities no longer have random health, it is now fully determined by type/gender/age
- Tutorial tweaks
- Updated UI marker for tutorial
- Making sure only player animals get diseases
- Bug fixes
- Stability fixes

0.3.2
- Stability fixes

0.3.1
- Stability fixes

0.3.0
GAMEPLAY CHANGES
- Towers now have double the health, but require periodic maintenance (note towers already built in a savegame won't change)
- Barley now produces 50% more straw (instead of 25%)
- Traders will only bring tools and metals if you have produced 10 units first
- Melee attacks will now fail if the target has moved away substantially

OTHER FIXES
- Scenarios that are currently unavailable but will be available before release are shown in the menus
- Lower chance of birds making a sound
- A few minor bug fixes
- Stability fixes

0.2.18
- More stability fixes, all major crashes should be fixed now

0.2.17
- Fixed crash when recycling crafting structures
- Fixed crash when selecting human+animal and click on hunt button
- When emptying stables, animals walk further
- Dogs more responsive defending town
- Added bone tools tech description
- Reduced amount of skins produced by most animals

0.2.16
- Fixed 2 crashes introduced in 0.2.14

0.2.15
- When telling a group of humans to go somewhere, they preserve their formation
- Reduced water brightness when it is raining
- Removing prop from humans when resource decays
- When sounding alert, if there are no gates, people go to residence structures
- Tweaks to name generator to avoid two consecutive identical letters
- Added idle sounds for Boars and Aurochs
- Added sounds for birds

0.2.14
- Stability fixes
- Added warning for when all animals die
- Changes to tree double chick selection
- Updated water ripples
- Forcing Wood Pile, Stone Pile and Haystack to have a free cell around them
- Updated debris particles
- Fixed issue selecting work areas on top of fields
- Added eagle/vulture sounds

0.2.13
- Fixed issue that could cause techs panel to freeze (close button not working).
- Preventing people from idling on rivers when tasks are cancelled
- Added more info for the "distance to node too long" crash
- Fixed selection outline of structures when being built
- Fixed various UI glitches
- Fixed savegame population count including dead people
- Tweaks to milestone icons
- Not counting unbuilt sledges in stats panel


0.2.12
- Breaking change: North River 3 location seed changed. Old savegames in this location won't work anymore.
- When obeying food resorce limits, hungry people get factored in the equation, so if the limit is set to let's say 10, and there are 10 hungry people, the limit really becomes 20, this done to make sure we process enough grain to feed everyone quickly enough.
- You can now cancel recipes in progress in structures that require labor (like crafter).
- Traders won't buy resources with less than 25% condition anymore.
- People bringing back transports to town give up on their tasks to free them for other people.
- Default resource limits for Water, Bread and Flour changed to 20 from 10.
- Crash fixes.


0.2.11
- Fix for trees producing twice as much wood

0.2.10
- Stability fixes
- Optimized task management code with large villages
- Optimized season transition code, to prevent framerate drop
- New fishing with rod animation
- Added shortcut info to speed quick panel
- Fix for structure models not being updated when repaired
- Update combat positions code: People will now guard gate even after destroyed

0.2.9
- You can now hold H or I while selecting people to select people with hunting or fighting tools only
- Increased the slope at which stuff can be planted
- Carts cost more leather
- Various fixes for help texts
- More crash fixes
- More random fixes

0.2.8
- Various fixes for taming mechanics
- Crash fixes
- Improved river and lake drinking locations for all beings
- When emptying structures with the button, resources get placed better

0.2.7
- Fixed issue introduced in 0.2.6 where donkeys could get stuck to carts forever
- Preventing walls from being placed in front of building doors
- Hiding deposits while placing a mine over them
- Decreased trader frequency
- Improvements to save panel, you can now edit text before saving
- Added back to town loading hint
- Fixed crash when people went to eat to a structure that had been destroyed

0.2.6
- Fixed issue causing people to be idle on rivers and lakes
- Preventing work areas spawning tasks when game is paused
- Increased Aurochs and Ancient Bison HP
- Improved collision detection for humans and carts
- Fixed a few bugs in mantis
- Fixed a few crashes
- Added some more info to some crashes to track them down easier

0.2.5
- Fixed trader crash

0.2.4
- People can now take foor from food drier if very hungry
- People give up fishing faster when freezing
- Increased Ancient Bison HP
- Reduced Linen, Line Cloth, and Linen Outfit trade value
- Fixed issues with snow on structures sometimes not appearing
- Cave Lions are now darker
- Storage Tent color now matches other tents more closely
- Added prioority for transport construction
- Giving butchering tasks more priority
- Added no water warning when no water to feed animals
- More crash fixes and other general fixes.

0.2.3
- When giving direct commands to people, they will now go get a tool to perform the action if they don't have it (before they would just refuse the order).
- Domestic and late animals (Deer, Bison), now give less skins.
- Custom scenarios are now called "Challenges".
- More crash fixes and other general fixes (a ton of them).

0.2.2
- Two new custom scenarios: Temple of the Sun and The Long march.
- Improvements to tutorial.
- Fixed a few crashes.
- Many other general fixes.

0.2.1

- Moved help panel button to the main menu
- Added Tech Progress panel, accesible from Techs panel
- Removed quick save button (F9 still works)
- Fixed issue in tutorial where you could get stuck on crafter step
- Fixed missing lines in techs panel
- Merged bindings and control help screens into an improved one
- Fixed issue when using certain characters in village names
- Changed profiler hotkey so it doesn't conflict with steam print screen
- Fixed a bunch of crashes

0.2.0

This is the first upload, it has 3 scenarios:

Tutorial. Please play this first it explains the basics.

Continental Dawn. This is the main freeplay scenario, seasons are all the same length, you get a reasonable amount attackers and there is plenty of animals around.

The Northlands. Harsher scenario, you get longer winters, more large prey, less inmigration and harsher attackers. The maps are also visually different as they have different trees.
Last edited by martiño; Feb 21, 2019 @ 10:36am