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Offline Asid

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Re: Dawn of Man
« Reply #30 on: October 28, 2019, 11:24:54 PM »
Version 1.3.2 released
Mon, 28 October 2019

In this update we've made some changes to the AI, in order to make it cope better with high workload situations.

Managing the workload of your settlement is still important in order for people to prioritize tasks correctly, but now this should never result in people dying of starvation or dehydration.

AI changes

- For any task to be assigned to a human, they have to have at least 50% hydration (this could be 25% before in some cases).
- Most non-food related tasks, can now only be assigned to a human when they have at least 50% nutrition.
- If someone is crafting a non-food item, and their nutrition or hydration go too low, they will abort.
- There are a few more situations where people will abort what they are doing if they are low on hydration or nutrition.
- When cutting down trees using a Sledge/Cart the resulting logs will always be placed in the transport and not the person's inventory.
- Collect tannin and flax tasks now have the same priority as all other non-food related collection tasks (before their priority was the same as of food tasks, which was higher).

Misc

- Fixed typo in the "Resource has decayed" French text
- Fixed a couple of rare crashes
- Fixed bug which would allow the player to place the second variant of the tent in an isolated location, causing different issues
- When the game fails to open the profile or settings files, it now gives a more helpful error


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Offline Asid

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Re: Dawn of Man
« Reply #31 on: November 18, 2019, 01:27:13 PM »
Version 1.4 | Solstice update on Experimental Branch
Mon, 18 November 2019


Download now and give us your feedback!

The main new feature in this update are burials.
We are also adding Metal Age versions of the Granary and Stables (which have increased capacity) and a ton of other improvements.

To get this version: Right click on Dawn of Man in your library > Properties > Betas Tab > Choose experimental branch from the dropdown.

Burials

When people die, they will get taken to a burial structure and mourned.
This process allows people to recover the morale they lost when that person died.
There is a new Burial Mound structure, and the existing Dolmen and Cairn buildings have been repurposed as funerary structures as well.

New Structures

Burial Mound
A small tomb where to bury your dead.





Staddle Granary
An Iron Age upgrade for the Granary, can hold more items.



Stone Stables
An Bronze age upgrade for the Stables, can house more animals.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/e2da655d689334ab8b107ab2c49d54c2fd7aebfd.jpg

New Techs

Funerary Rituals
Unlocks the Burial Mound structure.

Staddle Stones
Unlocks the Staddle Granary structure.

Hunting

Rebalanced danger levels and the amount of hunters that go to attack each type of animal.
Fixed issue with hunt work area tasks always sending 1-3 hunters.

Population

Relaxing population limits a bit more, it should now be possible to reach 300 people.

AI Improvements

People are now more efficient when gathering resources from hunts.
People will now take food from transports if extremely hungry.

UI Improvements

Added workload to general panel.
Environment temperature bar has been replaced by an more compact icon with a tooltip.
Traders now indicate the gender of the animals they are offering.
Fixed issue in savegame name input, where all text wasn't always selected.
Savegames and town names can now include the dash character.

New settings

Added option to disable edge scrolling.
Added option to toggle fullscreen.
Added option to change UI sound volume.
Settings that can be set on or off now use a toggle UI.

Misc

Up to two people can now use the Menhir at once.
Up to four people can now use the Stone Circle at once.
Collect and harvest wild plants work area now properly obeys resource limits on a per plant type basis.
Flax re-added to collect and harvest wild plants work area.
Mining work areas now show resource limits for all 3 types of ores.
Fixed issue with mining work areas sometimes reporting that they were exhausted when it wasn't true.
Fixed graphical issues with materials of new work areas and entities during primal vision mode.
Removed stats window from main menu, as we didn't manage to get this to work properly.
VSync settings now work properly in windowed mode.
Fixed issue where trader animals could breed with yours.
Traders will only bring straw from the neolithic onward.
Fixed issue with panel widths when the help button was present on top.



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Offline Asid

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Re: Dawn of Man
« Reply #32 on: December 09, 2019, 11:34:32 PM »
Version 1.4 released | Solstice content update
Mon, 9 December 2019

Burial mechanics, new structures and a lot more.
This is a new major update that adds burial mechanics to the game.
We are also adding Metal Age versions of the Granary and Stables (which have increased capacity) and a ton of other improvements.

More frequent updates in our devlog https://twitter.com/madrugaworks

Dawn of Man Solstice Update




Burials

When people die, they will get taken to a burial structure and mourned.
This process allows people to recover the morale they lost when that person died.
There is a new Burial Mound structure, and the existing Dolmen and Cairn buildings have been repurposed as funerary structures as well.

New Structures

Burial Mound
A small tomb where to bury your dead.






Staddle Granary
An Iron Age upgrade for the Granary, can hold more items.




Stone Stables
An Bronze age upgrade for the Stables, can house more animals.




New Techs

Funerary Rituals
Unlocks the Burial Mound structure.

Staddle Stones
Unlocks the Staddle Granary structure.

Hunting

Rebalanced danger levels and the amount of hunters that go to attack each type of animal.
Fixed issue with hunt work area tasks always sending 1-3 hunters.

Population

Relaxing population limits a bit more, it should now be possible to reach 300 people.

AI Improvements

People are now more efficient when gathering resources from hunts.
People will now take food from transports if extremely hungry.
If extremely hungry, people will eat raw food instead of cooking it.

UI Improvements

Added workload to general panel.
Environment temperature bar has been replaced by an more compact icon with a tooltip.
Traders now indicate the gender of the animals they are offering.
Fixed issue in savegame name input, where all text wasn't always selected.
Savegames and town names can now include the dash character.

New settings

Added option to disable edge scrolling.
Added option to toggle fullscreen.
Added option to change UI sound volume.
Settings that can be set on or off now use a toggle UI.

Misc

Up to two people can now use the Menhir at once.
Up to four people can now use the Stone Circle at once.
Collect and harvest wild plants work area now properly obeys resource limits on a per plant type basis.
Flax re-added to collect and harvest wild plants work area.
Mining work areas now show resource limits for all 3 types of ores.
Fixed issue with mining work areas sometimes reporting that they were exhausted when it wasn't true.
Fixed graphical issues with materials of new work areas and entities during primal vision mode.
Removed stats window from main menu, as we didn't manage to get this to work properly.
Various fixed for the UI of workshop scenarios.
VSync settings now work properly in windowed mode.
Fixed issue where trader animals could breed with yours.
Traders will only bring straw from the neolithic onward.
Fixed issue with panel widths when the help button was present on top.
You can now keep on earning knowledge after unlocking all techs.



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Offline Asid

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Re: Dawn of Man
« Reply #33 on: January 08, 2020, 03:15:20 PM »
Version 1.4.1 released
Wed, 8 January 2020

This is a maintenance update, the main change is that we've updated the version of Unity we use to build the game, this should fix some startup and other rare issues.

Main
- Updated to Unity 2017.4.35, this should fix issues with Citrix receiver and hopefully some other rare startup issues.

Misc
- People are now allowed to plant crops when hungry if the overall level of food is very low.
- Fixed issue with people cutting down trees from a distance if their sledge was recycled while walking to it.
- Fixed issue with wrong text size in loading screen if changing resolution after coming back to the main menu.
- Fixed issue people dropping resources in structures at wrong distance sometimes.
- Fixed graphical glitch in mines when switching from Primal Vision mode in hardcore difficulty while transitioning seasons.
- Fixed issue with sometimes people having tool props while carrying sledges.
- Fixed a couple of typos in the English help text.
- Fixed typo in the German translation of underground mining tech name.
- Stability fixes.


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Offline Asid

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Re: Dawn of Man
« Reply #34 on: February 18, 2020, 06:05:29 PM »
Farming update Work in Progress
Tue, 18 February 2020

We are currently working on version 1.5 | Farming update.

The expected release date is late March, the feature list is not yet finalized, but these are some of the main improvements we are working on.

We publish frequent updates in our twitter devlog, check it out!

The Plow

This is a new implement that can be used to plant crops a lot faster.
Has to be pulled by either Cattle or Horses.




Transport Post

This new structure allows you to park Sledges/Carts/Plows in it, improving the organization of your settlement and opening new ways of optimizing work.



New appearances for people

We are adding an extra human appearance per Gender/Age/Era, 12 in total.













Other features

Farming
- New Plowing technology.
- Plant and harvest tasks now get generated in a more efficient manner.
- Plant and harvest tasks now get generated in rows.

Audio
- UI SFX volume reduced slightly
- Added panic sounds for humans

Gameplay changes
- Only adult domestic animals can now be used to pull Carts or Plows.

Misc
- Raiders now ignore megaliths and mines.
- Performance optimizations in combat code, which should make mods with a ton of raiders run more smoothly.
- Removed most artifacts in tinted models.
- Fixed issue with river sound not updating it's volume properly when game paused.
- Load is now centered when just one object is being carried on sledge or cart.
- ConditionEntityNearMarker action in scenarios now works with any type of entity.
- Fixed typo in burials text.


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Offline Asid

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Re: Dawn of Man
« Reply #35 on: April 08, 2020, 12:36:09 PM »
Version 1.5 released | Farming Update
Mon, 6 April 2020




Dawn of Man Farming update




This version add the Plow, which makes planting crops faster and without penalty to morale from the Bronze Age onward.

We also made several improvements to transports, including the new Transport Post structure, which allows to strategically distribute them across the settlement.

As a bonus feature, we've included some new appearances for the villagers also, 12 in total.

More frequent updates in our twitter devlog

See all changes:


The Plow

This is a new implement that can be used to plant crops a lot faster and without penalty to morale.
Has to be pulled by either Cattle or Horses.





Transport Post

This new structure allows you to park Sledges/Carts/Plows in it, improving the organization of your settlement and opening new ways of optimizing work.




New appearances for people

We are adding an extra human appearance per Gender/Age/Era, 12 in total.





Modding updates

- It is now possible to precisely alter the distribution of trees, deposits, details and objects in custom Environments.
- New Workshop Uploader integrated in the game, that makes the process of uploading scenarios and translations a lot simpler.
- ConditionEntityNearMarker action in scenarios now works with any type of entity.
- Fixed issue causing traders not to bring techs costing over 20 knowledge points if changed tech cost multiplier.
- Added new CurrentGameMode, CurrentStartMode and CurrentEnvironment values for ConditionValueEquals

Other features

Farming
- New Plowing technology.
- Plant and harvest tasks are now generated in rows, with the closest plants to town going first.

Audio
- UI SFX volume reduced slightly.
- Added panic sounds for humans.

Gameplay changes
- Only adult domestic animals can now be used to pull Carts or Plows.
- Only adult Goats or Cattle now produce Milk.
- Milk production time reduced from 0.2 years to 0.18 years.

IA
- Better usage of transports overall.

Misc
- Improved the way transports and animals follow humans, this also reduces clipping against structures.
- New larger and more visible mouse pointer.
- Improved Leather and Tanning icons.
- Raiders now ignore megaliths and mines.
- Performance optimizations in combat code, which should make mods with a ton of raiders run more smoothly.
- Removed most artifacts in tinted models.
- Fixed issue with river sound not updating it's volume properly when game paused.
- Load is now centered when just one object is being carried on sledge or cart.
- Added some more syllables for random names.
- Fixed typo in burials text.
- Fixed selection box on bridges under construction.



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Offline Asid

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Re: Dawn of Man
« Reply #36 on: May 18, 2020, 01:18:10 PM »
Version 1.5.1 released
Mon, 18 May 2020



This version improves a few game elements, based on the recent feedback from our community.
Thanks everyone for helping make the game better!

Balance Changes
- Donkeys and Horses will usually now spend 3 game years as adults and 1 as old (before it was 2/2). This will bring up their reproduction rate to the same level as cattle.

AI Changes
- Domestic animals escape from raiders when not sheltered, even before being attacked.
- People will now build structures even if very hungry when there is no food available, this can easily happen in Nomad mode.

Quality of Life
- "No space in stables" warning is now only shown in Autumn or Winter.

Modding fixes
- When two scenarios use the same string ID, the game will now display a very obvious warning at startup.
- Fixed crash when spawning items for humans in scenarios and there is no space to put them.

General Fixes
- Iron Sword now uppercase like the rest of the tool names.
- Improved appearance of "Requires Tech" tooltip for context actions.
- Fixed issue of animals/humans using the wrong idle animation when switching model (this is triggered by switching Age or outfit).
- Fixed issue that could cause 2 trees to grow in the same place sometimes.

Let us know about any further feedback you might have in our forums!


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Offline Asid

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Re: Dawn of Man
« Reply #37 on: June 11, 2020, 02:44:29 PM »
Armor Update Work in Progress
Wed, 10 June 2020


Hello Everyone,

We are currently working on a new update, this will be version 1.6 and will focus on Armor.
You can get more detailed info in our devlog, but these are the highlights.

Armor
You can now make armor in the game that your people will wear when the alert is triggered.
It comes in two variants:
Leather Armor. A basic protective armor made of leather, offers reasonable protection.
Mail Armor. A more advanced form of armor, made of iron rings, offers better protection.



Armorer
Structure that produces Leather and Mail Armor, we've also moved the shield manufacturing here, which was in the Workshop previously.



New Techs
New techs Armor, Mail and Reinforced Shields, required for Leather Armor, Mail Armor and Oval Shields.

Combat Improvements
   It is now possible to edit the position at which people gather behind the gates when the alert is on.
   In the Bronze and Iron Ages, raiders don't immediately acquire all techs in the era, but they do it progressively with each attack wave.
   There is now an option in the defense panel to customize the amount of men and women that will use melee weapons in combat.
   People will now upgrade their weapons from slings to bows if available.
   Weapons that raiders drop when dead now have random condition instead of 100%
   Added some old raiders, and slightly increased the proportion of males that come to attack.
   Clothing now decays when absorbing combat damage, the damage that is saved is instead taken by the clothing.
   Stamina decay rate is now cut in half when the alert is on. This affects all humans, including raiders.
   Slings can now be sold for their full value up to the Neolithic only (down from the Copper Age).

General Improvements

New Adult Percentage Resource Limits
   It is now possible to set a resource limit to a percentage of the adults in the settlement.
   This is now the default for tools, shields and armor, as children can not use them.
   Improved tooltips for all resource limits, to make everything more clear.
   Added 33% resource limit


Improved Meat, Bones and Raw Skins limit behavior
   Butchering tasks for hunted or slaughtered animals will now only get auto-generated if any of Meat, Bone or Raw Skins are under the limits.
   In auto generated butchering tasks (after hunting or slaughtering), people will not extract resources that are over the limits.
   Meat limit is now set to infinity by default (it was 30 before).
   Raw Skins limit is now set to 40 by default (it was 10 before).
   Bones limit is now set to 20 by default (it was 10 before).
   These changes do not affect manual butcher tasks (created by right clicking or using the context actions), these always extract all resources from the animal.

Improved Direct Commands behavior
When a person is given a direct command to move somewhere (by right clicking on the ground), they will stay there and:
   They won't go to their usual combat positions. This is useful when the enemies are attacking if you want to station a bunch of people somewhere instead of in the default positions.
   They won't wander around town.
   For a while, they won't go and get any weapons or armor.
   For a while, they won't go to rest.
   For a while, they won't get assigned any tasks.
   For a while, they won't go store any resources.
The idea behind these changes is that you get more control over what people do, but eventually they will do what they need to do to survive.

Pathfinding improvements
   Humans will retry with higher accuracy if they can't find a suitable path to the destination.
   Beings prefer to walk on even terrain.
   Beings try harder to cross by a nearby ford instead of swimming.

Misc
   New loading screen for the Ancient Warriors scenario.
   Slightly increased population limit.
   Domestic Animals will now prefer to wander around stables.
   People now prefer to wear outfits that are in better condition.
   Workload calculations now count kids as half an adult.
   You can now select a loaded person and right click on a storage structure to tell them to unload there.
   Added Elasmotherium, Hyena, long haired woman and old man to intro screen.



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Offline Asid

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Re: Dawn of Man
« Reply #38 on: June 29, 2020, 04:21:04 PM »
Armor Update on Experimental Branch
Mon, 29 June 202



The new Armor Update is now in the experimental branch, we will leave it there for a while in order to gather feedback and fix any possible issues.

In this update we are focusing on some of the main requests by the community: Armor and Combat.

To get this version, right click in "Dawn of Man" in the Steam Library, select "Properties" and in the "betas" tab select experimental branch

Highlights

ARMOR

Your people can now make armor, they will automatically equip it when you sound the alarm. Note that raiders will also wear armor, from the Bronze Age onward.

Armor is made in the new Armorer structure, we've also moved shield production there (which was previously in the Workshop).

It comes in two variants, Leather Armor, available from the Bronze Age, and Mail Armor, available from the Iron Age.






GATE RALLY POINTS

You can now choose the position where your people gather when you trigger the alert.




GATES IN 8 DIRECTIONS

You can now place gates in 8 directions, allowing for much more organic looking towns.




WALLS IN SHALLOW WATER

Walls can now be built in shallow water (and steeper slopes), this makes it possible to use lakes and rivers as defensive barriers. Raiders might end up swimming through them to attack you, but this would still allow you to shoot at them from a distance for a long time.




Full Changelog

NEW RESOURCE: LEATHER ARMOR
Made from leather, offers reasonable protection, available from the Bronze Age.

NEW RESOURCE: MAIL ARMOR
Made from iron rings, offers very good protection, available in the Iron Age.

NEW STRUCTURE: ARMORER
Structure that produces Leather and Mail Armor, we've also moved the shield manufacturing here, which was in the Workshop previously.

NEW TECHS
New techs Armor, Mail and Reinforced Shields, required for Leather Armor, Mail Armor and Oval Shields.

COMBAT IMPROVEMENTS
- It is now possible to edit the position at which people gather behind the gates when the alert is on.
- Gates can now be build in 8 directions allowing for more organic wall designs.
- You can now build walls, watchtowers and platforms in shallow water, and in steeper slopes.
- In the Bronze and Iron Ages, raiders don't immediately acquire all techs in the era, but they do it progressively with each attack wave.
- There is now an option in the defense panel to customize the amount of men and women that will use melee weapons in combat.
- People will now upgrade their weapons from slings to bows if available.
- Weapons that raiders drop when dead now have random condition instead of 100%
- Added some old raiders, and slightly increased the proportion of males that come to attack.
- Clothing now decays when absorbing combat damage, the damage that is saved is instead taken by the clothing.
- Stamina decay rate is now cut in half when the alert is on. This affects all humans, including raiders.
- Slings can now be sold for their full value up to the Neolithic only (down from the Copper Age).
- Making sure that people don't run to another gate after all raiders are dead.
- Animals that have been butchered, even only partially, now decay a lot faster.
- Most defensive structures, like walls, gates and towers are now a bit more resistant.

NEW ADULT PERCENTAGE RESOURCE LIMITS
- It is now possible to set a resource limit to a percentage of the adults in the settlement.
- This is now the default for tools, shields and armor, as children can not use them.
- Improved tooltips for all resource limits, to make everything more clear.
- Added 20% and 33% resource limits

IMPROVED HUNTING RESOURCE LIMITS
- Butchering tasks for hunted or slaughtered animals will now only get auto-generated if any of Meat, Bone or Raw Skins are under the limits.
- In auto generated butchering tasks (after hunting or slaughtering), people will not extract resources that are over the limits.
- Meat limit is now set to 100 by default (it was 30 before).
- Raw Skins limit is now set to 40 by default (it was 10 before).
- Bones limit is now set to 20 by default (it was 10 before).
- These changes do not affect manual butcher tasks (created by right clicking or using the context actions), these always extract all resources from the animal.

IMPROVED COMBAT BEHAVIOUR
When a person is given a direct command to move somewhere (by right clicking on the ground), they will stay there and:
- They won't go to their usual combat positions. This is useful when the enemies are attacking if you want to station a bunch of people somewhere instead of in the default positions.
- They won't wander around town.
- For a while, they won't go and get any weapons or armor.
- For a while, they won't go to rest.
- For a while, they won't get assigned any tasks.
- For a while, they won't go store any resources.
The idea behind these changes is that you get more control over what people do, but eventually they will do what they need to do to survive.

IMPROVED PATHFINDING
- Humans will retry with higher accuracy if they can't find a suitable path to the destination.
- Beings prefer to walk on even terrain.
- Beings try harder to cross by a nearby ford instead of swimming.

MISC
- New loading screen for the Ancient Warriors scenario.
- Ancient Warriors tech cost has now been slightly reduced.
- Slightly increased population limit.
- Domestic Animals will now prefer to wander around stables.
- People now prefer to wear outfits that are in better condition.
- Workload calculations now count kids as half an adult.
- You can now select a loaded person and right click on a storage structure to tell them to unload there.
- Added Elasmotherium, Hyena, long haired woman and old man to intro screen.
- Carts, Sledges and Plows can now be built by two people simultaneously.



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