Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 07, 2019, 02:29:51 AM

Title: Dawn of Man
Post by: Asid on January 07, 2019, 02:29:51 AM
(http://madrugaworks.com/dawnofman/images/div_background_top.png)

Command a settlement of ancient humans, guide them through the ages in their struggle for survival. Hunt, gather, craft tools, fight, research new techs and face the challenges the environment will throw at you.


Official Site: Here (http://madrugaworks.com/dawnofman/)
Steam: Here (https://store.steampowered.com/app/858810/Dawn_of_Man/)
Forum: Here (https://steamcommunity.com/app/858810/discussions/)
YouTube: Here (https://www.youtube.com/channel/UCu3j3CzveEo-tt3a2_4eK3Q/search?query=Dawn+of+man)

Single-player


Release trailer

https://youtu.be/02i1_wXdf7M


About

Take control of a settlement of the first modern humans, guide them through the ages in their struggle for survival.

Dawn of Man is a survival/city-builder from the creators of Planetbase.

The game starts in the Stone Age, and takes you up to the Iron Age, spanning more than 10,000 years of human prehistory.

You will have to get your people to survive, expand and evolve, just like our ancestors, facing the challenges that the environment will throw at you.

(https://steamcdn-a.akamaihd.net/steam/apps/858810/extras/title6.png?t=1544640454)


(http://madrugaworks.com/dawnofman/images/village.png)

Hunt
Animals were a vital source of food and resources for ancient humans. Use their meat to feed your people and their skin and bones to make clothing and craft the tools you will need to stay alive. Confront Mammoths, Wholly Rhinos, Ancient Bison, Megaloceros, Cave Lions and other species that roamed the earth at the time.

(http://madrugaworks.com/dawnofman/images/mammoths.png)

Gather
Collect a variety resources from the environment, fruit, berries, water, wood, flint, stone, ores. Use them to prepare food, to make tools and to build structures in your settlement.

Plan for harsh times
Fish is more abundant in spring, berries and fruit can be collected in summer and animals are easier to come by when it's warm. When winter comes, make sure to have enough non-perishable food and warm clothing in order to survive.

Expand and fortify your settlement
Build more homes and facilities for your people, in order to expand your population. Construct fortifications and craft weapons, so you are ready for when the inevitable conflict comes.

(http://madrugaworks.com/dawnofman/images/fortifications.png)

Research Technologies
Each new discovery will make it easier for your settlement to be able to support larger populations, but will also bring new challenges: increased food demand, morale issues and more frequent raider attacks.

Build Megalithic Structures
Our ancestors were capable of incredible engineering feats: mine massive rocks from the environment, transport them using sledges and construct huge stone structures.

Control Nature
Unlock farming technologies to grow your own vegetables, so you can feed large amounts of people. Domesticate animals to produce food, resources and provide increased muscle power.

(https://steamcdn-a.akamaihd.net/steam/apps/858810/extras/tavelling2.png?t=1544640454)


(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_65c2741a895ef26b352a9363bc214cf8f1a48a48.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_76c9623ef49699be812227e35237106fee6ffece.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_231b362ae6c31bc988adec0da2c12292785786a6.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_a4ee4e262bfc70f3052fba6ade8e33d517105644.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_faf19d81e647aa582245a022f6f5924352c5f480.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_983cddf2e95f4c8f962fed51ffbcb8c05ba7668c.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_ea30d5faaedf2a031631500bb3f3ca41f3a5f8ca.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_83295e79276364fcb7da6615523bc661047a7d39.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_daa14d8e6b185500e390e2ade2d97233c48be55c.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_8799968dbf4431553cf8cfb72be44d488714aa3c.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_2fb0ff284e4d5f7972a5c414ca279ce665031e9e.1920x1080.jpg?t=1544640454)

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_16dd26ced7b475f0883ef6443575eb3e68e7533b.1920x1080.jpg?t=1544640454)
Title: Re: Dawn of Man
Post by: Asid on January 07, 2019, 02:30:12 AM
MORE INFO

- Game will launch on 1 March 2019 on Steam (and probably GOG and Humble Bundle, we will contact them shortly).

- Game will be $24.99/€20.99/£19.49

- The game will support English, German, French and Spanish. Additional user created translations will be available through the Steam Workshop.

- The game will ship as a full product (no early access), but we will continue to release updates after launch similarly to Planetbase.
Title: Re: Dawn of Man
Post by: Asid on January 07, 2019, 02:39:06 AM
FAQ

When is Dawn of Man coming out?
March 1st, 2019

Is Dawn of Man going to be Early Access?
No, we will release a full game.

Is there going to be a beta for the game?
Beta is now closed.
Thank you everyone for participating!

We now have a very large number of applications, we will keep on distributing keys among those who applied until the release date.

Are you going to keep working of the game after release?
Yes, for a while, expect the same level of support as with Planetbase.

What time period is the game set in?
The game starts about 12,000 years ago, in the Stone Age, and ends at the end of the Iron Age, about 2,000 years ago.

Is there combat in the game
Yes, it is not the main mechanic, but you really will need to fortify your town and defend against raiders (or animals).

Can I micromanage people
Yes you can you can move them around and give them commands, but the game is still fully playable at the macro level (no tedious forced micro tasks).

What is the end game like?
We will have two types of scenarios:
a) Freeplay senarios, where you play the whole game unlocking the different milestones.
b) Custom scenarios, where you have to achieve a particular goal.

Is there gona be any co-op? or multiplayer?
Not in our plans, Dawn of Man will be single player only.

Can you drive a species extinct by hunting them?
No. Every spring new animals will migrate back to the map. Some species will however will go extinct when you reach certain eras, and new ones will appear.
Title: Re: Dawn of Man
Post by: Asid on February 22, 2019, 12:22:07 AM
Beta will be over next Monday
21 FEB - MARTIÑO


Thank you everyone for participating!
Title: Re: Dawn of Man
Post by: Asid on February 26, 2019, 12:22:24 AM
Beta is now over
25 FEB - MARTIÑO


We will now make the final build and release as planned on Friday at 10:00 AM CET (01:00 AM PST).

Thank you everyone for participating!
Title: Re: Dawn of Man
Post by: Asid on February 28, 2019, 12:55:32 PM
Dawn of Man releases tomorrow!
28 FEB - MARTIÑO


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/e63c978325100e00cb630d6cd06d01a30f85de1e.png)


Game will be available at 10:00 AM CET (09:00 AM GMT, 01:00 AM PST).
Title: Re: Dawn of Man
Post by: Asid on March 01, 2019, 12:56:02 PM
Dawn of Man released
1 Mar - martiño   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/3363c17ab35535b6ba22d97c7e5bf5ef34a4bc12.png)

The wait is finally over, Dawn of Man is now live.
Title: Re: Dawn of Man
Post by: Asid on March 05, 2019, 01:29:46 PM
Version 1.0.3 released
4 MAR - MARTIÑO


There has been a massive number of players over the weekend playing Dawn of Man. Thank you everyone for your support!

Unavoidably a small number of them have experienced stability issues. This patch fixes the most common crashes.

1.0.3

- Fixed for crash that could happen when someone tried to mine in a full mine
- Fixed crash if the player presses F10 or Esc while a tutorial window is open
- Fixed crash if selecting just harvested megalith while coming out of primal vision in hardcore mode
- Damaged gates can no longer be opened or closed
- Added more code to track down remaining issues


1.0.2

- Better error message for when profile or settings are corrupted
- Changed save code to prevent file corruption
- Better email formatting for error reports


1.0.1

- Fixed broken Tech Panel in screens with 4:3 aspect ratios
- Fixed issue that could cause game profile to be corrupted
- Fixed crash when trying to spawn 2 trees in same place
Title: Re: Dawn of Man
Post by: Asid on March 07, 2019, 12:00:59 AM
Version 1.0.4 up on test branch
6 Mar - martiño


A new version is up on the test branch, by popular demand, we decided to add some more camera controls.

Changelog

Overhauled camera controls
- Camera can now be rotated up and down (PageUp/PageDown by default)
- New setting to control camera rotation (this affects both mouse and key rotation):
Turn: the camera rotates in position (same as it was before)
Orbit: the camera rotates around a point ahead of it (how some other games work)
- Camera can now be zoomed in/out a bit more

Stability fixes
- Fixed crash when coming out of primal vision at the same time as a selected work area was exhausted
- Fixed crash when someone was targeting a megalith while it was being destroyed
- Fixed crash that was sometimes happening when placing a Wood Pile at the edge of the map
- Some fixes in the texts for the crash screen

How to get this?
- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "test"

This will update your game to the latest test version.

Feedback wanted!
- Let us know what you think of the new camera options.
- Could any French/German speakers verify the new settings and controls screen texts?

Thank you very much everyone!
Title: Re: Dawn of Man
Post by: Asid on March 08, 2019, 12:04:50 AM
Version 1.0.4 released
Dawn of Man - martiño

By popular demand, we decided to add some more camera controls.

Changelog

Overhauled camera controls
- Camera can now be rotated up and down (PageUp/PageDown by default)
- New setting to control camera rotation (this affects both mouse and key rotation):
Turn: the camera rotates in position (same as it was before)
Orbit: the camera rotates around a point ahead of it (how some other games work)
- Camera can now be zoomed in/out a bit more

Stability fixes
- Fixed crash when coming out of primal vision at the same time as a selected work area was exhausted
- Fixed crash when someone was targeting a megalith while it was being destroyed
- Fixed crash that was sometimes happening when placing a Wood Pile at the edge of the map
- Some fixes in the texts for the crash screen
Share:                
Title: Re: Dawn of Man
Post by: Asid on March 14, 2019, 03:55:26 PM
Version 1.0.5 up on test branch
14 MAR @ - MARTIÑO


This week we are releasing a batch of improvements and fixes based on users feedback.

This is now up on the test branch.

See here how to get this version:
https://steamcommunity.com/app/858810/discussions/0/3454730619114461928/

Changelog

Animal limits improvements.
- You can now access the animal limits by clicking a button in the Stables.
- Animal limits are also displayed in the Domestic animals panel.
- Better tooltips for animal limits.
- Animal limits hint will now appear when you acquire 10 goats/sheep/pigs.
- Added animal limits help topic.

Changes to animal attacks at the beginning of the game.
- Now you can get attacks of packs of animals (before only 1 animal would attack at once).
- Slightly increased animal attack frequency.

Balance Changes.
- Plant diseases are now slightly more deadly (They affect 65% of crops instead of 50% in the Continental Dawn scenario).
- Traders now bring Stone in the Iron Age.

Modding.
- Custom Environments are now supported.

Other Fixes.
- Fixed Express Evolution achievement.
- Fix for some achievements not completing until game was restarted.
- You can now double click on stone, flint and ore deposits to select nearby same objects.
- Loading screen now renders properly in any aspect ratio.
- Fixed crash when commanding people to sprint into a house while they were pulling a donkey/horse.
- More stability fixes.
Title: Re: Dawn of Man
Post by: Asid on March 19, 2019, 11:36:08 AM
Version 1.0.5 released
19 MAR - MARTIÑO


This version is the first of a series of weekly updates where we will be addressing the most pressing issues raised by the community.

We are also working on new content in parallel to these patches (more info on this at some point).

Changes

Animal limits improvements.
- You can now access the animal limits by clicking a button in the Stables.
- Animal limits are also displayed in the Domestic animals panel.
- Better tooltips for animal limits.
- Animal limits hint will now appear when you acquire 10 goats/sheep/pigs.
- Added animal limits help topic.

Balance Changes.
- Now you can get attacks of packs of animals (before only 1 animal would attack at once).
- Slightly increased animal attack frequency.
- Plant diseases are now slightly more deadly (They affect 65% of crops instead of 50% in the Continental Dawn scenario).
- Traders now bring Stone in the Iron Age.

Modding.
- Custom Environments are now supported.

Important Fixes.
- Fixed issue with people not producing bread if limit was set to infinity.
- Fixed issue where traders could get stuck at edge of some maps (Plains of Conflict was one of them) and spawn resources far from settlement.
- Fixed crash when commanding people to sprint into a house while they were pulling a donkey/horse.

Other Fixes.
- Fixes issues with prestige calculations.
- Fixed Express Evolution achievement.
- Fix for some achievements not completing until game was restarted.
- You can now double click on stone, flint and ore deposits to select nearby same objects.
- Loading screen now renders properly in any aspect ratio.
- Fixed swordmastery tooltip in german indicating Bronze Swords, instead of Steel Swords.
- Added game state info for error reports.
- More stability fixes.
Title: Re: Dawn of Man
Post by: Asid on March 27, 2019, 03:21:05 PM
Version 1.0.6 in test branch
27/03/19


This version adds quite a few improvements based on community feedback: More population in late game, AI, QoL and transport management improvements.


How to get this?

- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "test"

This will update your game to the latest test version.


Changelog

AI Improvements.
- Children can now milk goats and cows.
- Stricter enforcement of animals limits: more slaughter tasks get generated if required.
- When people go back to town to rest, change outfit, or get better tools, they won't drop their current sledge if carrying one.
- People now prefer to use carts over sledges if available.
- Preventing people from wandering around town immediately after delivering a resource to storage, so they can store more resources faster.
- Fixed issue where AI would not use transports if going to grab one more resource than they can carry.

Balance changes.
- Relaxing population limits, you can now get more people in your settlement.
- Structures now have custom amounts at which they give knowledge points, in order to promote reasonable settlement construction. Residence structures give more points, crafting and mining structures give less.
- Added move speed modifiers for transports, depending on how full they are: 90% - 70% for sledges, 95% - 75% for donkey carts, 100% - 80% for horse carts.
- Increased the amount of wolves in paleolithic and mesolithic

Notification changes.
- When continuous production of Carts or Sledges is active, you don't get notifications about them decaying anymore.
- Once you build 3 stables, you stop getting notifications of animal births or deaths by slaughtering.
- Once you reach 50 people, you stop getting notification of human births or deaths by natural causes.

QOL improvements.
- Default limit for Sledges and Carts is now 10.
- The defense panel can now be accessed from a button in Towers and Gates.

Misc Fixes.
- Changed defense icon.
- Fixed broken birth limits in mods.
- Fixed milk and wool resource limits.
- Fixed various issues in community screen.
- Making sure work areas can not be placed on top of each other.
- Primal vision key shortcut is now disabled in tutorial when button is disabled.
- Stability fixes.
Title: Re: Dawn of Man
Post by: Asid on March 30, 2019, 12:06:07 AM
Version 1.0.6 released
29 Mar - martiño   


This version adds quite a few improvements based on community feedback: More population in late game, AI, QoL and transport management improvements.

Changelog

AI Improvements.
- Children can now milk goats and cows.
- Stricter enforcement of animals limits: more slaughter tasks get generated if required.
- When people go back to town to rest, change outfit, or get better tools, they won't drop their current sledge if carrying one.
- People now prefer to use carts over sledges if available.
- Preventing people from wandering around town immediately after delivering a resource to storage, so they can store more resources faster.
- Fixed issue where AI would not use transports if going to grab one more resource than they can carry.

Balance changes.
- Relaxing population limits, you can now get more people in your settlement.
- Structures now have custom amounts at which they give knowledge points, in order to promote reasonable settlement construction. Residence structures give more points, crafting and mining structures give less.
- Added move speed modifiers for transports, depending on how full they are: 90% - 70% for sledges, 95% - 75% for donkey carts, 100% - 80% for horse carts.
- Increased the amount of wolves in paleolithic and mesolithic

Notification changes.
- When continuous production of Carts or Sledges is active, you don't get notifications about them decaying anymore.
- Once you build 3 stables, you stop getting notifications of animal births or deaths by slaughtering.
- Once you reach 50 people, you stop getting notification of human births or deaths by natural causes.

QOL improvements.
- Default limit for Sledges and Carts is now 10.
- The defense panel can now be accessed from a button in Towers and Gates.

Misc Fixes.
- Changed defense icon.
- Fixed broken birth limits in mods.
- Fixed milk and wool resource limits.
- Fixed various issues in community screen.
- Making sure work areas can not be placed on top of each other.
- Primal vision key shortcut is now disabled in tutorial when button is disabled.
- Stability fixes.
Title: Re: Dawn of Man
Post by: Asid on April 18, 2019, 09:58:43 PM
Version 1.0.7 released
17 APR @ 4:39PM   - MARTIÑO


This version adds filters for storage structures and a batch of gameplay and balance changes and fixes.


Changelog

New Feature
- Storage Tent, Storage Hut and Warehouse now have resource type filters.

Balance Changes
- Bone Spear and Bone Harpoon now have a trade value of 7 (down from 10).
- One unit of Grain now produces two units of Beer in Brewery (Beer trade value halved).
- Reinforced Gate doesn't decay over time anymore.
- Mammoth now has 800 health points (up from 600).
- Skins, Meat and Fish now dry 50% slower.

AI Improvements
- People will now go to shelter when they think that their temperature is dropping too quickly (before it actually reaches critical levels).

Fixes
- Fixed state of river and lake banks not being saved properly.
- Fixed Composite Bow trade value in Bronze Age.
- Fixed issue with raiders sometimes getting stuck when all gates closed.
- Fixed exploit that could allow player to trade multiple times with the same trader.
- Fixed temperature increasing/decreasing independently of game speed.
- Fixed stone circle not freeing up AI nodes after being recycled.
- Fixed clipping issue in knowledge counter if you have more that 200 points.
- Fixed traders sometimes getting stuck near structure in settlement.
Title: Re: Dawn of Man
Post by: Asid on April 30, 2019, 12:24:16 PM
Version 1.0.8 released
Dawn of Man - martiño

This is a small update with various fixes before we release the large  spiritual content update (https://steamcommunity.com/app/858810/discussions/0/1675812484349475822/) next week.


Changelog

- There is now an unlimited number of hardcore savegame slots available (but still one per game you start).
- Activity and tasks panels now refresh in real time.
- Game can now handle several modal panels at once, this fixes crashes in some community scenarios.
- Making sure that people that join settlement don't change outfit/skin/hair colors.
- Fixed issue with progress bars in Knowledge Progress panel not displaying properly sometimes.
- Stability fixes.
Title: Re: Dawn of Man
Post by: Asid on May 06, 2019, 12:13:24 PM
Version 1.1.0 released | Spiritual content update
6 May @ 9:32am - martiño   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/cf9f38ebece33ed0d0461a77dbc88f4224b0bc74.png)

This is the first free content update for Dawn of Man (we expect to release a few of these every two months or so).

It focuses on spiritual and prestige structures for the Bronze and Iron Ages.



FULL LIST OF CHANGES

NEW STRUCTURES

Cairn

The ultimate megalithic structure, made of megaliths and a ton of rocks, it's the structure that provides the highest amount of prestige and morale recovery.

Cairn
(https://steamuserimages-a.akamaihd.net/ugc/800988890980408123/138C60117997B00C3043F7757279B3CCC58A63F8/?imw=63&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A megalithic complex built with rocks of various sizes. It greatly increases your settlement's prestige and provides a boost for your people's Morale



Banner

Iron Age structure to make your settlement look cooler and stronger, has a few variants too.

Banner
(https://steamuserimages-a.akamaihd.net/ugc/800988890980392319/ED4E5EDCAEF2DAC51F54E12C7E52723F025FCAF7/?imw=128&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale

Banner
(https://steamuserimages-a.akamaihd.net/ugc/800988890980390734/1762116367F1EEB1DC0A8E844A3A3FEA8A51C88D/?imw=128&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale

Banner
(https://steamuserimages-a.akamaihd.net/ugc/800988890980389516/771756FCF81B7DBD0BCD393D3705E0884B9E49F6/?imw=128&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A symbol of a settlement's power. Your people can use it to recover morale



Statue

Bronze Age prestige structure, with a few variants to make your settlement more interesting and help recover morale.

Statue
(https://steamuserimages-a.akamaihd.net/ugc/800988890980417711/1A2F46A99AC26E118B099CA6B689C89983A89073/?imw=111&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale

Statue
(https://steamuserimages-a.akamaihd.net/ugc/800988890980416448/A816C90CF73518D816F2473821D5DF45AAC1C026/?imw=111&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale

Statue
(https://steamuserimages-a.akamaihd.net/ugc/800988890980414901/652A88177B736845660DDD440DCD99DCBB889CE8/?imw=111&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
A carved standing Megalith. Your people can use it to recover morale



NEW TOOL

Fish Trap

The most advanced fishing tool, with a 4 star rating.

Fish Trap
(https://steamuserimages-a.akamaihd.net/ugc/800988890980411567/3928702C899085A1C282A4DBE24BEE50CE2F839F/?imw=111&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Community Created Artwork for Dawn of Man
By: Tucho
Extremely effective fishing tool used to catch almost any kind of fish.



NEW TECHS

Netting
Allows the crafting of Fish Traps.

Sculpting
Allows the construction of Statues.

Complex Megalithism
Allows the construction of Cairns.


NEW MUSIC TRACKS

Added 3 new music tracks.


IMPROVED MILESTONES

Improved milestone UI.
Improved milestone cameras, that now focus on relevant structures.
New milestone sounds and more epic music.

New milestones for Continental Dawn scenario:
- Milestone Domestication: requires 10 Goats and 10 Sheep.
- Milestone The Secret of Steel: requires 20 units of Steel to be produced.
- Milestone Iron Settlement: requires 150 people and a Cairn.


NEW ACHIEVEMENTS

Prestigious: Reach 1000 prestige.
Stone Prestige: Reach 900 prestige in the Stone Age
Megalith Madness: Build a Menhir, Dolmen, Stone Circle, Statue and Cairn in the same game.
Challenger: Complete 1 challenge
Hyper Challenger: Complete all 4 challenges.
Ultimate Challenger: Complete all 4 challenges in hardcore mode.


MISC

You can now choose a building variant when placing it by pressing "V".
Title: Re: Dawn of Man
Post by: Asid on May 13, 2019, 01:38:50 PM
Version 1.1.1 released
13 MAY @ 10:10AM   - MARTIÑO


Another weekly update with some fixes.

Changelog

- When humans die, their resources are placed randomly around them instead of all piling in the exact same location (this also includes raiders).
- Fixed issue in automatic transport production: Trader transports were being counted when comparing to production limits.
- Fixed issue that could cause people to drop their current warm outfit in a random place before going to get a light one.
- Fixed issue that caused raider weapons to be counted as if they were owned by the player.
- Fixed rare issue with migrants getting stuck when coming to town.
- Fixed issue where for some people the game could immediately throw an "Invalid Location" message when trying to place structures or work areas.
- Code optimizations so we can upgrade the population cap in the future.
Title: Re: Dawn of Man
Post by: Asid on May 24, 2019, 01:10:01 PM
Next free content update: Combat

"We are working on a new free content update focusing on combat.
It will include shields, platforms (that can be built inside the settlement's walls to shoot at enemies), and more.

Check out some initial art/screenshots:
https://twitter.com/madrugaworks/status/1131584924224507904


Apart from adding the new structures, we are revamping the combat AI in general to make combat more fun and rewarding.

And yes, platform will have a limited capacity, so your people will have to distribute evenly across them, they won't be able to all gather in a single point.

We will also make towers more resistant and expensive, to avoid tower spamming.

All of this will have to be balanced, we will post a version to the test branch and iterate it for a while."
Title: Re: Dawn of Man
Post by: Asid on May 24, 2019, 01:10:53 PM
Version 1.1.2 in test branch

Another update in the test branch with a bunch of improvements.

HOW TO GET THIS

- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "test"

This will update your game to the latest test version.

CHANGES

AI Improvements
- AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw).
- Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.

Fixes
- When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers).
- When giving a command while carrying a heavy resource, the human will drop it unless the command requires it.
- When a command is given to a task that the player is already doing, the entity flashes green.
- Fixed issue that caused weapons recovered from raiders to be indestructible.
- Fixed issue allowing the player to set automatic production during tutorial when it shouldn't.
- Some improvements and additional restrictions on bridge placement.
- Fixed glitch when swapping structure variant while placing it on an invalid location.
- Savegames from workshop scenarios can now be transferred to another computer and they will still work (as long as the scenario is present).

Title: Re: Dawn of Man
Post by: Asid on June 03, 2019, 12:22:00 PM
Version 1.1.2 released.
3 JUN @ 9:19AM   - MARTIÑO


Another update with a few fixes. Note we are also working on the next big content update, see here.


CHANGES

AI Improvements
- AI will now feed Grain to animals if there is a large surplus of it (when compared to Straw).
- Animals and people now distribute themselves better among buildings when seeking shelter, instead of all flocking to the nearest one.

Fixes
- When a savegame is loaded, all of it's milestones are copied into the profile (this is useful when moving savegames between computers).
- When giving a command while carrying a heavy resource, the human will drop it unless the command requires it.
- When a command is given to a task that the player is already doing, the entity flashes green.
- Fixed issue that caused weapons recovered from raiders to be indestructible.
- Fixed issue allowing the player to set automatic production during tutorial when it shouldn't.
- Some improvements and additional restrictions on bridge placement.
- Fixed glitch when swapping structure variant while placing it on an invalid location.
- Savegames from workshop scenarios can now be transferred to another computer and they will still work (as long as the scenario is present).
- Fixed issue where all Raiders had blonde hair and light skin color.

Title: Re: Dawn of Man
Post by: Asid on June 20, 2019, 05:33:33 PM
Combat Update live on Experimental branch
20 Jun @ 10:28am - martiño   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/586c8fd4b926b3521372d9c570a3e4db5f7d33b6.png)

The Dawn of Man combat update is now live in the experimental branch.

- This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play. It introduces new elements like Shields and Platforms that fundamentally change how combat will play out.
- Raider AI has also been overhauled, and the existing defense structures have been rebalanced.
- Due to popular demand, we also added a new Deep Iron Mine to allow players to extract more Iron in the late game.

We are going to leave this in the branch for a couple of weeks in order to get feedback from the community and do the final balancing touches.

Give it a go and tell us what you think!

Combat Update 1
(https://steamuserimages-a.akamaihd.net/ugc/787481900785524761/4222EC82A5AA3E0C4FB1398B2E014555E649F30B/)
Community Created Artwork for Dawn of Man
By: martiño

Combat Update 2
(https://steamuserimages-a.akamaihd.net/ugc/787481900785537042/C3FC78679876115BE89FEEA4D5F1D93EE283E47B/)
Community Created Artwork for Dawn of Man
By: martiño

Combat Update 3
(https://steamuserimages-a.akamaihd.net/ugc/787481900785540297/6D2E0822EC48C68F89C30EBA6776FE7FB5EAAFDB/)
Community Created Artwork for Dawn of Man
By: martiño


HOW TO GET THIS

- Right click on Dawn of Man in your library and select "Properties".
- Go to the "BETAS" tab.
- In the drop down select "experimental"

This will update your game to the latest experimental version (version number should be 1.2.0 in the title screen).

NOTE: We've changed the name of the branch from "test" to "experimental", remember to change this if you were using the "test" branch before


CHANGELOG

New Resources

Round Shield
A basic shield that can be used with one handed weapons to block incoming attacks.
1 Leather + 1 Log = 2 Round Shields.
Has 200 HP and a 50% chance of blocking incoming attacks.
Available from the Bronze Age onward.
Round Shield
Community Created Artwork for Dawn of Man
By: martiño
Basic shield, made out of wood and leather.


Oval Shield
A large shield that can be used with one handed weapons to block incoming attacks.
1 Iron + 1 Log = 2 Oval Shields.
Has 400 HP and a 66% chance of blocking incoming attacks.
Available at the Iron Age.
Oval Shield
Community Created Artwork for Dawn of Man
By: martiño
Large shield, made out of wood and iron.


New Structures

Wooden Platform
A structure, built inside the settlement's walls, so your people can shoot at raiders from it.
Wooden Platform
Community Created Artwork for Dawn of Man
By: martiño


Reinforced Platform
A sturdier version of the Wooden Platform, can hold more people in it.
Reinforced Platform
Community Created Artwork for Dawn of Man
By: martiño
New Reinforced Platform structure, available in Dawn of Man 1.2


Deep Iron Mine
An upgraded Iron Mine, that increases the amount of ore that can be extracted from it.
A few people from the community asked for this, as they were running out of Iron in late game.
Deep Iron Mine
Community Created Artwork for Dawn of Man
By: martiño


New Techs

Shieldmaking
Allows the crafting of Shields in the Workshop.

Deep Mining
Allows the construction of Deep Iron Mines.


New Music
3 new music tracks.

Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now.
- Watchtowers and Guard Towers are more expensive now, but also more resistent.
- Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game.
- Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal).
- Changed express evolution achievement to 6 hours instead of 5.
- Reduced Reinforced Gate cost to 1 unit of Iron.
- Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall.
- Moving netting tech to Bronze Age.
- Reduced trader prices of all animals.

Misc
- Tweaked main menu UI.
- Towers and Platforms can now be toggled off, which will cause AI to ignore them.
- Raiders now gather near the town and attack in a more coordinated manner.
- Improved Wall and Palisade selection boxes.
- Optimized rendering of small objects.
- Properly snapping materials to terrain when building a structure.
- Improvements to milestone cameras to make sure they show more relevant scenes.
- Preventing people from changing outfit when the alert is on.
Title: Re: Dawn of Man
Post by: Asid on July 16, 2019, 01:59:42 AM
Version 1.2.0 released | Combat content update
15 Jul @ 9:09am - martiño   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/5a54fe2438062191493b112ec62dba89af2df425.png)

This is a large content update focusing on combat, aiming to make it more balanced, realistic and fun to play.
New elements like Shields and Platforms fundamentally change how combat plays out. Raider AI has been overhauled, and the existing defense structures have been rebalanced.

The update also introduces other substantial non-combat related improvements: The Deep Iron Mine and the Megalith and Structure panels.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/c4e946d16f906d92f414e611c18586765d3602e9.jpg) (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/a6b2046c02cfaed72cee4a6e5023a764a5e2abb2.jpg) (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/ed7c79fa66c3c01e6be4d16a30a42f6ad42e4a4e.jpg) (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/fa7723c7cacc2b242d5192b590c451b82031acee.png)


New Resources

Round Shield
A basic shield that can be used with one handed weapons to block incoming attacks.
1 Leather + 1 Log = 2 Round Shields.
Has 200 HP and a 50% chance of blocking incoming attacks.
Available from the Bronze Age onward.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/36f3f76c58101c81baba7ec42455d161bc8ab21e.png)

Oval Shield
A large shield that can be used with one handed weapons to block incoming attacks.
1 Iron + 1 Log = 2 Oval Shields.
Has 400 HP and a 66% chance of blocking incoming attacks.
Available at the Iron Age.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/17943f7f198931a8caeaeb86c6ad543eaf810c31.png)


New Structures

Wooden Platform
A structure, built inside the settlement's walls, so your people can shoot at raiders from it.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f6af7b7daccae846170465cbc0e092dbb3da3b70.png)

Reinforced Platform
A sturdier version of the Wooden Platform, can hold more people in it.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/5fdf146c17da6258a98522bdaf23a8e6d0d15757.png)

Deep Iron Mine
An upgraded Iron Mine, that increases the amount of ore that can be extracted from it.
This was a request from the community as people were running out of Iron in late game.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/13408b4ff72b6a1261f75af11f991f56e299eed9.jpg)


New Techs

Shieldmaking
Allows the crafting of Shields in the Workshop.

Deep Mining
Allows the construction of Deep Iron Mines.


New Music
3 new music tracks.

Quality of Life
- New Structures panel, that allows you to locate any structures you have built (especially useful for mines).
- New Megaliths panel, that allows you locate megaliths and megalithic transports.
- Management panels are now split between "Standard" and "Advanced".
- New default resource limits: Wool: 50, Dry Skin: 20, Leather: 20.

Balance Changes
- Increased the amount of Raiders that attack your settlement from the Copper Age onward, since it is easier to defend your town now.
- Watchtowers and Guard Towers are more expensive now, but also more resistant.
- Increased amount of skins produced by domestic animals, as Leather is now in higher demand in late game.
- Slightly reduced the cost of techs in the Ancient Warriors scenario (but they are still more expensive than normal).
- Changed express evolution achievement to 6 hours instead of 5.
- Reduced Reinforced Gate cost to 1 unit of Iron.
- Slightly increased hit points of Gate, Reinforced Gate, Palisade and Wall.
- Moved netting tech to Bronze Age.
- Reduced trader prices of all animals.

Misc
- Fix issue with raiders bringing outdated weapons in hardcore mode sometimes.
- Tweaked main menu UI.
- People will now abort capture tasks if very hungry, or if the animal has run too far away.
- Towers and Platforms can now be toggled off, which will cause AI to ignore them.
- Raiders now gather near the town and attack in a more coordinated manner.
- Improved Wall and Palisade selection boxes.
- Optimized rendering of small objects.
- Properly snapping materials to terrain when building a structure.
- Improvements to milestone cameras to make sure they show more relevant scenes.
- Preventing people from changing outfit when the alert is on.
- Fixed exploit where the player could save the game just before a trader arrived to get better resources.
- Fixed issues with milestones on community scenarios with uppercase names.
- Improved shadows for palisade


Title: Re: Dawn of Man
Post by: Asid on August 05, 2019, 11:41:12 PM
Version 1.2.1 released
5 Aug @ 10:08am - martiño

Maintenance release, while we work on the next big content update.

More details in our devlog https://twitter.com/madrugaworks

Changes

AI and Gameplay
- If a resource's condition is below 50%, then the AI will store it with very high priority.
- New default resource limits: Meat: 30, Bones: 10, Raw Skins: 10. This prevents Hunting work areas from getting overused if it's not required.

Optimizations
- Human and animal paths are now saved in savegames, this prevents the game from stuttering at the beginning sometimes when recalculating them.
- Various performance optimizations from the console version are now included, which make the game run better with high population counts.

Stability
- If the game now detects that the settings or profile are corrupted, it will reset them instead of crashing out.
- Making the game more tolerant to corrupted savegames.
- Fixed crash when clicking on enable/disable if a human was also selected.
- Preventing messages from focusing on destroyed entities


Title: Re: Dawn of Man
Post by: Asid on September 02, 2019, 07:42:49 PM
Dawn of Man Soundtrack available.
2 SEP @ 2:29PM   - MARTIÑO

The Dawn of Man soundtrack is now available to stream or download free of charge.

Youtube
https://www.youtube.com/watch?v=jaa5r9Jcsaw&list=PLE16aMtVmNjZKSWS2ndU36h54J5GsWTIu

Soundcloud[soundcloud.com]
https://soundcloud.com/enveloop/sets/dawn-of-man-game-soundtrack

Download[madrugaworks.com]
http://madrugaworks.com/dawnofman/files/DoM_Soundtrack.zip

Track List
01 - The Dawn of Man
02 - Echoes of the Stone Age
03 - Ancient Times
04 - Desolate Winter
05 - Old Rites
06 - The Harvest
07 - Dance of the Ancestors
08 - Early Settlers
09 - Unsettling Times
10 - Winds of Change
11 - Tribal Gathering
12 - Dawn of Civilization
13 - Primitive Crafters
14 - Sacred Forest
15 - Bygone Tales
16 - Mists of Time
17 - The Founders
18 - Hunters and Gatherers
19 - Nomads
20 - Hunting Grounds
21 - Drums of War

More updates in our devlog

Title: Re: Dawn of Man
Post by: Asid on September 02, 2019, 07:43:15 PM
(https://pbs.twimg.com/media/ECPppk_XoAEu2-H?format=jpg&name=large)

Title: Re: Dawn of Man
Post by: Asid on September 04, 2019, 11:19:04 AM
Version 1.2.2 released
4 SEP @ 9:04AM   - MARTIÑO

Maintenance release, while we work on the next big content update.
More details in our devlog https://twitter.com/madrugaworks

Changes

- Trees that are not full grown, produce less wood when cut down.
- Cut down work areas only cut down trees that are fully grown.
- Preventing structures and transports from being built where another transport is being built.
- Swordmaking and Swordmastery milestones in Ancient Warriors, now require you to produce swords, instead of just accumulating them (so you can't get them from looting the raider's weapons)
- Game now detects savegames for community scenarios that no longer exist, and prevents you from loading them.
- Stability fixes.

Title: Re: Dawn of Man
Post by: Asid on September 04, 2019, 11:21:49 AM
Version 1.3.0 in experimental branch
4 Sep @ 9:32am - martiño   


This version adds Nomad Mode, more animals and overhauls the fauna and hunting mechanics overall.
More frequent updates in our devlog.

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


Nomad mode
In nomad mode you get no initial structures, but you get extra building materials and food.
All resources are located in your people's inventory for ease of transport.
This way you can move your people around the map before settling and choose a different location for your village.
All Freeplay scenarios are playable in nomad mode.


New animals

Cave Hyena
A medium sized predator, available in all freeplay scenarios.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/9b52597251afadaa3f89631004b411f6e5fd06ad.jpg)

Elasmotherium
An extinct genus of large rhinoceros, available in The Northlands scenario.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/e1e8dfebd3eb94bbec5d42a5cd3ffe5e62c61bfa.png)

Muskox
A large herbivore, available in The Northlands scenario.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/9ff19d41c80a5d6411c8d0a34d5814b51f993523.jpg)

Feral Horse
In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.


New techs
Dog Training - Allows dogs to help with hunting.
Bone Polishing - Unlocks Bone Knife and Bone Sickle.

New bone tools
New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle

Fauna behavior overhaul
The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.

- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- Animals will now try really hard not to drink near the player's settlement.
- Animals will now react properly while drinking when attacked by other animals.
- Animals won't eat dead animals that have butcher tasks associated with them.
- Several herbivores might retaliate when attacking their herd, even in normal mode.
- Animals now target humans more often when hungry (but still prefer other animals).

Balance changes
- All outfits now take 90s to make (up from 50 or 60).
- All flint tools now take 60s to make (up from 50).
- All bone tools last for half the time and uses when compared with the equivalent flint tools.
- All animals have had their speeds, produced resources and hit points reviewed and iterated.
- Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- Doubled the amount of time animal carcasses remain in the game.

Work Area management improvements
- Added work areas panel.
- Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.

Other
- Creative mode and "The Long March" challenges are now playable from the start.
- In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- Collect wild plants work area also also works for Flax now.
- When taking heavy resources to store, people will abort if very hungry or dehydrated.
- When a selected entity enters a structure, it gets deselected
- Adding butcher tasks for domestic animals that die of starvation or natural causes.
- Improved impact particle spawn positions


Title: Re: Dawn of Man
Post by: Asid on October 01, 2019, 12:45:51 AM
Version 1.3 released | Fauna content update
Mon, 30 September 2019

This is a large content update focusing on the new Nomad Mode, more animals and overhauling the fauna and hunting mechanics overall.
More frequent updates in our devlog.

https://youtu.be/jhs1C-tVFH0


Nomad mode

In nomad mode you get no initial structures, but you get extra building materials and food.
All resources are located in your people's inventory for ease of transport.
This way you can move your people around the map before settling and choose a different location for your village.

All Freeplay scenarios are playable in nomad mode.


New animals

Cave Hyena
A medium sized predator, available in all freeplay scenarios.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/9b52597251afadaa3f89631004b411f6e5fd06ad.jpg)


Elasmotherium
An extinct genus of large rhinoceros, available in The Northlands scenario.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/e1e8dfebd3eb94bbec5d42a5cd3ffe5e62c61bfa.png)


Muskox
A large herbivore, available in The Northlands scenario.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/9ff19d41c80a5d6411c8d0a34d5814b51f993523.jpg)


Feral Horse
In the Iron Age, all wild horses went extinct, and horses roaming the wild were feral instead.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/c92ff95d5a80d651c6faa83a3cb730944aae0b64.png)


New techs

Dog Training - Allows dogs to help with hunting.
Bone Polishing - Unlocks Bone Knife and Bone Sickle.

New bone tools

New bone tools make bone more useful early game, as it typically was too abundant, these include the Bone Knife and Bone Sickle

Fauna behavior overhaul

The behaviour of wild animals is now more realistic making gameplay more challenging and interesting.

- Animals defend all young around the area, not just their own offspring (this makes Wolves and Cave Lions quite a bit more aggressive).
- Animals sometimes disengage from the attacker if it runs away (unless hungry). Humans will now run away when confronted with overwhelming odds.
- Animals will now try really hard not to drink near the player's settlement.
- Animals will now react properly while drinking when attacked by other animals.
- Animals won't eat dead animals that have butcher tasks associated with them.
- Several herbivores might retaliate when attacking their herd, even in normal mode.
- Animals now target humans more often when hungry (but still prefer other animals).
- Dogs can be knocked back by large animals.

Balance changes

- All outfits now take 90s to make (up from 50 or 60).
- All flint tools now take 60s to make (up from 50).
- All bone tools last for less time and uses when compared with the equivalent flint tools.
- All animals have had their speeds, produced resources and hit points reviewed and iterated.
- Downgrading Food Dryer to 6 slots, this will force the player to build more of these, as they were too efficient before.
- Doubled the amount of time animal carcasses remain in the game.
- Cave Lions now do 35 damage (from 30).

Work Area management improvements

- Added work areas panel.
- Replaced Next/Previous work area buttons in work area options by a button to access the panel (Next/Previous work area shortcuts still work).
- Hunt work areas now display a different tooltip saying "maximum number of simultaneous tasks in this area", as the previous tooltip was wrong.

Other

- Creative mode and "The Long March" challenges are now playable from the start.
- Changed "Winter Hunt" milestone in "The Northlands" scenario to include the Elasmotherium and Muskox.
- In the Knowledge Progress Panel, structures and animals that can not be currently built/hunted are now grayed out.
- You can now select a bunch of trees with/without cutting down tasks assigned and cancel them all or cut them all down.
- Collect wild plants work area also also works for Flax now.
- When taking heavy resources to store, people will abort if very hungry or dehydrated.
- When a selected entity enters a structure, it gets deselected.
- Adding butcher tasks for domestic animals that die of starvation or natural causes.
- Improved impact particle spawn positions.

Title: Re: Dawn of Man
Post by: Asid on October 10, 2019, 01:59:42 PM
Version 1.3.1 released
Thu, 10 October 2019

Some people have been complaining about overly aggressive behaviour in some predators (especially Cave Hyenas). In this version we are trying to fix this issue while keeping a good level of challenge in the game.

Fauna Tweaks
- Packs of the same type of animal are now be better distributed around the map. This will make the experience while playing the game the game more predictable and fair.
- Cave Hyena packs can now have a maximum of 5 adults and 4 young (before it was 6 adults and 3 young).
- When raider animals make a kill, they might stop actively chasing people in the town, and will only continue fighting if engaged in combat already.

Misc
- Limiting global stats in the title stats window to the last 7 days.
- Sanity checking stats more before uploading them.
- Fixed missing description for Bone Polishing tech.
- Better placement of resources in buildings under construction.
- Fixed a couple of rare crashes.

Title: Re: Dawn of Man
Post by: Asid 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

Title: Re: Dawn of Man
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f1b496ff13835d7ef8ed757b7cdb9a6649fa0209.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/8b7ea2d26a65e44b613b484e74c59406f225c83e.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/d2cc9130f5624609d74cbe8bed88030e76e8e1b2.jpg)

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.


Title: Re: Dawn of Man
Post by: Asid 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

https://youtu.be/Z2V4T3paKbs


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f1b496ff13835d7ef8ed757b7cdb9a6649fa0209.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/8b7ea2d26a65e44b613b484e74c59406f225c83e.jpg)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/d2cc9130f5624609d74cbe8bed88030e76e8e1b2.jpg)


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.
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.


Title: Re: Dawn of Man
Post by: Asid 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.

Title: Re: Dawn of Man
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/cd5d8c1d2a54f831f58e4334681c970850bc89b9.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/de64b1044599c70cd2ad74058c4cb51e61e55c72.png)

New appearances for people

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

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/991f5650cbe66826521f04558ab08cd4e9ae60cb.png)

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/40302f323e5cd791227c0d42a48252f3ce40ca9a.png)

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/0af8281dd28a4599abf91acb52ca88877257ed83.png)

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/06fc0a897d2f4bb2585a0bf615868ec132e90a2b.png)

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/1e981251c9025f736547996bd3b39bf39768f145.png)

(https://steamcommunity.com/linkfilter/?url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f8b74b5e711bc17e920e13b70954aed2b73374cc.png)

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.

Title: Re: Dawn of Man
Post by: Asid on April 08, 2020, 12:36:09 PM
Version 1.5 released | Farming Update
Mon, 6 April 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/9b267dc37c6fe2f42a054a9e342d4fbc21383383.png)


Dawn of Man Farming update

https://youtu.be/_A5dOFhxeqo


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/cd5d8c1d2a54f831f58e4334681c970850bc89b9.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/2e5bc07e51512bc2d3189cb630e8624e93c1844f.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/de64b1044599c70cd2ad74058c4cb51e61e55c72.png)


New appearances for people

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/3c7b755def55ac1fffc646c29bfe418bf4d16867.png)



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.


Title: Re: Dawn of Man
Post by: Asid on May 18, 2020, 01:18:10 PM
Version 1.5.1 released
Mon, 18 May 2020

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_65c2741a895ef26b352a9363bc214cf8f1a48a48.1920x1080.jpg?t=1586164975)

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!

Title: Re: Dawn of Man
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/d8b22731b654315cbb8fd263061f6a5c0c1c6f12.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f3fdb481c55af955ca641f64996d2fb28922b208.png)

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.


Title: Re: Dawn of Man
Post by: Asid on June 29, 2020, 04:21:04 PM
Armor Update on Experimental Branch
Mon, 29 June 202

(https://steamcdn-a.akamaihd.net/steam/apps/858810/ss_65c2741a895ef26b352a9363bc214cf8f1a48a48.1920x1080.jpg?t=1589804572)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/d8b22731b654315cbb8fd263061f6a5c0c1c6f12.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f3fdb481c55af955ca641f64996d2fb28922b208.png)


GATE RALLY POINTS

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/1019c45b50a97ca40994ec3604b5a1d46eee5333.png)


GATES IN 8 DIRECTIONS

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/5acfd64edd480717f6afff37b8df23354b083605.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/c3c44dbeab9aab9350878ebdd4e33ea91b1077cc.png)


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.


Title: Re: Dawn of Man
Post by: Asid on July 27, 2020, 11:25:21 PM
Version 1.6 released | Armor Update
Mon, 27 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/ff69e955e251f974767f5f5bcb4d44efdf9bd806.png)

This update focuses on some of the main feature requests from the community, which were Armor and combat improvements.

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/d8b22731b654315cbb8fd263061f6a5c0c1c6f12.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/f3fdb481c55af955ca641f64996d2fb28922b208.png)


GATE RALLY POINTS

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/1019c45b50a97ca40994ec3604b5a1d46eee5333.png)


GATES IN 8 DIRECTIONS

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/5acfd64edd480717f6afff37b8df23354b083605.png)


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32831408/c3c44dbeab9aab9350878ebdd4e33ea91b1077cc.png)


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.


Title: Re: Dawn of Man
Post by: Asid on September 14, 2020, 11:46:37 PM
Version 1.6.2 released
Mon, 14 September 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/858810/ss_65c2741a895ef26b352a9363bc214cf8f1a48a48.1920x1080.jpg?t=1595921632)

This version includes various quality of life improvements and other fixes.

QoL
- You can now double click a work area to select all areas of the same type in town.
- You can now double click on ore deposits, flint and rocks to select similar nearby entities.
- You can now Alt+Right Click to give alternative commands to people like collecting tannin from trees, collecting mud from banks, shearing or milking animals.
- Improved milestone unlock screen, that highlights which milestone is being unlocked.
- You can now specify an FPS limit in the settings screen (when VSync is off).

Fixes
- Tin and Iron deposits are now properly highlighted when placing mining work areas.
- Fixed issue that could cause people to be stuck in a loop performing commands when their stats were low.
- People are now be able to swap tools from resource slots to tool slots when required for the action they have to perform.
- Fixed game unpausing while on primal vision in normal mode if a trader was selected.

Title: Re: Dawn of Man
Post by: Asid on October 28, 2020, 03:16:18 AM
Version 1.7.0 on Experimental Branch
Tue, 27 October 2020

Version 1.7.0 is now on the experimental branch.

To get this version: In the Steam Library, right click on Dawn of Man > Properties > Betas > Select experimental branch.

In this update we are adding Cheesemaking, some improvements to animal trading and a bunch of other fixes.

Cheese
Cheese can now be made in the new Cheesemaker structure, from the Neolithic onward.
Cheese lasts for longer than Milk, and can be traded.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32831408/39fa371bf62783012d7c4ceeaf839da102a01117.jpg)

Trading
- You can now sell animals to trader.
- Trader can now bring male and female animals at the same time, and you can choose which ones to purchase.
- Trader animals are now visible and stay in village when purchased, or leave when sold.
- Main trader that comes to village can now sometimes be an old person and companion trader can be of any age.
- Male animals are now cheaper.

Misc
- When double clicking on animals, only animals from the same team are selected (Trader or Player).
- Default resource limit for sickles is now 75% of adults.

Fixes
- Edit work area option doesn't appear when several Work Areas are selected.
- When editing a work area, canceling caused the work area to be destroyed. Now, the work area will be restored to its original location.
- Fix for issue that could potentially result in people being stuck after coming down from platforms.


Title: Re: Dawn of Man
Post by: Asid on November 18, 2020, 12:15:41 AM
Version 1.7 released | Cheese Update
Tue, 17 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32831408/c3162b28ccd8039b06b3ce337551d26482026b16.png)

In this update we are adding Cheesemaking, some improvements to animal trading and a bunch of other fixes.

Cheese
Cheese can now be made in the new Cheesemaker structure, from the Neolithic onward.
Cheese lasts for longer than Milk, and can be traded.

Trading
- You can now sell animals to trader.
- Trader can now bring male and female animals at the same time, and you can choose which ones to purchase.
- Trader animals are now visible and stay in village when purchased, or leave when sold.
- Main trader that comes to village can now sometimes be an old person and companion trader can be of any age.
- Male animals are now cheaper.

Misc
- When double clicking on animals, only animals from the same team are selected (Trader or Player).
- Default resource limit for sickles is now 75% of adults.

Fixes
- Edit work area option doesn't appear when several Work Areas are selected.
- When editing a work area, canceling caused the work area to be destroyed. Now, the work area will be restored to its original location.
- Fix for issue that could potentially result in people being stuck after coming down from platforms.


Title: Re: Dawn of Man
Post by: Asid on December 05, 2020, 02:08:21 AM
Version 1.7.1 released
Fri, 4 December 2020

Maintenance update fixing a few issues discovered recently:

- Watchtower now requires the thatching tech to be built.
- Storage filters are no longer visible if the structure is not operational.
- Fixed issues with one of the Tin deposit variants not changing texture in winter.
- You can no longer place plants outside of the playable game area.

Title: Re: Dawn of Man
Post by: Asid on April 22, 2021, 11:27:29 PM
Version 1.7.2 released
Wed, 21 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/858810/ss_65c2741a895ef26b352a9363bc214cf8f1a48a48.1920x1080.jpg)

This is a maintenance update with a few fixes.

MISC
- Added toggle-able announcement panel on top right of title screen.

FIXES
- Improved description of Completion milestones to clarify that you need all 30 of them.
- Fixed issue that would allow plants to be placed in bridges.
- Fixed code issues in warning signs.
- Various fixes for rare crashes.
- Better error messages for some modding errors.

LOCALIZATION FIXES
- Fixed typo in Spanish translation of Deep Mining tech.
- Fixed typo in the French text for "Extractable resources"

Title: Re: Dawn of Man
Post by: Asid on March 13, 2024, 12:03:32 AM
Version 1.8.2 experimental
Tue, 12 March 2024

(https://cdn.cloudflare.steamstatic.com/steam/apps/858810/ss_231b362ae6c31bc988adec0da2c12292785786a6.jpg)

Maintenance update

Hello all,

We finally have some time now, after releasing The Mobius Machine, and wanted to release this maintenance update to fix a couple of pending issues.

To download this version, in the Steam client, in the library, right click on Dawn of Man, then select Properties > Betas, then in Beta Participation
select Experimental.

Changes

-    On Windows, the game now detects if the user has changed the mouse pointer size in the system and adjusts the position of tooltips accordingly, to avoid the cursor overlapping the text. This is a fix for the issue reported here. https://steamcommunity.com/app/858810/discussions/2/2794999097687932328/?snr=2_groupannouncements_detail_
-    Updated to latest Unity 2022.3.21, this we hope will fix the issue of some Mac players not being able to click. Reported here. https://steamcommunity.com/app/858810/discussions/2/4036976402232936566/?snr=2_groupannouncements_detail_



We are looking forward to any feedback.

Thanks for supporting Dawn of Man!

Martiño.