1.1.0 Darkest Depths
Well, we made it folks. 1.1.0 Darkest Depths is live on the main branch.
Before I jump into what is in the new version, I'd like to take time to thank the beta testers for their help slogging through ~17 beta versions. Getting this version out would have been so much more difficult without you.
Thank you.
(Settlement by Kingfisher)
Ok, let's take a look!
The Fifth Playable Race: The Tomek
I can hear some of you cry, "FINALLY!" Yes, we finally added these bat-turtle, bug-eyed weirdos.
The Tomek are a subterranean race and prefer to live in caves deep in the earth. Since the Fracture--perhaps longer--they have been at war with the Nequhtli rat-folk. Far below the surface, an eternal battle rages.
Aside from their fierce hatred of the Nequhtli, the Tomek are a peaceful people, preferring to tend their vast mushroom groves and care for their Cave Mip flocks.
Their unique features include:
Long Lived - Live much longer than other natural races.
Stone Gut - Eat ore and stone based foods instead of regular foods.
Sig'Mokr'a - Reproduce when an adult Tomek sacrifices themselves and splits into three Tomek pups. Elder Tomek can split into five pups.
Master Miners - Gain a boost to mining skill.
Stone Skin - Gain a boost to toughness attribute.
Cave Kin - Start on maps with visibility of all caves above 118z. This allows them to spawn the starting party inside a cave.
Give them a try!
New Critters
Machix
These metal contraptions are a new Ancient minion that is constructed at the Chaos Construct. Their primary role is as a builder. The Ancients invented them as a means to replace the Ancients that have slowly died off over the years.
Exonaut
These creatures come from an Unknown Origin within the Void. They are another Ancient minion, but the Ancients don't truly think they have control over them. It is believed they are only working with the Ancients out of curiosity.
Cave Mip
Cave Mips are extremely friendly cave-dwelling entities that the Tomek have domesticated. They have the unique ability to Lithificate and produce various ores, stones, and dirt as a byproduct. The perfect food source for the Tomek!
New Realm Features
A lot of work has gone into make the overworld map more interesting. Players can now create new settlements and claim tiles to expand their kingdom.
As well, they can raid other nations to loot items and destroy settlements.
New Content And Smaller Features
Sentrene Bow
This is an automated prop that will fire arrows at enemies. It needs to be reloaded every shot, but it packs a punch.
Apiary
Bees! Your captured bees will fill up their hives with honey which is a fantastic food source. Bees need flowers to become pollinated.
Imp Den
Imps need homes too! This one is for Saint of Grey...
Better Ore, Dungeon, and Cave Gen
Yaaa, this one was a long time coming.
Slipway Disc Item
A legendary item that can be used to teleport the bearer around the map. Sure speeds up things.
UI Improvements
I don't think I'll ever make everyone happy with the UI of this game but gosh dang it I'm going to keep trying. I'm proud of the work that has been done with this update. I went through every single asset to try and make them easier to read.
Misc Additions
T’Igwir - A new room where Gwdir make things with Wir.
Transmute To Dirt Job - Turns any block into dirt.
Transmute To Water Job - Turns any block into water.
Rotate blueprints with Shift+Scroll Wheel.
Draw jobs in a line by holding Alt.
Added a tab to Entity Info called Life Story. This shows the entity’s family, and any events in their life that may or may not add buffs/debuffs.
Added settings to notification window so players can edit notif visibility.
Room qualities - The contents of an entity's room will now affect their happiness.
Job options on selected locations.
Loads and loads of general tuning and polish.
Concluding Thoughts
Ok, that's pretty much the bulk of the update. Thank you for reading this far, and for (hopefully) trying out the new changes.
As always, I encourage you to join our discord if you are not in there already. It's a really great community.
Speaking of, special thank you to the discord family. You make working on this game less lonely!
Thanks everyone.
1.0.35.9 (14 March 2025)
Bug Fixes
- Fixed a small memory leak.
- Fixed an issue where merchant AI would continue despite them being captured.
- Fixed an issue where entities weren’t being removed after dying.
- Fixed an issue where entities weren’t eating, drinking, or sleeping after changing faction.
- Fixed an issue where entities were holding on to inventory items, which would also cause them not to eat or drink because they couldn’t pick up more items.
- Fixed an issue where entities would dump all their items at a stockpile, and some items could spill out of the room.
- Fixed an issue where entities were not carrying their max inventory capacity when stockpiling rooms.
- Fixed an issue where plants weren’t regaining health.
- Fixed an issue where entities would move extra slow when walking and possessing a move speed debug.
- Fixed several issues with tooltip text not lining up correctly.
- Fixed an issue where merchant trade tooltips weren’t displaying for items.
- Fixed an issue with pathfinding when trying to build a multi-level ladder.
- Fixed several issues related to entities standing around idling.
- Fixed an issue where the invert scroll wheel setting wasn’t changing the camera scroll direction.
- Fixed an issue where water would fill blocks extremely slowly.
- Fixed an issue where simulations weren’t accurately processing at time scale speed.
- Fixed an issue where building a block of water on plants instantly killed them.
- Fixed an issue where sfx were playing rapidly. This was most apparent when entities picked up lots of items.
- Fixed an issue where summons showed “New settler born!” notification.
- Fixed an issue where the starting storage room boundaries could be larger than the container positions.
- Fixed an issue where starting level wasn’t increasing skill level.
- Fixed an issue where the leader health was half full when first becoming leader.
- Fixed an issue where “unknown” blocks were appearing on the surface.
- Fixed an issue where rooms weren’t being displayed when searching.
- Fixed an issue where room jobs weren’t starting if another job existed at the workstation location. i.e., wood plank blueprint underneath the workbench.
- Fixed an issue where leadership statuses weren’t visible to the player.
- Fixed an issue where the nax hedge lantern wasn’t producing light or heat.
- Fixed an issue where one could get stuck in the loading screen rarely because of a rounding error.
- Fixed an issue where some steel weapons were worse than iron weapons.
- Fixed an issue where butchering certain animal remains would not drop hides.
- Fixed an issue where the loading screen would not align to the window after the resolution is changed.
- Fixed an issue where pathing wasn’t updated correctly and it would keep entities getting to certain locations.
- Fixed an issue with eat/drink not prioritizing over build jobs.
- Fixed an issue where VFX on the overworld were clamping to the bottom of the map.
- Fixed a couple of issues where the capture mechanic wasn't working.
- Fixed an issue where using out-of-date mods would lock the game.
- Fixed a typo. Sheer is now Shear.
- Fixed an issue where boil used other props besides cauldrons.
- Fixed an issue where lists weren't updated. Notably on entity death.
- Fixed an issue where items weren't being equipped properly.
- Fixed an issue where uniform items weren't equipping by priority properly.
- Fixed an issue where Saga unlock FX wasn't playing.
- Fixed an issue where entity xp requirement to lvl wasn't scaling correctly.
- Fixed an issue where sleeping in a bed was increasing energy at the same rate as sleeping on the ground.
- Fixed an issue where cows wouldn’t produce milk.
- Fixed an issue where not all idle animations were playing.
- Fixed an issue where settler overview lists weren’t updating when professions changed.
- Fixed an issue where the seed input would take letters and numbers.
- Fixed an issue where room default stockpiles weren’t setting their preset item permissions.
- Fixed an issue where unclaimed items tooltip showed entries that were 0.
- Fixed an issue where the rooms and blueprints weren’t updating after a new room or blueprint was created/discovered.
- Fixed an issue where an entity would equip the wrong item from their inventory.
- Fixed an issue where entities weren’t being removed from control groups after dying.
- Fixed an issue where XP was awarded for killing a friendly entity.
- Fixed an issue where room props were displaying as missing when they weren’t.
- Fixed an issue where thatch roofing wasn’t appearing in the research window.
- Fixed an issue where death reason was showing the tooltip id.
- Fixed an issue where move orders would be ignored if the entity was in combat.
- Fixed an issue where hold position would be ignored if the entity was in combat. The entity will still enter combat if the target is directly adjacent to them.
- Fixed an issue where control groups and world markers could not be created with the hotkey “Ctrl+#”.
- Fixed an issue where dead entities were not showing up in entity family lists.
- Fixed a bug where Ancient last names didn’t have “The” between the first and last name.
- Fixed an issue where some items would be consumed for jobs instead of emptied. i.e., watering plants was using the item instead of producing an empty glass container.
- Fixed an issue where hostile entities would build wood platforms while out in the ocean.
Tuning/Content/Polish/Misc
- Improved rendering performance.
- Added toggle to show/hide inventory entries at zero.
- Added toggle to add/remove world item count to item total count in inventory window.
- Added toggle to add/remove carried item count to item total count in inventory window.
- Added toggle to add/remove equipped item count to item total count in inventory window.
- Added set faction “-f” option to the set command to change selected entity faction.
- Added separate hotkey to lock current tooltip (left-ctrl). This allows you to lock the tooltip without having to click the block (though you can still do it through this method).
- Cleaned up tooltips: Moved extra entity info to entity overlay window, added tooltip for hovering over statuses on several other UI elements.
- Added entity overlay window.
- Added more info to indicate plant is not getting enough light on tooltip.
- Polished room production screen.
- Polished notifications and tracking top bar.
- Added rooms to tracking bar.
- Saga research is now unlocked with kingdom points instead of time.
- Entity starting level is now determined by kingdom level.
- All profession skills are now increased on level up instead of randomly.
- Settlers now start out with basic tools.
- Entities now start with three default uniforms (individual, race, and profession) with default items preset.
- Added some more entity names.
- Added animal profession to help organize animals better.
- Re-added visual to grid to indicate when block has obstruction above it.
- New room names are now suffixed with A, B, C→AB, AC, AD instead of 0, 1, 2, 3…
- Added Global Buffs which are unlocked in the research window. These affect all entities of the settlement.
- Added several new research nodes to unlock.
- Integrating citizens is now unlocked in the town hall. This is intended to be an ability unique to humans.
- Integrating citizens now requires writing instead of hauling.
- Separated market into its own window.
- Entities can now earn XP from skills outside their core skillset (skills associated with the profession). However, the amount of XP earned is much lower.
- Added item discovery requirements to some of the research nodes.
- Performance improvements.
- Added notification to indicate entity caught in cage.
- Re-enabled item decay.
- Entities without a default generated or given name will show up as ???.
- Thirst and hunger will now be removed at 50% instead of 80% after eating/drinking.
- Neutral and hostile entities no longer start with the metabolism status. They should get it if captured!
- Improved room performance when many rooms are designated.
- Added common props to room tooltip.
- Tuned combat mechanics and entity behaviors.
- Improved performance for when hostile entities are on screen trying to reach the player.