![]() ![]() But be careful, there are many monsters and hazards that await around every corner, looking to monch your beard off. As you dig deeper, you encounter motherloads of riches and surpass all of your peers expectations. ![]() ![]() On your adventure, you can complete jobs for your guild masters for a choice of rewards, and have the opportunity to collect precious metals for yourself to upgrade your armor, tools, and weapons. You play as an apprentice dwarf yearning to make your mark in the dwarven empire through the time honored labor of mining and exploration. I'll leave the description to them:īelow The Stone is a procedurally generated spelunking roguelite with completely destructible grid-based levels resembling that of many loved titles such as Terraria, Enter The Gungeon, Nuclear Throne, and Dwarf Fortress. I've been following Below the Stone for a while and they've gone through exactly what I did with King under the Mountain - an initial Kickstarter that didn't meet its goal (it is ridiculously hard to do well on Kickstarter as an unknown indie compared to the golden age of around 2013 to 2015), so they kept working hard, improved things, learned lessons from the KS campaign and came back and they've nailed it. Currently the game includes Pike, Perch and (of course) Carp, with the artwork produced by Kaitlynn Peavler. That said, fishing is probably an easier way of acquiring food, so there's also a limit on how many fish can be caught each year - which should be enough to support a population of up to 20 settlers from fishing alone. Mechanically this is an alternative to growing crops for food, without the setup of tilled earth or the requirement of seeds, but it is more labour intensive as the settler has to actually fish for a long period rather than leaving crops to grow. Well that is no longer the case! The fishing profession is now fully implemented, so particularly unusual dwarves may be happy to go and stand next to the river, fishing pole in hand, to bring back fish for your settlement to eat. Long-time players may remember the fishing profession that was in early versions of the game (which didn't do anything), or more recently you may have noticed that your dwarves produce fishing poles without making any use of them. Look out for other backer-nominated crops still to be added in the future! To balance this, there's now a "sleeping spot" which can be placed in bedrooms as a location for your settlers to sleep on the floor, so at least you can control where they sleep before you can furnish your settlement with a full complement of beds. Most importantly though, beds now need linen to be constructed as well as wood for the frame, making comfortable beds that little bit more expensive to craft. The well above clearly needs a rope to function, and as mentioned earlier, the windmill requires linen for its sails to function. What hemp does do for you now - is introduce a new weaving crafting type where hemp is processed to hemp fibre through a process called retting (in King under the Mountain, this is mechanically the same as the mushroom log shock tank where the hemp bundles are submerged in water for about a day), and the hemp fibre can be woven into rope or linen. This release sees the first Kickstarter-backer-nominated crop added to the game - Hemp! While we're not adding any Tolkein-esque "pipe-weed" just yet, it's a possibility for the future. You'll need to build a water pump connecting the river to a pipe system: The goal is that players will be able to get by relying on the weather for watering crops (there's no watering cans or jobs here!) but they will want to turn to irrigation to optimise things (or at least avoid the chance of having a summer drought).īut how do you get water into these channels and pipes? This release sees the first animated furniture in King under the Mountain (courtesy of artist Rizal Zulkifli who produced most of the art assets in this release, and a lot before that too, all the way back to the original pre-alpha releases). ![]() Plants now require access to water to grow quickly, otherwise their growth is stunted if they don't have access to water for a while, and stopped completely if they can't receive any water for many days! "Access to water" for the most part will be covered by the fairly common rain in the game, though now the summer season is a bit drier overall. What they do provide is constant access to water for nearby plants, particularly your crops which is why you'll want to dig these channels and set up irrigation. So why would you want to dig all these channels for water to flow into? Well, they're certainly cheaper than laying pipes underground (which is a related new feature), but your settlers can't walk across the channels (though you can build a bridge over them) so for the most part, pipes would be much more effective. ![]()
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