30th September – Martyn
The Dwarves of Glistenveld has seen a good number of updates and posts since the chapter 1 release, but so far we’ve been keeping one thing close to our chest: chapter 2 content.
This month we’re talking about some of the new features you’ll find in Chapter 2, as well as teasing a level called ‘White-Water Mine’.
First we’ll start with buttons. Buttons have already featured in places in chapter 1, but we’ve redesigned them to be clearer on how they’re used (see left; you’ll notice a yellow figure followed by a pair of arrows).
Buttons will become more common as you journey deeper into the earth and closer to the old dwarven ruins. These buttons will be used to unlock doors, solve puzzles or reveal secrets. Each button is comprised of two symbols. The figure in the top half represents the number of dwarves required, while the symbol at the bottom represents what kind of button it is. In this case the button above requires one dwarf, and will toggle (i.e step on it once to activate, step on it again to deactivate). The above image also features a metal door. Soon to be unlockable in the tech tree under ‘Upgraded Hinges’, these more durable doors are configurable, and can keep more units and creatures at bay than their wooden counterparts.
Next up are tomes, which have already featured in caverns mode, but chapter 2 will be their first introduction to the campaign. These handy little books come in four colours: red, green, blue and yellow; representing each of the four dwarf classes. Whenever a dwarf interacts with one of these tomes they will immediately level up in whichever class the tome is related to. When saved for your most skilled dwarves, tomes can make a big difference to your clan, and are well worth keeping an eye out for!
There are also more unusual objects that will feature in some levels of chapter 2; elevators, bounce plates and journals. An elevator will function more or less the same way as a tunnel, as it takes you to another level and marks the end of this one. One notable difference however is that elevators have limited space for travel, so you’ll have to choose your dwarves carefully.
There are two variants of bounce plate: copper and iron. Copper is for dwarves, and iron is for minecarts. You can probably guess what they do (the clue is in the name). We still have to decide whether these are something the player can build themselves or what their limitations might be, but they’re certain to feature in the campaign!
Lastly, journals (see the open book and candle in the image above). Journals serve as a narrative plot point, both for main objectives and optional content. Finding these lost journals will help give insight into the world of Glistenveld, and may reveal some forgotten secrets as well!
Finally a bit about about Level 2: White-water Mine. Without giving too much away, this level takes the training wheels off the player for the first time in the campaign. You quickly learn of your objective, but how you go about completing it is up to you; there are a lot of options. At this point we wanted the player to feel as if they were moving out of the watery caves they had explored in the last chapter, so there is a geographical transition from one region to another. White-water Mine contains an amalgam of rivers, mineshafts and ruined structures to explore. Any other details on this level we’re going to keep close to our chest for now; we want you to discover them for yourself as you play!
That’s all for this month. Make sure to keep an eye on our updates as we progress through chapter 2 development! May your beards and braids be blessed!