Dwarfipelago 1.1.0-beta
This release adds Energy Link, a new victory goal, an opt-in Crafting Permits system, a big batch of new location checks, and a redesigned status panel — on top of the craftsanity rule overhaul and a round of fixes.
New: Energy Link
Trade your fortress's surplus into the multiworld's shared energy pool and spend it when you need a hand.
- New
energy_linkoption (toggle). - Deposit ale, food, or coins for energy.
deposit-coinsnow takes a specific ☼ value instead of dumping your whole treasury. - Spend energy to call a caravan early in the season; the AP caravan then arrives and leaves on its own schedule like a normal one (no anchoring/dismiss hacks).
- New Energy tab in the panel showing the pool in decimal MJ and raw kJ.
- Deposit rates rebalanced (ale 100 kJ, food 50 kJ per deposit; coins 1 kJ per ☼ value).
New goal: Remains of the Great King
- New goal option
king_remains, with aremains_great_kingrange (5–100, default 10). - "Kobolds and goblins plundered our halls and scattered the remains of our great king" — recover all the shuffled remains to win. Higher counts may require craftsanity to have enough item sources.
New: Crafting Permits (opt-in)
- New
craftpermitsoption:off/on/all. Requires craftsanity (adds 97 permit items). onstarts you with permits for Beds, Charcoal, Leather, Cloth, Alcohol, and Prepared Meal; everything else must be unlocked.allgates every permitted item. Enforced in-game — jobs for items you lack a permit for are cancelled with a one-time notice.
New location checks
- Caravans & diplomacy: Dwarven / Elven / Human Caravan Visit, Outpost Liaison Meeting, First Raid, First Artifact Recovery, First Act of Diplomacy. (Replaces the old "First Trade Completed" / "First Export" checks. They never worked right anyway)
- Infrastructure: Built a Well, Pumped Water, Pumped Magma.
- Biology: First Eggs Hatched, Caged a Hostile Beast (now any hostile/enemy unit).
- Endgame: Mined Adamantine, Sold an Artifact, and "Welcome to the Circus."
Craftsanity & rules overhaul
- Crafting items are now full AP items with proper rules — rules require the actual items, not the intermediate steps to make them.
- Fixed work-order craft counting and implemented crafting item locks.
- Removed the old complex/standalone single-material rules that are no longer needed.
- Craftsanity locations are skipped entirely when craft-item creation is disabled.
Panel & UX
- New Crafts and Energy tabs; Status panel improvements for parity with the client.
- Zoom-to-location announcements for AP alerts.
- Panel only shows progression items that actually exist in the current AP world.
- Cleaner announcements (
fmt_energy, fixed adamantine color, removed redundant prints).
World gen & balance
- Added a world-gen preset plus a startup civilization-diversity check.
- Harvest milestones lowered to 50 / 100 / 250 / 500 / 1,000 (from 50/250/1000/2500/5000).
Fixes
- Merchant's Coffers no longer limit coin minting or gem cutting unless your goal is Legendary Wealth. Under every other goal the wealth tiers don't exist, so minting and cutting are never blocked.
- Vermins....
- Adamantine detection excludes DOOR items; world-aware diamond/"sun" token lookup with fallback variants.
- Use
exported_wealth()/ corrected DFHack data paths for trade-export and mission checks on DF50. - Fixed precollected item names and various in-game alert text.
Upgrade notes
- Update the mod and apworld together to 1.1.0 (version match enforced).
- Regeneration required!!!