If you've been wondering about the time since the last update and you don't read the Gnomoria forums, I took the last few weeks off. My wife and I recently had a baby and I've been home with my family. I'm back and I brought an update with me! I also want to point out with the versioning that the next update will be 0.9.10 and NOT 1.0.
Building changes to reduce micromanagement when planning out large constructions
Build Wall and Build Stairs Up will now first build a floor if one doesn't exist. ie You can queue a wall, then move up 1 level of depth and queue a wall above the previous one. Your gnomes will first build floors over the lower wall before building the second level without requiring you queue any additional jobs.
Added scaffolding - Scaffolding works similar to stairs except they can be stacked directly on top of each other. When deconstructing, all scaffolding above the one being deconstructed will also deconstruct.
Added shifts to Guard Area, Patrol Route and Training Grounds. The same Squad can be assigned to all shifts or each shift can be assigned a different Squad. Shifts can help sync your Squads sleep schedule or to rotate Squads between guarding and training.
Added option to turn off Goblin Tunnelers in advanced settings
Replaced goblin tunnel sprite
Goblin raiders will now attempt to continue stealing items until satisfied. The amount that they steal goes up with the raids attack strength
Goblin raiders have a chance to not trigger self-powered traps. Other goblins trigger traps as usual and raiders still engage pressure plates normally
Reduced the number of new friendly Kingdoms that are generated as Kingdom Worth rises
Goblins spawning in Peaceful mode
Goblin attack strength being determined when they arrive (It's now determined when they leave)
Cancel Job and Deconstruct selection moving after clicking
Corner walls are no longer required for privacy status
Tracked stock items - Create groups of items to track real time quantity on the HUD. Groups can be created in the Tracked Items tab of the Stocks window. Previous Food and Drink quantities have been integrated into this method.
Kingdom and Stock windows are now resizable
Window position and sizes are stored in the settings.ini file to preserve window settings across multiple game sessions
Alarm HUD element to indicate when your Kingdom is currently under alarm
Removed the pop up delay in the right click context menu
Crash sending a merchant to trade with items that are no longer available
Crash viewing ambassador after he dies
Personal Quarters being considered "not private" after loading, forcing it to be redesignated to keep the ambassador
Doors within a Personal Quarter but at the edge not being considered for privacy
Foreign Kingdoms getting into a state where it stopped sending merchants or ambassadors
Foreign Kingdoms now give the option to host an ambassador
Hosting an ambassador allows trade between Kingdoms
Ambassadors require food and drink while staying at your Kingdom
Ambassadors require their own Personal Quarters with bed, privacy and minimum worth
Viewing the status of an ambassador will show if they are missing a requirement or are satisfied
Ambassadors will leave if their requirements aren't met for an extended period of time. They can also be manually dismissed.
Ambassadors and Merchants will wait to arrive at your Kingdom if it's unsafe
Ambassadors and Merchants will return home (with notification) if there is no way into your Kingdom
Additional friendly Kingdoms will now make contact with you over time and as your Kingdom grows
Added Mining Colony, Lumber Camp and Agricultural Settlement friendly Kingdoms. These Kingdoms offer some goods at a cheaper rate than Merchant City-States and also give more for goods they need. ie Mining Colony has cheaper ore and pays more for food, drink, bandages and pick axes
Pause show arriving merchants gameplay option now also applies to your returning merchants