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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Necesse 

 

Developer

 Mads Skovgaard 

 

Publisher

 Mads Skovgaard 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2019-12-12 

 

Steam

 6,29€ 5,59£ 6,99$ / 30 % 

 

News

 63 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1169040 

 
Public Linux depots

 Necesse Static Linux 64 bit [366.96 M] 




LINUX STREAMERS (0)




Necesse April devlog

Hey everyone!

It has been an eventful month in Necesse as we've started sharing a lot more of our ongoing development on our social media platforms. That's why we decided to make this devlog post, recapping some the stuff we've shared throughout April.

If you'd like to stay up to date with our latest posts/news/teasers, make sure to follow us on your preferred social media platform, on any of the links below:

Discord: https://discord.gg/FAFgrKD
X/Twitter: @NecesseGame
Reddit: /r/Necesse
Youtube:

Alright, let's get to it :)

We started the month out by teasing a new weapon coming in our next major update. You can check it out on Youtube here:

[previewyoutube=YAy7GyYNRzw;full][/previewyoutube]

We also released our first ever 1.0 live roadmap, you can see it on our steam store page or click the image below:



We've also run a poll on our social media platforms, asking you all which of the major updates from our roadmap you were the most excited about. In the future we'll likely be running some more polls to get feedback from you guys, so be sure to follow one of our social media platforms, if you want to take part in that :)

In fact! We just shared a new poll yesterday, where you, our players, get to vote on a new weapon coming in the next update!



As the graphics update gets closer, we will also have more to share. This month we posted a couple of teasers. A small trailer showcasing some of our new water effects and then a bigger graphics teaser on Youtube, displaying some new features as well! Check them out below:

(Click the gif to see the full video)


[previewyoutube=Im-GElL8nqI;full][/previewyoutube]

... and just in case you haven't seen the other teasers we put out in earlier months, check them out here:





We're excited to get the next update out and to share more of our work in the future. So stay tuned and thank you for following the development!
- Fair


[ 2024-05-01 20:11:06 CET ] [ Original post ]

Necesse Live Roadmap 2024

Hey everyone!

Thanks to all of you, Necesse has grown a ton since its early access release and so has Fair Games, the studio building it.

I know that many of you have been asking about when 1.0 will be released and what it will contain. Because of that we've made a live roadmap with the features we see as important steps towards this. We will still be looking out for your feedback, so don't hold back on all of those great ideas. We will adapt the roadmap as updates come out.

We can't wait to show you all the cool stuff we have planned!



It's important to mention that 1.0 won't be the end of Necesse updates and content :)

In the future, we will also be sharing more about the upcoming updates. This means we will be posting teasers, running polls, and other random content related to development on a weekly basis.

If you're interested in following the development more closely and interact with the developers, be sure to check out and follow our social media channels below. We have already released the first teaser for a new weapon as a small video.

Discord: https://discord.gg/FAFgrKD
X/Twitter: @NecesseGame
Reddit: /r/Necesse
Youtube:

I will of course still be reading and responding to posts here on Steam.

As always, thank you for the continued support!
- Fair


[ 2024-04-11 16:01:10 CET ] [ Original post ]

v0.24.2 - Optimzations and fixes

While we are working on the next big update, I wanted to push out this small patch with some optimizations and fixes. Since some of them required a new version of the game, we decided to add a random gimmick that will be active on April 1st as well :)

Happy Easter to everyone celebrating!
- Fair

Here is the changelog:
Added a small random gimmick that will be active on April 1st.
Optimized settlement job ticking for hauling fuel.
Updated community translations (thank you translators!).
Fixed crafted Orb of Slimes not being tier 1.
Fixed spoil time showing in processing stations with spoiling disabled.
Fixed Mycelium Pickaxe dropped texture being offset.
Fixed island map size being messed up when changing resolution.
Fixed flame and spike traps being able to hit players on other levels.
And a few other smaller fixes.


[ 2024-03-27 18:38:12 CET ] [ Original post ]

v0.24.1 - Incursion and upgrade tweaks, more lights, fixes and more

Thank you for all the feedback on the previous update! This update is a smaller update to address some of that feedback, while also adding a few new features.

The last update required a ton of changes to the base game. We are of course hard at work on the next update, which we expect to come out faster than the last one.



Some of the bigger changes in this update are:


  • Added a bunch of lighting options other than the torch.
  • Increased lighting range for some objects like the fire chalice.
  • Tools can now be upgraded in the upgrade station and have been added to incursion reward pools.
  • Deep cave bosses now have higher stats in incursions.
  • Chests can now no longer be destroyed by explosives while in a settlement.
  • Items now incinerate at different rates.
  • A bunch of bug fixes.

As usual, you can see the full changelog below.

I will of course keep an eye out for any other issues and feedback! :)

Thanks for playing!
- Fair



[h2]0.24.1 changelog[/h2]
[h3]Additions:[/h3]
Added recipes for Dawn and Dusk doors.
Added Streetlamps crafted in Anvil and advanced Workstation.
Added Lanterns crafted in Anvil and advanced Workstation.
Added Wall Candles crafted in Carpenters Bench.
Added Candle Pedestals crafted in Carpenters Bench.
Added Tiki Torches crafted in Workstation.
Added vinyl drops to the 3 newest bosses.
Added stone as a reward the Miner settlers mining trips.
Added recipes for tier 1 gateway tablets to Fallen Workstation.

[h3]Changes/misc:[/h3]
Tools can now also be upgraded in the upgrade station.
Adjusted all weapons upgrading from base to tier 2 or higher.
Upgraded tools has been added to the incursion reward pool.
Set bonuses changes now show properly in upgrade station.
All deep cave bosses now have slightly different stats in incursions.
Incursion modifiers are now removed when an incursion has been completed.
Fallen Workstation recipe has been updated to cost alchemy and upgrade shards to craft.
Gateway tablets are now sorted by tier first, then their name.
Items that summon bosses can no longer be used in Incursions.
Rewards from Incursions should now be displayed more clearly.
Dawn and Dusk armor pieces now drop as personal loot for all players in the Incursion.
Dawn and Dusk individual armor pieces now rotate per boss kill.
Item sell price is now affected by item tier level.
Item enchant price is now affected by item tier level.
Fire Chalices, Magic Stilts and Shine Belt now provide more light.
Sunlight Champion explosion event is now more obvious and has less range.
Chests and other inventories in settlements are now immune to explosive damage.
Items now incinerate at different rates.
Removed the last row of pressure plates in maze trials.
Updated submitted community translations (thank you translators!)

[h3]Fixes:[/h3]
Fixed new items in updates being allowed in chest filters.
Fixed Dawn and Dusk armors not set as obtainable.
Fixed Dawn and Dusk armors causing crash on armor stands and settlers.
Fixed Dawn and Dusk armors not changing appearance on settlers and armor stands.
Fixed Dusk armor set summons not damaging correctly.
Fixed flamelings possible crash on dedicated servers.
Fixed upgrade shards not spawning in spider castle incursion
Fixed wrong alchemy shard rocks spawning in spider castle incursion
Fixed moon arena boss darkness buff being applied to everyone on the server.
Fixed Death particles not showing for Sunlight Champion and Moonlight Dancer.
Fixed Resilience being completely drained when max resilience decreases.
Fixed Sunlight Champion's swirls not being visible on low particle settings.
Fixed Sunlight Champion's swirls sometimes causing crashes when leaving levels.
Fixed ravenlord set crashing on dedicated servers when a player with the set equipped left the server.
Fixed sunlight champion possible crash on dedicated servers.
Fixed some upgrade stats showing double plus signs.
Fixed an issue where if you left a server in an incursion you could end up outside the level.
Fixed melee summons not being able to attack training dummies.
Fixed Sage & Grit and Pest Warden sometimes dropping their loot in strange locations.
Fixed summons not teleporting with the player if the player got kicked out of an incursion due to it closing.
Fixed possible crash when placing down a logic gate.

And a few other smaller tweaks.


[ 2024-03-20 18:30:11 CET ] [ Original post ]

Hooded Horse Spring Sale

Hello! From now until March 21st, you can save 50% on Necesse, and get great deals on all other games published by Hooded Horse during the Steam Spring Sale. Come check the game out!



[previewyoutube=URRzqiu4DqA;full][/previewyoutube]


[ 2024-03-14 18:09:47 CET ] [ Original post ]

v0.24.0 - Incursions rework, gear upgrading, new bosses and more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version. Note: Older versions may have trouble loading new version saves.

Hey everyone!

The next update is finally out. This one is almost exclusively focused on the incursion system, making it a lot more fun and engaging late-game system. We're starting to look ahead to a potential 1.0, and I think this is an important step in that direction. Although as I have always said, even with a 1.0 release, I still plan to work on Necesse, adding more content and features :)

Before we get into it, I just wanted to say thanks for all the feedback from all of you. I don't respond or interact with everything, but I still read all the reviews, feedback given through the game, posts on the Steam discussions and the Discord server. Now let's get into the update!

First, this update adds 2 new bosses to the incursion system. They both have a similar theme and are part of a new incursion type. Here is a small teaser, but I will let you experience them yourself :D



The upgrade station was added to the game with the initial incursion update. Finally, after many iterations I think this update brings it to a nice place. For now it's just stats being upgraded, but we have plans to expand on that in the future. This means weapons and armor you loved in the early game will now also be viable in the incursion late-game once upgraded.



Incursions and upgrades now use a tier system that indicates the difficulty of the incursion. Gateway tablets are now much more abundant and are used to open a single incursion. Each tablet has the data for its specific incursion with difficulty, rewards, and modifiers. Incursions now have a unique effect like exploding mobs and more. Old Gateway tablets without any incursion will generate one when you put it into the Fallen Altar.



As always, we will keep a close eye on issues and balancing and push out updates as needed :)

In other news, the original soundtrack is now out on Spotify if you want to listen to it. There are still some old tracks being used in the game, and we're working on getting those original as well.
Click on the image below if you want to check it out!



Some of the other features and changes in this update include:


  • Extraction incursion now spawn mobs as you progress instead of continuously.
  • Islands now have a small chance to generate as a circle like in older versions.
  • Added brightness slider to graphics settings.
  • Changed pressure plate maze trial room to be more intuitive.
  • Added 4 new original music tracks.
  • And a bunch of other changes and fixes!
You can read the full changelog below.

And finally, here is another small teaser of the art update that's being worked on :)

Thank you for all the support and feedback!
- Fair



It may not be the largest changelog this time. But a lot of the lines have a lot of content to them :D

[h2]0.24 changelog[/h2]
[h3]Additions:[/h3]
Added 2 new bosses to unique incursions.
Added functionality to upgrade station.
Added salvage station crafted at Fallen Workstation.
Added a bunch of unique modifiers and effects to incursions on top of area modifiers.
Added Fools Gambit trinket sold by Traveling Merchant after Pirate Captain.
Added Dusk armor set obtained through incursions.
Added Dawn armor set obtained through incursions.
Added Ravenlord armor set obtained through incursions.
Added The Raven's Nest greatbow obtained through incursions.
Added Ravenwing Greatsword obtained through incursions.
Added brightness slider to graphics settings.
Added 4 new original music tracks.

[h3]Changes/misc:[/h3]
Rebalanced and added upgraded stats to all weapons and armor.
Reworked gateway tablets to be consumed for each open incursion.
Reworked incursion loot to give upgraded items and other gateway tablets.
Reworked incursion modifiers to scale with tier instead of being random.
Rebalanced all deep cave mob stats inside incursions.
Changed pressure plate maze trial room to be more intuitive.
Extraction incursions now only spawn mobs as you progress in the incursion.
Gateway tablets now drop randomly inside incursions.
Carapace Shield will now also work for damage coming in all directions.
Islands now have a small chance to generate as a circle like in older version.
Increased initial allocated memory on Windows and Mac.

[h3]Fixes:[/h3]
Fixed being able to use cutter and wrench on protected levels.
Fixed GrindTheAlarm vinyl never generating.
Fixed teammate markers not showing up correctly when changing levels.
Fixed stamina getting stuck when changing to a world that is behind in time.
Fixed Bloodplate set buff occasionally desyncing.

And other smaller changes and fixes.


[ 2024-03-04 19:00:37 CET ] [ Original post ]

50% Off Sale for Necesse

From now until February 3rd, you can save 50% on Necesse. Come check the game out!

[previewyoutube=URRzqiu4DqA;full][/previewyoutube]

https://store.steampowered.com/app/1169040/Necesse/


[ 2024-01-27 19:16:18 CET ] [ Original post ]

50% off Necesse

Hi everyone, get Necesse for 50% off during the Steam Winter Sale! Build, quest, and conquer across an procedurally generated world. Establish a settlement, explore dungeons, fight monsters and bosses, mine rare ores, craft equipment, and more!

Check out this game and Hooded Horse's other published games during the Winter Sale until January 4.

[previewyoutube=URRzqiu4DqA;full][/previewyoutube]


[ 2023-12-30 23:00:26 CET ] [ Original post ]

1 Million Steam Copies

A couple of days ago Necesse surpassed 1 million copies on Steam. Sitting there, refreshing the page, and seeing such a big number is something I never dreamed would happen. Only later in the day when I got home did the feelings hit me.

From starting a hobby project over 10 years ago to betting it all and going full time in 2019, working for 2 and a half years barely making enough to pay the bills, to then finally starting to make it has been a long, but rewarding journey.

Thank you to all the players who played, shared and gave feedback and reviews to shape the game into what it is today. I am so, so grateful! Until the next update, happy holidays and happy New Year!
- Fair


[ 2023-12-27 04:20:35 CET ] [ Original post ]

v0.23.1 - Spoiling and resilience tweaks, optimizations and more

While we have started work on the next update, I wanted to get this smaller one out based on some of the feedback you have given from the previous one.

I'll keep it short. It's smaller tweaks to food spoiling, resilience as well as other smaller changes, bug fixes and translation updates.

With the overwhelming feedback for the upcoming graphics overhaul, here's another teaser for you :D



I will of course keep an eye out for any other issues and feedback! :)

Until the next update, happy holidays and happy New Year!
- Fair



[h2]0.23.1 changelog[/h2]
[h3]Changes/misc:[/h3]
Added resilience gain and max resilience equipment enchantments.
Optimized spoil ticking significantly.
Reworked pressure plate maze trial room completely.
Trial rooms now have a higher chance to generate.
Bloodplate now gives health regen while in combat as well.
Reduced Bloodplate armor health regen.
Halved the amount of food settlers consume while on an adventure party.
Lunchboxes can now be used in your adventure party inventory.
Settlers can now join your adventure party when below 50% happiness.
Adjusted a bunch of weapons resilience gain.
Resilience gain tooltip will now also consider your gain modifier.
The Spider Throne from the new incursion can now be picked up.
Lunchbox now also reduces spoil rate of stored food.
Reduced spoil rate of food in a Cooling box.
Honey will now no longer spoil.
Made trash cursor more visible with a different color.

[h3]Fixes:[/h3]
Fixed settlers not eating after coming back from a mission.
Fixed special case where settlers would not fill up fuel inventories.
Fixed Tourist achievement unlocking when just discovering the biomes instead of visiting them.
Fixed resilience decaying faster than it should.
Fixed issue with resilience sometimes not being able to fill up completely.
Fixed settlers not able to target training dummies.
Fixed Spider Venom buff being able to be cancelled.
Fixed Candy Cane being gourmet food.

[h3]Modding/servers:[/h3]
Removed the "Message of the day" prefix from server MOTD.

And a few other smaller tweaks.


[ 2023-12-22 22:40:08 CET ] [ Original post ]

Hooded Horse Winter Sale

Happy Holidays! From now until January 4th, you can save 50% on Necesse, and get great deals on all other games published by Hooded Horse during the Steam Winter Sale. Come check the game out!



In 2023, we released 5 updates, ranging from new weapon types, mana system, biomes, bosses, survival mode, character transfers, and more. With each of these updates, there were plenty of tweaks and fixes that were deployed throughout the year. We've also teased a currently work-in-progress graphics overhaul:



You can revisit each update notes here:


[previewyoutube=URRzqiu4DqA;full][/previewyoutube]


[ 2023-12-21 19:01:45 CET ] [ Original post ]

50% Off Midweek Deal

Featured as the Steam Midweek Deal, from now until December 21 you can save 50% on Necesse. Come check the game out!

[previewyoutube=URRzqiu4DqA;full][/previewyoutube]

https://store.steampowered.com/app/1169040/Necesse/


[ 2023-12-14 19:27:31 CET ] [ Original post ]

New Multiplayer Trailer: Play Together Across Worlds

Necesse has released a major Multiplayer Update for v0.23, and revealed a new trailer:

[previewyoutube=hmE_qZ4V3ds;full]INSERT YT LINK[/previewyoutube]

This update introduces a new biome, gear, a boss, and a bunch of tweaks around it. Create adventuring parties with friends as you grow your settlement, craft magical equipment, and lead expeditions against pirate kings, dragons, and fallen wizards alike. Take your character to your friends' worlds or keep playing on your character after having played in someone else's world.

The full update notes can be read here.

https://store.steampowered.com/app/1169040/Necesse/

Happy holidays and a happy new year!
- Fair


[ 2023-12-13 15:02:58 CET ] [ Original post ]

v0.23.0 hotfixes

Since yesterday I have been pushing some hotfixes for issues people have run into and updated translations. Thank you for all the reports! :D

We will likely do a separate patch focused on some balance changes in the next week.

Here's what has changed:

Updated Polish translation (thanks #Yalthar)
Updated Simplified Chinese translation (thanks #azhuge233)
Fixed crash caused by having specific characters in world names
Fixed dungeon stairs generating another set of stairs on old worlds
Fixed rare crash when trying to change level
Fixed crash when adventure party settlers are low on health and have no items to use
Fixed crash when playing with through the tutorial with a controller
Fixed crash caused by looking at the tooltip of some settler items


[ 2023-12-12 16:34:42 CET ] [ Original post ]

v0.23.0 - Survival mode, characters vs worlds, new incursion and more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version. Note: Older versions may have trouble loading new version saves.

Hey everyone!

It's finally time for another update, and first I just wanted to say thank you for all the feedback you give. It helps a ton and drives the direction that the game should be taken in. I may not interact with everything, but I still read all the reviews and the feedback given through the in-game form, on the Steam discussion board, and the Discord server. With that said, let's get into the update :)

The economy of Necesse is in a bit of a weird place, and a ton of you have said you wanted to see it being expanded on. I would love to do that down the road, and survival mode is intended to be one of the first steps in that direction. It introduces food spoilage, and your settlers possibly leaving you if they starve for too long, with plenty of warnings. Spoilage timers are pretty long and it's enabled by default, but can be toggled at any time in the world settings.



One of the most suggested features is being able to take your character to your friends' worlds or keep playing on your character after having played in someone else's world. This update now makes that possible by separating characters from worlds. As a world or server owner, you can still make players have to create and use characters only for that world, which can be toggled at any time in the world settings.

Along with this, more server features have been introduced. You can set a world border, max number of settlers per settlement, dropped items clean up, and a few more. I would also love to add more server and PvP features in the future, so thank you to the server owners I contacted for inspiration like Rottenprawn, Claytonia, DHRD, and probably some I forgot :D
You can find them in the official Discord server, if you want to try them out yourselves.



Last update the incursion system was introduced. This update introduces a new biome, gear, a boss, and a bunch of tweaks around it, like being able to craft lower tier essence from higher ones.
With all the feedback we got, I have started to rework the incursion progression system, but couldn't get it done for this update. This means that the upgrade station unfortunately still has no use, since it will be part of this rework. So stay tuned for the next update for that!



Adventure parties have also gotten a bunch of improvements that make them much more usable. You can now command your settlers anywhere, they will sprint to you if you get too far ahead of them and a couple of other improvements.

Melee has been super hard to balance with the style of Necesse combat. This update introduces a new mechanic called resilience, which is mostly found on melee gear. It's intended to give melee users more tankiness. It'll probably be tweaked in future patches, so let us know what you think :)

Some of the other features and changes in this update include:


  • Initial loading time and memory usage have been reduced significantly, which also means lower minimum memory requirements.
  • Reworked difficulties with more distinction between each one.
  • Increased base player movement speed slightly.
  • Music player can now have 10 vinyls, acting as a playlist.
  • Set bonuses now always show, but grayed out when inactive.
  • Incinerator to get rid of all your settlement's junk items.
  • Snowballs, snowmen, and candy canes.
  • A bunch of new server features.
  • And a bunch of other changes and fixes!
You can read the full changelog below.

Improved or complete graphics rework is also a big suggested feature. We now have 2 full-time artists working on a complete graphics overhaul. There is a small teaser of that below, which we would love to get some feedback on. The entire thing is still very much a work in progress, and we will also be looking for more feedback in the future.

December is upon us, so we also spent a little bit of time adding a few extra holiday themed items as well.

Happy holidays and a happy new year!
- Fair



[h2]0.23 changelog[/h2]
[h3]Additions:[/h3]
Added new survival mode world setting.
Added food spoilage in survival mode.
Added Spider Castle incursion, including new boss and gear.
Added adventure party button to the quickbar.
Added Pirate Sheath, a unique item dropped by Pirate Captain that increases max trinket slots.
Added Resilience, a new mechanic granting temporary health with every attack.
Added buff potion use policy to adventure party configuration.
Added the ability to command your adventure party members similar to settlers.
Added the ability to start hosting your singleplayer world from the pause menu.
Added Cooling Box, a new storage box that reduces spoil rate.
Added Steam rich presence when playing.
Added difficulty selection screen with clearer descriptions.
Added visited note to the world map.
Added button to show item list under the complete collector achievement.
Added Slime Greatbow crafted at the Fallen Workstation.
Added Orb of Slimes summon weapon crafted at the Fallen Workstation.
Added Blood Grimoire magic weapon found in the Graveyard Incursions.
Added Blood Claw melee weapon found in Graveyard Incursions.
Added Bloodstone Ring trinket found in Graveyard Incursions.
Added Bloodplate armor set crafted at the Demonic Workstation or found in vampire crypts.
Added The Crimson Sky ranged weapon found in Graveyard Incursions.
Added the ability to rename pouches.
Added quality categories under the food category.
Added Snowballs dropped from snow piles or crafted from snow tiles.
Added Snowmen crafted from snow, stone and a carrot.
Added Cookies crafted at Cooking Station.
Added holiday presents that drop throughout December.
Added Incinerator crafted at workstation.
Added Clay Gauntlet trinket crafted at the Demonic Workstation.
Added Chain Shirt trinket crafted at the Demonic Workstation.
Added Manica trinket crafted at the Advanced Workstation.
Added Clockwork Heart trinket found in deep desert chests.
Added Vambrace trinket found in swamp cave chests.
Added Challenger's Pauldron trinket found in deep cave chests.
Added Aged Champion Scabbard trinket found in deep swamp cave chests.
Added a bunch more original music throughout the game.

[h3]Changes/misc:[/h3]
Characters and worlds are now separate, but can be disabled on the world.
Improved startup loading time significantly.
Reduced initial memory consumption on loading significantly.
Settlers will now leave in survival mode if they are hungry for too long.
Increased players base movement speed from 35 to 40.
Wizard Socket from Fallen Wizard now increases max trinkets to 7 instead of 6.
Headgear now always show its set bonus, but grayed out when inactive.
The Travelling Merchant now sells additional holiday themed items throughout December.
The Animal Keeper now sells Queen Bees post Pirate Captain.
Animal Keepers is now able to fill apiaries with frames.
Bees will now pollinate/fertilize seeds around their hive.
It's now possible for full apiaries to create new swarms that migrate to nearby empty apiaries.
Settlers in your adventure party will now sprint to catch up if they are too far away.
Settlers will now join your adventure party if you make them follow you.
Your current party size will now show inside the adventure party menu.
Closing a container will now also close your inventory if you had it closed before.
Commanding settlers to follow you will now always make them come to you before attacking again.
Settlers will now sprint to their room when low on health.
Raiders are now much more likely to drop their gear.
Renamed easy difficulty to adventure and normal to classic.
Reworked difficulties making them change boss max health and enemy spawn rate.
Tweaked some boss attack timings and numbers slightly.
Discovered nodes on the world map are now permanently visible to the player.
Settlers will no longer become angry if you "accidentally" attack them while a boss is nearby.
Damage taken is now displayed in a red text color.
Damage dealt is now displayed in a yellow text color.
The cartographer table now also displays biomes discovered and added by your friends.
Combat health regen now just says health regen and base health regen says out of combat health regen.
The game will now keep 5 of the latest backups instead of just 2.
All melee damage weapons now only take melee enchants, even if they shoot projectiles.
Important buffs like cooldowns are now shown below the hunger bar.
Reduced the amount of raiders that attack your settlement during raids, but increased their health.
Raider damage now scales with game difficulty.
Raider count now also scale with number of players.
Added CTRL+F command to crafting tables to open and select the filter input box.
Added CTRL+A command to almost all text input boxes in the game to select all text.
Buffed Ivy Spear damage slightly.
Reworked the music player, allowing you to create playlists and control the music it's playing.
Doubled the range of the music player.
Updated vinyl textures.
Increased the distance raiders are willing to walk around before breaking down walls.
Settlers are now no longer targetable by other players not on your team if PvP is disabled.
Settlers from different teams are now able to attack each other if their owners PvP is enabled.
Adjusted the overall volume of music slightly.
Vinyls now no longer count towards complete collector achievement.
Increased deep cave ore generation slightly.
Banner Stands inside an incursion will now return to your inventory when closing it.
When creating or changing work zones it will now show that zones configure menu.

[h3]Controller:[/h3]
Added controller support for looking at and cancelling buffs.
Tooltip is now slightly offset when dragging an item so that you can see the item count.
Fixed DualSense Edge controller not showing glyphs correctly.

[h3]Modding/servers:[/h3]
Added texture pre antialiasing task to example mod and comment about it in initResources.
Added onRegistryClosed to almost all static object based registries objects.
Moved UnloadSettlements world setting to general server settings instead.
Moved MaxSettlementsPerPlayer world setting to general server settings instead.
Added DroppedItemsLifeMinutes setting which can be set with the /settings command.
Added MaxSettlersPerSettlement setting which can be set with the /settings command.
Added UnloadLevelsCooldown which can be set with the /settings command.
Added WorldBorderSize which can be set with the /settings command.
Added AllowOutsideCharacters world setting which can be set with the /settings command.
Job search range is now changed with the settings command instead of a custom command.

[h3]Fixes:[/h3]
Fixed Alchemy Shards being categorized as mob drops instead of minerals.
Fixed settlers not exiting adventure party when went on a mission.
Fixed settlers not being able to use the Carapace dagger.
Fixed Explorer settler not being friendly when they are recruited.
Fixed possible issue where client would never request themselves.
Fixed MOTD and world from server.cfg being loaded wrong causing big config files.
Fixed changing the MOTD with server command not saving the config file.
Fixed Cryo Spear being able to shoot projectiles through walls.
Fixed GNDItemArray copying not being able to handle null items.
Fixed farmers fertilizing when they have a full inventory.
Fixes Explorer settler not being friendly when they are recruited.
Fixed Sand Knife applying its debuff from range using summons.
Fixed start rain command not working.

And other smaller changes and fixes.


[ 2023-12-11 19:00:27 CET ] [ Original post ]

Nominate Necesse for the Steam Awards

With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Necesse for the Labor of Love Award.



Necesse has been out for a few years now. A ton of stuff has changed since launch as weve continued to improve the game with updates. Some of the bigger changes this year were:


  • End-game incursions with new bosses, biomes, and gear
  • Settler adventure parties
  • Mana system for magic weapons
  • Original music
  • Bees and Cavelings!
  • QoL features, balance changes, and bug fixes


Upcoming Next Update

Were still working hard on the next update, and we cant wait to get it out for you to play! It still needs a little bit of time in the oven though, so you will have to wait until the first half of December. Until then, here is a small teaser:



We wouldnt be here if it werent for you, the players, supporting our game throughout development and with each update weve brought to Necesse. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button thats part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.

Thank you for the continued support!
- Fair


[ 2023-11-25 19:15:06 CET ] [ Original post ]

Nominate Necesse for the Steam Awards

With the start of the Autumn Sale, nominations for this years Steam Awards are underway and wed like to ask for your support by nominating Necesse for the Labor of Love Award.



Necesse has been out for a few years now. A ton of stuff has changed since launch as weve continued to improve the game with updates. Some of the bigger changes this year were:


  • End-game incursions with new bosses, biomes, and gear
  • Settler adventure parties
  • Mana system for magic weapons
  • Original music
  • Bees and Cavelings!
  • QoL features, balance changes, and bug fixes


Upcoming Next Update

Were still working hard on the next update, and we cant wait to get it out for you to play! It still needs a little bit of time in the oven though, so you will have to wait until the first half of December. Until then, here is a small teaser:



We wouldnt be here if it werent for you, the players, supporting our game throughout development and with each update weve brought to Necesse. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button thats part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.

Thank you for the continued support!
- Fair


[ 2023-11-21 19:02:14 CET ] [ Original post ]

Discount (50% off) and upcoming regional price adjustments

Hi everyone!

Necesse is currently on sale for 50% off. At the conclusion of the sale, we plan to make some adjustments to regional prices. We wanted to provide advance notice in case anyone would like to purchase at the current, discounted price.

The new regional prices will go up in some regions, however, we will continue to find a balance to maintain affordability for players. The price in USD and Euros will remain the same.

Thank you for all the support of the game!

https://store.steampowered.com/app/1169040/Necesse/


[ 2023-10-17 08:22:59 CET ] [ Original post ]

Hooded Horse Strategy Publisher Sale

Hi everyone! Necesse and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

[previewyoutube=bwcg7R7QfIE;full][/previewyoutube]


[ 2023-10-06 00:42:08 CET ] [ Original post ]

v0.22.1 - Magic damage additions and mana tweaks

Hey everyone!

This is a small mid-update patch that tweaks the new mana system and adds a few more mana related trinkets. We're obviously still working on the next bigger update, but after getting some feedback on the last one, I wanted to get this out now.
I still read all feedback submitted from inside the game, in Steam discussions, reviews and in the Discord server. So don't hold back! :)

Other than this patch, you've probably seen a few other minor patches in between updates. These are just bug fixes and translation updates. Thank you to everyone who has been helping in translating the game!

The game is also currently on sale. So if you have been thinking about picking it up, now is a great time :)

Thanks!
- Fair

Here's the changelog:
Added trinket and armor enchants with mana regen.
Added Magic Manual trinket, bought from the Mage settler.
Added Prophecy Slab trinket, found in Desert Cave rooms.
Added Scrying Cards trinket, crafted in Demonic workstation.
Added Forbidden Spellbook trinket, found in Deep Desert cave rooms.
Doubled base mana regen, but reduced bonus from magic armor.
Tweaked a bunch of magic weapons damage and mana usage.
Reworked mana potions to give a base amount of mana instead of a percent.
Changed when you stop being mana exhausted to scale better with your max mana.
Improved handling of saving failed because of another process, like an antivirus interrupting it.
Updated a bunch of translations and added a couple of new ones that is work in progress.
Fixed miner settler not having a question mark over their head when wanting to be recruited.
Fixed being able to cancel slime poison buff.
Fixed a bunch of possible crashes.
Fixed GNDItemArray copying not being able to handle null items.

And some other smaller fixes.

As always, you can select an older version in Necesse properties -> Betas tab.


[ 2023-08-31 17:31:09 CET ] [ Original post ]

33% Off Sale for Necesse

From now until September 4, you can save 33% on Necesse at the Steam Strategy Fest. Come check the game out!

https://www.youtube.com/watch?v=PHwLoRcBTSo

https://store.steampowered.com/app/1169040/Necesse/


[ 2023-08-30 22:17:53 CET ] [ Original post ]

v0.22 - Fallen Gateway, adventure parties, mana and much more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version. Note: Older versions may have trouble loading new version saves.

Hey everyone!

It's been a while since the last update and I am sorry for the delays on this one. But it's finally out now and other than a bunch of new features, it will be the start of a new end-game system that will be added to in coming updates as well. This one has been a long time coming, and I plan to go back to more frequent, but smaller updates again.

I will of course as always keep a close eye on all feedback and likely do some hotfixes and tweaks between the updates to keep everything fun. With all that said, let's get into the update :)

First is the teased new end-game system. The Fallen Wizard now drops a tablet that is used to craft an altar, which gives you access to this new system.
Unfortunately after many iterations I couldn't get gear upgrading to a place I was happy with without a ton of extra work, so this will also come in a future update.
Currently there are 2 mission types and 2 new biomes each with a new boss and a bunch of new weapons and gear. This will be expanded in future updates and a lot of time has been spent on building systems that support a diverse set of biomes, missions and new zone mechanics.



You can now ask your settlers to join your adventure party. Doing so will make them follow you anywhere you go, including in caves and other biomes. Your adventure party will need food to stay active and they will use potions you give them access to.
I've balanced it so you will encounter slightly more enemies and bosses will have slightly more health the more settlers you bring. This also makes Guard settlers more useful, since they have more base health and movement speed than the other settlers.
Adding support for settlers on other islands took a lot of work, but I am excited that this can now also be used for other features.



Magic weapons have been rebalanced and now consume mana. All magic gear also got a balance pass and new trinkets and potions have been introduced to help with your mana generation. I know this can be a controversial change and I will keep a close eye on the balance of this to still keep it fun, interesting and powerful to play magic damage.



Some of the other features and changes in this update include:


  • Added new Miner settler you can send on mining trips similar to Anglers fishing trips.
  • Added Cartographer Table you can use to share map discoveries with other players.
  • Added 11 new original sound tracks throughout the game.
  • Islands now generate much more naturally with interesting shapes.
  • Added another tier of health and buff potions.
  • Buff icons are now placed on the right side of your health bar instead of under it.
  • An earlier version of Zephyr Boots are now available straight from the beginning.
  • Recruiting new settlers are now no longer limited by the amount of settlers without a bed.
  • Settlers will now get the buff from the foods they eat.
  • Old vinyls can now be found in cave ruin chests.
  • And a bunch of other changes and fixes!
You can read the full changelog below.

Some other exciting news is the team has now grown from just me to one other developer and 2 new artists, and I will be getting another developer on board soon as well. This took a bunch of time out of development to find the right people, but I think it's the right call to support future updates in the long run and to bring some improved graphics beyond my own art skills.
This means it's no longer a solo game and I'm excited to see where that can take us :)

Hooded Horse has taken over the publishing part of Necesse. This means more time will be freed up for making updates, instead of being spent on marketing. In the future they may help out with community stuff, like setting up some events as well. I've been looking for a publisher like that for a while, and I think Hooded Horse is the perfect fit :)
You can check out the Hooded Horse Steam page for all their other games.

Thank you all for the patience and keep giving that feedback!
- Fair



[h2]0.22 changelog[/h2]
[h3]Additions:[/h3]
Added the ability for settlers to follow you on adventures.
Added a new mana system for all magic builds and weapons.
Added a chat command to change the settler job search range.
Added attack speed tooltip to boomerangs and other throwables.
Added Fallen Gateway Tablet dropped from Fallen Wizard.
Added Fallen Gateway crafted after Fallen Wizard.
Added the ability for levels to have modifiers like enemy health, spawn rate etc.
Added Incursions, a new type of biome you can visit.
Added 2 incursion biomes, each with their own crafting materials, enemies and bosses.
Added Essence crafting materials dropped incursion bosses.
Added Fallen Alchemy Table crafting station.
Added Superior Health and Mana potions.
Added 11 different Greater buff potions.
Added the ability for teams to be public for anyone to join.
Added the ability for people to request to join a non-public team.
Added a Teams and PvP button to the pause menu when playing multiplayer.
Added a Miner settler found in caves after Evils Protector.
Added a Cartographer Table crafted at Workstation.
Added a Worm Carapace material dropped by Sand Worms.
Added Carapace Dagger crafted at Advanced Workstation.
Added Carapace Shield crafted at Advanced Workstation.
Added Sand Knife crafted at Advanced Workstation.
Added Summoner version of Ancient Fossil armor set crafted at Advanced Workstation.
Added 2 Slime armor sets crafted at new Workstation.
Added Slime Greatsword crafted at Fallen Workstation.
Added Slime Glaive crafted at Fallen Workstation.
Added Slime Staff crafted at Fallen Workstation.
Added Gelatin Casings crafted at Fallen Workstation.
Added 4 Nightsteel armor sets crafted at new workstation.
Added Night Razor crafted at Fallen Workstation.
Added Night Piercer crafted at Fallen Workstation.
Added Phantom Popper crafted at Fallen Workstation.
Added Phantom Caller crafted at Fallen Workstation.
Added normal and greater mana potions.
Added mana regen potion.
Added Dream Catcher trinket crafted at Workstation.
Added Nightmare Talisman trinket crafted at Demonic Workstation.
Added Spare Gemstones trinket found in Snow Caves.
Added Spell Stone trinket crafted at Advanced Workstation.
Added Siphon Shield trinket found in Deep Snow Caves.
Added a new magic variation to the Frost armor set.
Added a new magic variation to the Ivy armor set.
Added Sparkler magic weapon crafted at Iron Anvil.
Added Leather Dashers trinket found at starter house or crafted at Workstation
Added Zephyr Charm trinket found in Forest Caves.
Added Ammo Bag and Potion Bag.
Added 11 new original soundtracks throughout the game.

[h3]Changes/misc:[/h3]
Reworked island generation with more natural and interesting shapes.
Trial rooms camera will now not be restricted to the room bounds.
Trial rooms no longer restricts healing.
Trial rooms are now more rare until they get updated.
Changes trap trial room slightly to prevent skipping it in co-op.
Elders now have a 10% chance to spawn with special names of people showing continued contribution to the game and community.
Settlers job search range is now by default a 100 tile radius.
The max amount of settlers raiders will kill is now based on the difficulty you play on.
Coin piles can now be destroyed by weapons.
Buff icons have been moved to the right of the health bar.
Rebalanced magic weapons and armor sets to fit with the new mana system.
Increased health potion stack size to 100.
The Alchemist and Mage now sells mana potions.
Uncommon item color is now slightly brighter.
Zephyr Boots are now crafted at Demonic Workstation and no longer found in Forest Caves.
Items now sink slower in lava.
It is now possible to plant saplings on farmland.
Reworked and rebalanced Glacial Boomerang, allowing it to fire continuously.
Increased damage of Tungsten Boomerang.
Made storage and workstation to settlement buttons stand more out.
It is now no longer possible to destroy cattails and water grass with projectiles or other weapons.
You can now open pouches and crafting guides from inside the Void Pouch and Bag.
Removed the requirement for having less than 3 homeless settlers before recruiting new ones.
Hovering over "Use nearby inventories" in crafting will now fade out the HUD.
You can now no longer quick place same not fully grown seeds with a new seed.
Settlers will now have a harder time getting stuck while being hit by enemies.
Your settlers that die now display a death message with the source similar to when players die.
Settlers will now get the buff from the food they eat.
Spawn island selection will now avoid nearby pirate islands.
Swapped high/higher and low/lower job priority names.
Pouches content is now counted towards its Pawn Broker value.
Advanced Workstation can now no longer be used to craft recipes from the Forge.
Torches can now stack up to 500.
Optimized game registry dictionaries, making loading, sending packets etc. much faster.
You can now find old vinyl tracks in cave ruin chests.
Tall walls now no longer exists.
Max dropped items before they start despawning is now 1000.
Renamed Combat Regen Potion to Health Regen Potion.
Updated a bunch of translations and added some new ones.
Increased the health of deep cave cavelings.
Rebalanced almost all armor, weapons, enemies and bosses after Reaper.

[h3]Controller:[/h3]
Controllers can now use scrollbars if needed.
Added use mana potion to controller config.

[h3]Modding:[/h3]
It's now no longer possible to load modded recipes from recipes.cfg file.
KNOCKBACK_INCOMING_MOD modifier is now multiplicative instead of additive.
Translations can now have a custom enchantment-name format for enchanted items.

[h3]Fixes:[/h3]
Fixed walls sometimes not rendering their solid background.
Fixed Lightning Hammer being able to hit stuff it shouldn't.
Fixed destroying ladders also destroying the object below.
Fixed sometimes items being moved to invalid slots when picking up from your corpse.
Fixed Vulture Hatchling sprite being blurry.
Fixed crafting stations sometimes creating thousands of items.
Fixed worm enemies sometimes not spawning correctly if you enter a fight after it started.
Fixed some cases where Steam connections would not be successful.
Fixed individual settler job priority form sometimes not behaving correctly.
Fixed items in pouches not being counted when trying to craft recipes.
Fixed issue with loading getting stuck on world data if achievements or stats file is corrupt.

And other smaller changes and fixes.


[ 2023-08-20 17:00:18 CET ] [ Original post ]

Save 33% on Necesse and Regional Pricing Update

Until Friday July 28, get Necesse for 33% off:

https://store.steampowered.com/app/1169040/Necesse/

On July 28, after the sale ends, the regional pricing for Necesse will be adjusted. The changes will generally be moderate and even cheaper in some cases, but I wanted to make sure to give advance notice to anyone who would like to purchase at the current price. Just to be clear, the USD price will not change :)

I know many of you are waiting for the next update, and I am super excited to get it out as well. I am working hard on it every day and it just needs a little bit more time.

Thank you for all the support!
- Fair


[ 2023-07-25 00:31:19 CET ] [ Original post ]

Development update

Hey everyone!

First I just want to give a big thank you to everyone who has played, shared Necesse with their friends, and given feedback. When I released it into early access, I saw it as a blank slate to build a game with and for its players. Your feedback is what has shaped this game into what it is today and I plan to keep that formula for a long time to come.
I still read all the feedback submitted from inside the game, on the Steam forums, on Discord, and all the Steam reviews. I don't respond to everything, but I do read it all. So don't hold back or forget to leave a review!

I try to do an update about every month. But as you have probably noticed it is now well over a month ago since the last one, where I also teased what is coming. Instead of releasing a minor update while working on the larger one on the side, I decided to focus on this one and it is currently progressing faster than ever. But since I will need a bit longer to complete it, I wanted to post this development update.

I will keep it short, but here are some of the things you can expect:
[h3]New biomes[/h3]
Currently, there are 2 new biomes including bosses. I would like to get at least 3 in the update before release.



[h3]New biome progression[/h3]
The way you get to and progress through these new biomes is completely new. Sometimes there are missions with objectives for you to complete.



[h3]New gear progression[/h3]
Separate from enchantments, you will be able to upgrade your weapons, trinkets, and armor stats and abilities.

And other improvements and changes like in previous updates.

[h3]Other news[/h3]
We recently reached a few milestones: 5.000 Steam reviews, 10.000 Discord members, and over half a million of you have tried the game. I honestly can't thank you enough, as it's truly a dream come true to be able to work on a game like this for you to enjoy.

Recently I started working with a music producer for an original soundtrack. This is still going great and soon I will also be getting a programmer and artist on board to work on the game as well. You probably won't see a result of this instantly, but the plan is it will pay off in the long run.

And lastly, the game is currently on sale, part of TactiCon. If you are still considering getting it or have a friend you are trying to convince, now is a great time!

That's it for now. Thank you all for playing!
- Fair


[ 2023-05-12 18:30:44 CET ] [ Original post ]

v0.21.29 hotfixes

Sometimes you will see a small update to fix some issues and update translations. So far these have been:

Fixed crash when attempting to enchant a non-enchantable item with enchanting scrolls.
Fixed not being able to place mushrooms on farmland.
Fixed possible crash when entering areas you have not yet been to.
Updated Brazilian Portuguese translation.
Updated Spanish translation.
Updated Thai translation.
Updated Japanese translation.

Thanks for reporting them!
- Fair


[ 2023-03-17 15:48:46 CET ] [ Original post ]

v0.21.29 - Bees, loot trials, music, balancing and more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version. Note: Saves may not be backward compatible.

Hey everyone!

It has been almost 1.5 months since the last update, and I have been hard at work designing new content and what's next for the game. First I will talk a bit about this and then we will get into the update.

I still read all your feedback submitted from inside the game, on the Discord server, Steam reviews and discussion boards. Many of you just want more content, so I have since the start of 2023 been working on a system for that.
You get access to it once you have progressed through the current biomes and content. It will give you missions and send you to new areas to complete them for a reward. As you progress through these missions you will find new gear and discover new mechanics you can use in harder missions and to build up your settlement. New biomes, dungeons, and areas will still be added over time into the current progression before you reach this end-game.
Unfortunately, I am sorry to say that the first version of this wasn't quite ready for this update. I definitely think it will be for the next one though, so I hope you will stay tuned for that! Here's a small teaser:



Now, let's get into what is actually in this update. One of the more requested features are more functional buildings and things to do around your settlement. This update introduces beekeeping, which is still early and will be expanded on in future updates. Your Animal Keepers will harvest these apiaries automatically just like fruit trees.



When you find chest rooms in caves, they now have a small chance to have a staircase in the middle instead which leads you down to a trial room. Once you complete this room, you will get twice the loot of a regular chest room. In future updates, this loot may contain unique items only found in these places.



I also started to work with a producer to make original music for the game. It took a bit of time to find a style we were happy with. This update contains 2 new tracks. One that replaces the main menu theme and one that replaces the first boss track. I hope you like them!

Some of the other features and changes in this update include:


  • Tweaked cavelings to be less overpowered.
  • Added the ability to replace walls, floor and furniture by placing them on each other.
  • Added pipette hotkey for changing to the object/tile you mouse over.
  • Buffed the damage of Greatbows.
  • Made Sage & Grit fight harder with better AI and more health.
  • Reworked settler crowded debuff.
  • Added 3 new fun cosmetic sets.
  • Added bombs that destroy only tiles.
And some other smaller changes and fixes!
You can read the full changelog below.

Thank you all for playing and giving feedback!
- Fair



[h2]0.21.29 changelog[/h2]
[h3]Additions:[/h3]
Added Bee hives and crafted Apiaries.
Added Net used to catch bees.
Added Honey as a new food material.
Added Apiary Frames to speed up crafted apiaries.
Added ability to replace walls and furniture easily by placing them on top of each other.
Added Frog costume cosmetic set, obtained from settlement quests.
Added Alien costume cosmetic set, obtained from settlement quests.
Added Space Suit cosmetic set, obtained from Traveling Merchant.
Added Bombs that only destroy floor tiles.
Added a pipette hotkey for swapping to objects and tiles you mouse over.
Added a chance for cave chest rooms to spawn a staircase down to a trial room with one more loot chest.
Added new original music for main menu and Evils Protector.

[h3]Changes/misc:[/h3]
Cavelings will now try to find an alternative escape path if cornered.
Cavelings now have more health and speed later in the game.
Cavelings are now highlighted when having spelunker buff.
Cavelings will now no longer disappear when close to edge of the cave.
Blocking a melee attack with a shield will now knock back the attacker.
Spawning on top of objects now no longer removes them.
Increased the damage of Greatbows.
Buffed Sage & Grit max health and their AI.
Connections are now session based, allowing people to change Wi-Fi, cellular etc. while staying connected to servers.
Magic Stilts are now much brighter and more useful.
Trying to put in an invalid item inside an enchantment scroll will now display an error message.
Mage enchanting happiness tip will now only display on player settlers.
Sleeping in beds now automatically wake you up the next morning.
Reworked settler crowded happiness to be more intuitive.
Rebalanced other settler happiness modifier slightly.
Reduced the chance of getting potions from settlement quests, increasing odds for the other items.
The Blacksmith and Gunsmith will now also buy Mycelium Bars.
Sugar Beets will now give 2 beets per seed instead of 3.
Modifier limits will now display in green or red text if good or bad.

[h3]Controller:[/h3]
The chat log will now show if currently selected or typing a chat message.
Your last aim direction will now be remembered when attacking while standing still.

[h3]Modding:[/h3]
All registered mobs now have a static loot table you can add to.
The particle lighting system can now use the full light level intensity.
Native type chat command parameter handlers now accept null as default value.
Skins and hairs textures will now reload properly when changed.

[h3]Fixes:[/h3]
Fixed cactus saplings never growing to full size cacti.
Fixed traps and lava looking like they always crit, when they don't.
Fixed some enemies not able to pass open doors.
Fixed settlers using Frost Staff firing in wrong direction.
Fixed some tooltips showing double in settlers inventories.
Fixed spamming accept quests can sometimes look like you accepted it more than once.
Fixed some weird behaviour in crafting stations when their output was full.
Fixed a few weapons having either too low or high enchant cost.
Fixed some grammar mistakes in the official English text.
Fixed logic gates sometimes not loading correctly.
Fixed settlers not able to use their current inventory for crafting recipes.
Fixed forges sometimes looks like they are processing when they aren't.

And other smaller changes and fixes.


[ 2023-03-16 18:00:16 CET ] [ Original post ]

v0.21.28 - Greatswords, greatbows, shields and more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version.

Hey everyone!

This update contains 2 new unique weapon styles. Greatswords and Greatbows use a new charge-up mechanic, which makes them slower and harder to use, but also rewarding because of their high damage. In the future, you will likely see magic weapons and maybe summon weapons using this mechanic too. I will be keeping a close eye on the balance of these and adjust if necessary :)



Since the introduction of stamina and Zephyr boots, not much has been added that uses this. This update adds shields, another user of stamina. In the future I plan to rebalance it with trinkets and gear that gives you more stamina, so you can build your character to be a stamina user more. Just like the weapons, there will likely be balance tweaks to these in the next update.



Last update, I talked about some new systems I have been working on. This update has most of those systems implemented, but I didn't have enough time to get the progression/gameplay that uses these ready. Hopefully, not many of you will notice a difference right now, as saves should migrate effortlessly. But it does mean that it's likely many mods will have to be updated.



Some of the other features and changes in this update include:


  • Added Cavelings, a critter mob that spawns in the cave and is a source of ores.
  • Enchantment odds are now affected by your Mage's happiness.
  • You can now place and stack coins on the ground to show off your wealth.
  • Added Recipe Book, sometimes sold by the Traveling Merchant.
  • Crops now display their name when hovering over them with the cursor.
  • Items picked up straight into a pouch now shows a bit different pickup text.
  • Raiders will now no longer randomly hit walls and other objects when pushed into them.
  • Raiders now open doors instead of breaking them, just like before.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

The game has also gotten some cool new cover art. I hope you like it :)

Thank you all for playing and showing support!
- Fair



[h2]0.21.28 changelog[/h2]
[h3]Additions:[/h3]
Added Greatbows, a new weapon type. 5 of them have been added throughout the progression.
Added Greatswords, a new weapon type. 5 of them have been added throughout the progression.
Added Shields, a new trinket ability type. 6 of them have been added throughout the progression.
Added Cavelings, small critters that run away from you with ore.
Added Duck Breast and Roasted Duck Breast food items.
Added Frog Leg and Roasted Frog Leg food items.
Added Frost arrows and bullets.
Added Silk as a new material.
Added Web potions that slow targets when hit.
Added Widow armor set.
Added the ability to place coins on the ground.
Added the ability to shift click move up/down in workstation recipes, mod order etc.
Added Recipe Book, an improved crafting guide sometimes sold by Traveling Merchant.
Added setting to toggle keeping camera withing level bounds.

[h3]Changes/misc:[/h3]
Raiders will now open doors instead of breaking them.
Raiders funnelling through a maze will now no longer break random walls and objects.
Loading a new area is now much faster, especially on higher end systems.
Enchantment odds are now affected by your Mage's happiness.
Swamp Slugs will now drop Swamp Larva bait.
All settlers and villagers will now use boats when in water.
The assign bed button is now red if settler does not have a bed.
Settlers will now wake up at slightly different times.
Crops now display their name when hovering over them.
Items picked up straight into a pouch now show a bit different pickup text.
Settlers will now try to prioritize equipping weapons with the best enchantment.
Crafting filters and search button is now a magnifying glass icon.
Druids Greatbow is now also a greatbow style weapon.
Cactus Shield and Shell of Retribution is now the new shield trinket type.

[h3]Controller:[/h3]
Fixed a few issues where it was impossible or hard to navigate to a specific checkbox or input.

[h3]Modding:[/h3]
Reworked level identifiers, possibly breaking many mods.
Reworked mob hit events to be in 3 different stages rather than one.

[h3]Fixes:[/h3]
Fixed items sinking through minecart tracks when they are placed on liquid.
Fixed potential silent crash when having older mods loaded.
Fixed possible crash when in a desynced enchantment scroll container.
Fixed possible crash when using debug tools.
Fixed possible crash when trying to use an invalid homestone.
Fixed possible crash when generating villages, dungeons etc.
Fixed some crashes when using debug tools as connected client.
Fixed hitting delete in crafting filters resetting the caret position.
Fixed issue with fonts causing text to be mashed or offset wrong.
Fixed discovered map data occasionally not saving properly.
Fixed projectile knockback sometimes not being in the correct direction.
Fixed Grand melee enchantment having inverted knockback modifier.

And other smaller changes and fixes.


[ 2023-01-22 20:30:20 CET ] [ Original post ]

v0.21.27 - Settler auto equipment, raids, happiness, husbandry and more

A quick reminder before the update: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version.

Hey everyone!

So far, settler happiness has been pretty basic. This update improves that by adding more ways to make your settlers happy and unhappy. When settlers are unhappy, they now have a chance to go on a strike along with other unhappy settlers. Other than being a settlement mechanic, I thought it was a funny little event. I plan on making the happiness system tied to other things than just work breaks and strikes in the future.



Settlers will now automatically equip armor and weapons it finds in settlement storage. You can of course configure this in a new settlement equipment menu, along with a quick overview of your settler's equipment.

Raiders will now also destroy your walls if they cannot find a door or path into your settlement. This means you have to be a bit more thoughtful about handling raids, but have also got the tools to do so with the new settler commands and equipment.



A few weeks ago I set up some polls in the official Discord server, that's going to make me get a better overview of the features and content you are most looking forward to. In future updates, I plan on using those a lot more as a guide. If you haven't already, make sure to check them out and vote on what you want to see in the game. You can join the Discord Server with this invite link.



In the last week or two, I have spent a lot of time laying some of the groundwork for future endgame content. Hopefully, you will see the first of that in the update next month.

Some of the other features and changes in this update include:


  • Settlers now only require a bed, but will be unhappy if incomplete, outside or sharing their room.
  • Ability to configure forestry zones, making settlers automatically plant trees in them.
  • Raids are now a bit more frequent and the addition of the "often" raid frequency setting.
  • Setting to toggle showing of settlers' head armor, to better distinguish their profession.
  • Reworked husbandry mobs and added tameness.
  • You can now click and drag to copy work priorities, restrict zones, item filters and more.
  • Christmas trees and wrapping paper sold by the Traveling merchant during the holidays.
  • Party Hat found on enemies around New Year.
  • Some balance and controller tweaks.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

If you're celebrating, a Happy Holidays to you!



I have got some awesome stuff planned for 2023, and the project will also be getting some help. In other words, soon it won't be a one-man show anymore, all thanks to you!

I hope you stay safe and have a great New Year :)
- Fair



[h2]0.21.27 changelog[/h2]
[h3]Additions:[/h3]
Added the ability for settlers to equip themselves with configurable equipment.
Added the ability to click and drag to copy work priorities, restrict zones, item filters and more.
Added more feelings/thoughts for settlers, both negative and positive.
Added settler diet variety happiness.
Added "Often" raid frequency world setting.
Added the ability for settlers to keep campfires running.
Added Pig husbandry mob, bought from Animal Keeper after defeating the Pirate Captain.
Added 3 new dishes and tweaked other recipes with pork as ingredient.
Added the ability to ignore seasonal content with "-ignoreseasons" launch option.
Added setting to toggle showing of settlers head armor in general settings or new settler equipment menu.
Added Christmas tree, sold by the Traveling Merchant during the holidays.
Added Wrapping Paper and Presents, sold by the Traveling Merchant during the holidays.
Added Party Hat, similar to Christmas Hat and Pumpkin Mask but active around New Year.

[h3]Changes/misc:[/h3]
Settlers now have a chance to go on strike if unhappy and working too much.
Raiders will now break down walls and other objects if they cannot find a path around.
Reworked husbandry mobs, adding tameness.
Settlers are now assigned to a bed instead of a room.
Reworked forestry zones, allowing automatic planting of saplings.
Optimized settler item finding for jobs and needs.
Adding new settler recipes will now default to do until a full stack.
Dedicated servers will now pause when empty by default.
Armor stands and dressers storage filters now only show items that fits in them.
Increased the frequency of raids. Change your world settings to rarely to make them less frequent.
Gold Crown is now part of a new gold armor set.
Reduced Balanced Foci bonus damage from 20% to 15%.
Reworked settler thoughts and the "How are you feeling?" dialog.
Unhappy settlers now take more and longer breaks from work.
Changed settler mood description thresholds slightly.
Increased the happiness gained from eating fine and gourmet food.
Changed a few recipes to use pork instead of other meat.
Changed raw beef texture slightly.
Using the Aged Champion Shield will now persist through attacks.
Reduced the velocity of Reaper Scythe weapon projectile.
People will now keep visiting your settlement to be recruited if your settlers are happy.
Increased the damage of many bows slightly.

[h3]Controller:[/h3]
Added controller support for interacting with the island map.
Added controller support for scrolling in sub menus with scrollbars.
Fixed not being able to configure settlement recipes using a controller.
Fixed controllers not working when assigning storage and workstations from settlement menu.

[h3]Modding:[/h3]
Changed Java runtime version to Java 17 OpenJDK, still using language level 8. Check out the modding wiki for details.

[h3]Fixes:[/h3]
Fixed possible crash on Mac when handling hold to craft.
Fixed possible crash when another player stopped using Death Ripper or Dragon Lance.
Fixed showing error when successfully quick moving items to settler equipment.
Fixed a bunch of niche inventory quick move issues.
Fixed work priorities paste buttons not being deactivated properly if already have the same copied.
Fixed names sometimes overlapping with buttons in settlement menus.
Fixed server playing settler eating sounds.
Fixed settlers not obeying commands when heading to sleep.
Fixed expeditions sometimes not available when they should be.

And other smaller changes and fixes.


[ 2022-12-20 20:00:13 CET ] [ Original post ]

v0.21.26 - Settler commands and weapons, QoL and more

Hey Necessians! Necessies..?

A quick reminder: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version.

Before we start with the update, I wanted to thank everyone who has been playing, giving feedback and sharing the game. Necesse was released into EA in an extremely rough state and would not be the same game without your feedback to improve it. Leaving a review is one of the best way to support the game and it's an honor to work on a game with such potential both you and I are passionate about, so don't hold back!
Even though I don't answer or react to everything, I do read all the reviews, Steam discussion threads, messages in Discord and feedback submitted from inside the game. So keep it coming!

Now let's get to the update. This one is a pretty big step toward more control over your settlement and settlers. With the ability to command your settlers more directly, raids and other events have the potential to become a lot more interesting.
You can command them to guard a location, attack a target and guard yourself around your settlement. In the future, you will be able to make them prioritize certain jobs, follow you outside the settlement and much more.



You can now also equip your settlers with a custom weapon. There are still some limitations to this, like summon weapons and a couple of others not working yet.
With this change, settler stats and raids have gotten a few tweaks to be better balanced. Balancing is something I will keep a close eye on and a mid-patch update if needed.
In the next update, I will be working on a way to manage your settler's gear better. Allowing them to equip themselves from gear found in your settlement storage etc.



This update also introduces more QoL features suggested by you. You can now see how many resources you have for each ingredient on recipe tooltips. Boss drops will now show a light beam, making them easier to find and you can now lock your hotbar.
You can disable showing the total available ingredients inside the interface settings.



Some of the other features in this update include:


  • Update to Steam networking, hopefully fixing issues some people were having when connecting through Steam friends.
  • Standalone rocks in all the different caves, spicing it up a bit.
  • A couple of more armor sets.
  • Your settlement menus scroll state is now saved between exiting and entering it.
  • Bigger rooms before they are considered outside. At some point I plan to rework this with roofing.
  • Different textures for enchantment scrolls.
  • Controller improvements and fixes.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Thank you for playing and keep that feedback coming in!
- Fair



[h2]0.21.26 changelog[/h2]
[h3]Additions:[/h3]
Added ability to command your settlers.
Added the ability to equip your settlers with weapons.
Added interface setting to show total ingredients available on recipes, defaults to on.
Added the ability to lock the hotbar.
Added light beams to boss dropped items.
Added swamp and snow surface rocks.
Added scattered rocks to all caves.
Added columns for all stone types.
Added a texture for each type of enchantment scroll.
Added Mycelium Scarf armor and set bonus.
Added cloth robe armor, available right from the beginning.
Added settlement flag phase at the end of the tutorial.
Added DPS tracking of each training dummy.

[h3]Changes/misc:[/h3]
Rebalanced settler and raider stats to better match new commands and settler weapons.
Reworked path finding to be more efficient, especially during raids and other longer paths.
When craft all hotkey is held down, the crafted items will go straight to your inventory.
There is now a shorter time between starting to hold down craft until it starts repeating.
Crafting to inventory will now highlight the item crafted, just like when picking it up.
Increased max room size before it is considered outside from 300 to 500.
All cave rocks textures now fade into the ground more.
The default sound device will now update when the game window toggles being active.
The scroll state of settlement menus will now save between opening and closing them.

[h3]Controller:[/h3]
Your selected inventory slot will now be remembered through a loading menu.
Zoning tools now have better controls when using controller.
You can now lock and move settler rooms when using controller.
Menuing is now better at selecting buttons based on previous selected.
It's now possible to send chat messages with controller.
Controller aim reticle will now show the direction if outside or behind a window.
Fixed sometimes not being able to retrieve items when talking to settlers while using controller.
Fixed controller craft to inventory not working when holding button down to craft more.
Fixed using Binoculars and Sniper Rifle zoom with controller.
Fixed landfill placing not working correctly with controller.

[h3]Modding:[/h3]
Added warning if an attempted mod patch never actually did anything.
Increased limit of fishing lines to 1000.
It's now possible to know which object a projectile hits.
Added ability to detect when a client submits an attack that have or should have failed.

[h3]Fixes:[/h3]
Fixed issues some people were having when connecting though Steam.
Fixed crafting lists not updating when nearby inventories has their contents changed.
Fixed possible crash when opening settlers menu just after loading.
Fixed mod mismatch "Use server mods" button not working correctly.
Fixed delete server confirmation not showing the name correctly.
Fixed some cases where players would be desynced when using objects like beds.
Fixed some buttons overlapping with scrollbar in settlement menus.
Fixed being able to use mount when sleeping.
Fixed possible crash when handling inputs on Mac.


And other smaller changes and fixes.


[ 2022-11-07 18:15:19 CET ] [ Original post ]

v0.21.25 hotfixes

Hotfixes are smaller updates that usually are either bug fixes, localization updates, or other minor changes. It usually doesn't require a version change, which means people running a hotfix behind will still be able to join and play with people on the latest. It is however recommended for servers to update to the latest version.

So far these have been:


  • Updated Brazilian Portuguese translation (Thank you Winsker#1096)
  • Updated Japanese translation (Thank you CodeMan#0674)
  • Updated Ukrainian translation (Thank you mixapaco#9249)
  • Updated Turkish translation (Thank you Atlas#6172)
  • Updated Czech translation (Thank you {}#7180)
  • Updated Hungarian translation (Thank you Heliximus#0761)
  • Fixed eat food hotkey eating everything inside a lunchbox
  • Fixed Glacial Helmet set bonus scaling with attackspeed reversed
  • Fixed possible crash for Mac users.
  • Fixed possible crash when players are interacting with something.
  • Fixed possibility of changing direction when attacking while using a controller.
  • Fixed some cases where the current controller focus would not get updated properly.
  • Fixed Pawnbroker quick stack and restock not updating profit.
  • Fixed possible crash when having a home portal spawned and loading the world.
  • Fixed issues when attempting to use multiple controllers.
  • Fixed show pickup text interface setting not working.
  • Made some crash messages better for me to understand what is going wrong.
  • And a bunch of other controller tweaks and rare crash fixes.

I will keep updating this list if more hotfixes come.

Thank you for playing, and keep that feedback coming! :)
- Fair


[ 2022-10-04 21:06:04 CET ] [ Original post ]

v0.21.25 - Controller support, new boss drops, quest and more

Hey everyone!
Back again with another update :)

A quick reminder: When using mods it's a good idea to back up your saves. If you are experiencing problems you can still switch to an older version of the game by going to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select the version -> Close the window and you will see it downloading the old version.

Now let's get to the update. This one contains the most requested feature by far since the release of Workshop support. And that is of course controller support. I know this probably doesn't sound too exciting for the players enjoying the game on their PC with a mouse and keyboard currently. But I think it's an important step in making the Necesse available to more players, for the long-term in which I plan to keep adding content and features.

Adding controller support to a game that has been developed without it in mind at all was a challenge. Playing with a controller can be a bit slower, especially menuing, but once you get familiar with the controls I find it is quite natural. There are still a few quirks I need to iron out over the next updates, and if you find any bugs please let me know.

Controller support is integrated with the Steam input API. This means you can configure and set up the controls using Steam, and of course, the Steam Deck is supported as well. I have uploaded some default configurations for some controller types, but a few are still missing and I will get those added soon.



Controller support took the majority of my time during this update. This means that unfortunately, the other parts of the update are a little bit lacking.
The deep swamp cave is now integrated into the progression better, with new drops from the new boss introduced in the last update, a settlement quest for it and explorer expeditions.



Some of the other features in this update include:


  • When the game crashes, it will now try to determine if caused by a mod and show that.
  • Settlers will now close doors more consistently, even if a player is in the way.
  • Deep snow and swamp cave walls, doors and floors.
  • Fixes and tweaks to recipe order, shops and a few item broker values.
  • Rework to settings menu, asking the player if they want to save when clicking back.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Thank you for all the continued support!
- Fair



[h2]0.21.25 changelog[/h2]
[h3]Additions:[/h3]
Added full controller support through Steam Input, including Steam Deck support.
Added Venom Shower magic weapon, dropped by Pest Warden.
Added Venom Slasher melee weapon, dropped by Pest Warden.
Added Living Shotty ranged weapon, dropped by Pest Warden.
Added Swamps Grasp summon weapon, dropped by Pest Warden.
Added Swamp Dweller hostile mob to deep swamp cave.
Added Pest Warden settlement quest tier.
Added Portal Flask, reward for Pest Warden quest.
Added deep swamp cave Explorer expedition.
Added deep swamp stone wall, door and floors.
Added deep snow stone wall, door and floors.

[h3]Changes/misc:[/h3]
Settlers will now no longer forget about opened doors if players are in the way.
Using eat food hotkey will now prioritize health food first over debuff food.
Farmer now sells blueberry and blackberry saplings post Pirate Captain.
Optimized loading into a level slightly, especially when a lot of tiles, objects, buffs and items are available.
Settings menus are now more intuitive when it comes to saving and backing out without saving.
Pest Warden is now more resistant to attacks that hit a lot of body sections.
Reduced health and damage of Pest Warden.
Traveling merchant now sells Void Bag when having completed the quest reward for it.
Recipes for higher tier walls, doors and floors are now moved to demonic or advanced workstation.
Deep snow and swamp caves now generate presets with new walls and floors.
When the game crashes, it will now try to determine if possibly caused by a mod and show what mod.

[h3]Modding:[/h3]
It's now possible to override button icon colors in interface style.
Added stream getters for different game registries.
Added inventory item to ArmorItem set buff getters.

[h3]Fixes:[/h3]
Fixed item pickup entity death data not being loaded correctly from a save.
Fixed being able to use Blink Scepter when you shouldn't.
Fixed some problems with chat log mouse hover and scrolling.
Fixed debug tooltips showing on item filter category expand buttons.
Fixed short walls middle sprites not placed correctly (thanks #JC Bent'em).
Fixed load menu buttons not getting updated as inactive after modifying saves.
Fixed damage type stats not getting saved correctly in world and character stats.
Fixed some pressure plates not able to be crafted with a recipe.

And other smaller changes and fixes.


[ 2022-09-26 18:55:16 CET ] [ Original post ]

v0.21.24 - New boss, deep swamp, deep cave balance and more

Hey everyone!

I hope you all had a great summer! I'm back in full swing with more updates.

Since the release of the workshop, it has been awesome watching you creative modders out there. Thank you so much for spending time adding content and features to the game.
To the people using the mods - Remember to give the mods a like and favorite to show your appreciation if you enjoy them as well!

As you would expect, there has been a bunch of work on the modding side of things and this will keep happening over future updates as well. I have tried to keep mods as backward compatible as possible and many of the mods I tested still work with this update.
Remember to back up your modded saves. If you still are experiencing problems you can now switch to an older version of the game:
Go to your Steam library -> Right-click Necesse -> Properties -> Betas -> Select v0.21.23 -> Close the window and you will see it downloading the old version.


It has been a while since I have worked on a new boss, and I wanted to get back on that. Even though it is still not completely finished, I wanted to put it in the update for you to try out.
It is summoned in the new deep swamp cave which includes a new ore, armor, weapons, and trinket. As much of this will probably be tweaked and changed in the next update, it's not tied into the elder quest progression just yet.



If you had gone through the deep caves, you probably noticed that you did so a lot quicker than the normal caves. This update tries to smooth out the deep cave progression a bit more with the ores being tiered and slightly less of them generating. With this tier system, each deep cave ores now have a full set of tools.



Thank you to everyone who has been providing new translations and fixing/improving older ones!
I am still working on some of the larger features behind the scenes, like proper controller support.

Some of the other features in this update include:


  • The default interface style is now primal.
  • Warning dialogue when attempting to load save with different mods.
  • More intuitive and robust save backup system.
  • Crafting station's "Show hidden" checkbox is now an "Only craftable" checkbox instead.
  • Iron bombs and dynamite can now destroy objects based on the highest tier tool you have in your inventory.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Thank you for all the support!
- Fair



[h2]0.21.24 changelog[/h2]
[h3]Additions:[/h3]
Added deep swamp cave.
Added new boss and spawn item to deep swamp caves.
Added swamp skeletons.
Added small swamp cave spiders.
Added warning dialogue when attempting to load a save with different mods.
Added Ukrainian translation.
Added a full set of Glacial tools.
Added Mycelium ores, found in deep swamp cave.
Added Mycelium armor set.
Added a full set of Mycelium tools.
Added a full set of Ancient Fossil tools.
Added Aged Champion Shield ability trinket found in deep swamp chests.
Added Swamp Dweller Staff magic weapon found in deep swamp chests.
Added Druids Greatbow ranged weapon found in deep swamp chests.

[h3]Changes/misc:[/h3]
The default interface style is now primal. This has reset your previous setting.
It's now possible to click and drag mods to reorder them.
Bouncing bullets and projectiles now bounce way more.
The backup system is now more robust.
The load menu is now more intuitive when handling backups, renames etc.
Updated Korean, Polish and Swedish translations.
Iron bombs will now be able to destroy objects if the owner has a tool in their inventory that can.
Dynamite sticks can destroy objects one tier higher than what the owner can.
Death Ripper weapon now scales with your attack speed bonus.
Crafting stations "Show hidden" checkbox is now an "Only craftable" checkbox instead.
Bone arrows are now only craftable in advanced workstation.
Changed Ice Pickaxe texture slightly.
Increased the ingredient price of deep cave tool recipes.
All deep cave rocks now require the previous tier tools to mine.
Bouncing arrows and bullets now fly much farther.
The settings menus will now handle smaller interface heights better.
Reduced the frequency of deep cave ores.

[h3]Modding:[/h3]
Added CreateModInfoFile main for mods to easily and safely create it. The example mod has been updated to use this.
You can now no longer construct static registered objects outside registry window (like Item objects).
Reworked damage types completely. You can now register your own damage types using DamageTypeRegistry.
To help with future compatibility issues between mods, they are now no longer allowed to publish if they have classes inside the examplemod package.
Chains now have a public sprite variable you can change.

[h3]Fixes:[/h3]
Fixed mods list resetting after saving when entering it again.
Fixed mods preview image sometimes possibly overlapping with the info text.
Fixed issues relating to menus getting replaced when minimizing.
Fixed chest names not showing if hovering over an object in front of it.
Fixed issue where settlers would attempt to pick up more items than available, making them to cancel their job.
Fixed some MacOS issues when crashing.

And other smaller changes and fixes.


[ 2022-08-22 18:45:49 CET ] [ Original post ]

v0.21.23 - Modding, Steam workshop, interface style and more

Hey everyone!

Back again with another update. This one is a bit different from the previous ones. Instead of working on a bunch of different stuff over several updates, I decided to focus on getting the most requested feature by far done. You have probably figured out, that I am talking about Steam workshop support.

Modding has always been a thing I wanted to support. But for modding to work, a game needs to have a decent playerbase and with that, modders. With the recent growth, we are definitely on the right track. You can already do a lot of stuff with modding, and it's only going to get better over time as support gets expanded.

To kick off the workshop, I decided to create a small mod. If you subscribe to it, it will show up the next time you launch the game:
https://steamcommunity.com/sharedfiles/filedetails/?id=2824816332
If you're interested in modding, that's awesome and the documentation can be found on the wiki. I'm going to be expanding it over time, especially within the next few days. I'll also be available on the Official Discord Server, where you can ask questions and post requests on missing modding features.

The interface has been a talking point for a long time, and this update is hopefully a step in the right direction. In the spirit of modding, the style of the interface is now completely moddable. With it, I have created a couple of different styles. You can try them out under interface settings. In a future update, one of them may become the default one.



Some of the other features in this update include:


  • Updated boat textures.
  • You can now lock items in your equipment, making it easy to swap without removing the lock.
  • Banner stands can now be placed in arenas.
  • Hotkeys for loot all, sort, quick stack and eat food.
  • Preset Enchanting scrolls found in chests throughout the game.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

There is still a lot of space for improvements in modding and workshop support. Official mod configurations and automatically subscribing to server mods just to name a couple. I'm gonna be expanding this over the coming updates.

For the first time in 3 years, I'm going to be taking a break from development. I will still be reading feedback, answering questions, writing down ideas and suggestions, and doing hotfixes. This also means for the first time since EA launch, there won't be an update next month and I will be back in August with the creative batteries fully recharged.

I hope you have a great summer!
- Fair



[h2]0.21.23 changelog[/h2]
[h3]Additions:[/h3]
Added support for Steam Workshop.
Added Primal interface style.
Added Ghost interface style.
Added attack speed tooltip to pickaxes, axes, shovels etc.
Added splash particles to boats when sailing.
Added loot all, sort and quick stack hotkeys.
Added eat food hotkey, similar to use health potion.
Added enchanting scrolls found in chests throughout progression.
Added owner server launch option.
Added Turkish translation (thanks Atlas#6172).
Added Korean font (thanks cfnnit#0666).

[h3]Changes/misc:[/h3]
Reworked almost all interfaces with a bit more margin.
It's now possible to lock items in armor, trinket and void pouch slots.
Increased the range at which Pirate Captain will lose targets.
Reduced chance of boss spawn drops slightly.
Tool enchants now give mining speed instead of attack speed.
Updated wood and steel boat textures.
Launch options given to the start server commands are now passed to the game.
Banner stands can now be placed in arenas.
Ladders will now no longer delete chests and other objects when used above them.
When bosses are nearby, no additional mobs will now spawn.

[h3]Modding:[/h3]
Added client and server side only mods.
Added the ability for mods to add custom interface styles.
Added upload to workshop button in mod settings for mods loaded from development.
Added proper handling of mod crashes and ability to disable mods causing issues.
Moved all core class files inside necesse package. This means modders have to update their imports.
Changed how mods under development are loaded into the game. Use the new example mod build.gradle file.
Job range is now much easier to mod, with static variables in JobTypeRegistry class.
Nearby crafting range is now a static variable in CraftingStationContainer class.

[h3]Fixes:[/h3]
Fixed Sage and Grit drops sometimes going out of rotation.
Fixed clearing a control key not allowing you to save after.
Fixed Shadow Hood set buff working on moving mounts.
Fixed possible crash when displaying hotkeys controls not bound.
Fixed some crash related to health bar and hunger bar rendering.

And other smaller changes and fixes.


[ 2022-06-28 19:00:20 CET ] [ Original post ]

v0.21.22 - Settler equipment, slaughter jobs, combined trinkets and more

Hey everyone!

May has been a crazy month, with a lot of new people to welcome into this community. Thank you so much to everyone who has played, given suggestions, posted bugs and every other kind of feedback. Even though I have a vision for the game, it is still largely built on feedback from you. So definitely keep it coming! :D

We are now at over 1000 total Steam reviews, which is just incredible. Posting a review is one of the best ways to support the game's development, so don't hold back! Even though I may not give an answer to everything, I do read all the feedback in reviews, on the discussion boards, from the in-game feedback form and in the official Discord channel.

Now let's get to what you're here for, updates. I usually do about one update a month, where I also try to talk a bit about what I'm going to be working on next and the direction the game is heading. You can see examples of previous updates on the game news page. This update is smaller than a regular one. As you can imagine the sudden influx of players required some hotfixes and some other attention. But I'm now back in full development mode. And remember to give the news page a follow too, so that you see them on your library home page :)

Settler equipment has been a long time suggested feature and this is the first iteration of it. For now, this is limited to armor and cosmetics. Settlers get all the benefits from the armor, including the set bonuses. Raids have also gotten some balance tweaks together with this feature. Equipping them with weapons, tools and giving them direct commands like following you around will come in future updates.



It's now possible to configure work zones. Every work zone has a custom name, and in husbandry zones you can set the max animals before animal keepers will slaughter the extra. More custom settings for the different zones and new zone types will come in future updates.



Behind the scenes I have been working on workshop integration, updated Steam networking, better controller support and M1 mac support. These will hopefully start to be rolled out over the next couple of updates.

Some of the other features in this update include:


  • New trinkets crafted by combining other trinkets.
  • Forge now works like the grain mill and cheese press (but faster and needs fuel).
  • New ghost items for showing recipes help in processing crafting stations.
  • Looting items from your corpse will now try to place them in the previous position.
  • You can now sleep without setting your spawn.
  • Optimized the save file parser by up to 95% in some cases.
  • TNT with levers that generate around minecart tracks.
  • Travel scrolls will now attempt to teleport you to the shore of the island.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

The main critiques I see are on the graphics and UI, which I agree is the weakest side of the game. I do plan on improving both of these in the long term by getting a dedicated artist.
For the next update, I will be trying to improve the looks of the UI and work on the deep swamp cave.

Until next time,
Fair



[h2]0.21.22 changelog[/h2]
[h3]Additions:[/h3]
Added ability to equip settlers with armor.
Added ability to configure husbandry zones to slaughter animals.
Added Explorer Satchel trinket.
Added Balanced Frostfire Foci trinket.
Added Shell of Retribution trinket.
Added Assassins Cowl trinket.
Added number indicator to hotbar slots.
Added Frost Piercer summon weapon, a new drop by Queen Spider.
Added missing materials loot to snow and swamp cave explorer expeditions.
Added ghost items and recipe tooltips to processing crafting stations, like the Grain Mill.
Added TNT and levers that sometimes spawn around cave minecart tracks.
Added player hunger to settings command.
Added ability to rename work zones.
Added Frost Sentry hostile mob to snow caves.
Added Frost Hood and new set bonus.
Added a small animation for Void Wizard Clone projectiles spawning.
Added command for admins to change other players names.
Added Hungarian translation (thanks Heliximus#0761).

[h3]Changes/misc:[/h3]
The Forge now functions like a processing crafting station, similar to Grain Mill.
Picking up items from your corpse now places the items in the previous positions.
Adjusted the stats of raiders throughout the progression.
Increased inventory of dresser to have 10 possible sets.
Thrown bombs and dynamite now have a flying arch.
It is now no longer possible to fish up coins, giving more room to other catches.
Lunchbox will now no longer auto pickup food materials and food that gives debuffs. You can still put them in manually.
Increased minecart tracks stack size to 250.
Travel scrolls now attempt to teleport you to shore instead of landing in the ocean.
It's now possible to sleep in a bed without setting your spawn point.
Unchecking pause on focus loss now also prevents pausing when opening the Steam overlay.
Settlers will now show in their activity if their inventory is full.
Reduced timer before players are considered AFK significantly.
It's now possible to bind zoom to mouse wheel and have it work correctly.
Cheese press is now crafted in Demonic Workstation.
Optimized save file parsing by up to 95% reduced time it takes in some cases.
Makes default color mode setting vibrant.
Homestone UI is now centered and scales with monitor height.
Cave chest rooms will now always try to generate the door out to an opening.
Saves will now still be detected even if the archive and folder name inside is not matching.
The Pawn Broker can now also be recruited if you have 8 or more settlers in your settlement.
Minecarts can now only be hit by player sword style attacks.
Reduced the drop rate of trapper hats.
Inviting players to teams with invite command now also creates a team if not already in one.
Made it possible to hit numpad enter where you can regular enter.
Settler activity now shows on a mission if sent on expedition or fishing trip.
You will now get lunchbox from EP and ammo pouch from Queen Spider.
It is now no longer possible to get other lunchboxes, ammo pouches, etc. from random quest rewards, making more space for other rewards.
Updated Traditional Chinese translation (thanks #4185).
Updated German translation (thanks Philuu #0001 and Kyojiwa#1710).
Updated Spanish translation (thanks Sombra#7210 and Mehtronx#1868).

[h3]Fixes:[/h3]
Fixed players sometimes being invisible after using a bed.
Fixed selecting text sometimes overlapping the selection box between letters.
Fixed worm enemies circling players that are dead when other targets are available.
Fixed tooltips flickering when using a mouse tool.
Fixed rare crash when loading levels caused by identifier collision of packets.
Fixed possible crashes with receiving packets from external sources.

And other smaller changes and fixes.


[ 2022-05-30 17:00:16 CET ] [ Original post ]

v0.21.21 hotfixes

Hotfixes are smaller updates that usually are either bug fixes, localization updates, or other minor changes. It usually doesn't require a version change, which means people running a hotfix behind will still be able to join and play with people on the latest.

So far these have been:


  • Updated language files with notice about missing translations. This makes it much easier for translators to update after a game update.
  • Added more common chinese characters to the font when using the language.
  • Added tooltip about translation coverage when hovering over them.
  • Made launching the game ignore any system memory parameters.
  • Traveling merchant now always sells the Potion Pouch.
  • Changed wording on assign forestry zones tooltip.
  • Fixed possible error in rendering worm health bars.
  • Fixed rare crash related to hud elements.
  • Fixed rare crashes when slow computers were loading levels with a lot of lights to handle.
  • And a bunch of other very rare crash fixes.

I will keep updating this list for v0.21.21 if more hotfixes come.
Thank you for playing, and keep that feedback coming! :)
- Fair


[ 2022-04-26 18:15:29 CET ] [ Original post ]

v0.21.21 - New font rendering, settler activity, raid changes and minecarts

Hey everyone!

Back again with the next update. This one contains some very upfront changes, a bunch of new additions, fixes, and other tweaks throughout the game.

Font rendering has gotten a complete rework which resulted in much better readable text, especially at lower font sizes.
A lot of people were having trouble reading the default old pixel-y font, so I have decided to make a new font the default one. The old one can still be toggled on in the interface settings if people prefer it.



It is now much easier to follow what your settlers are doing, as it will tell you when you hover over them and in the settlers menu.
I have a lot of plans for settlers, including reworked happiness and skills. Settler equipment is still first on the slab, but if it's going to be more than just cosmetics, other things need to be in a better place first. Raids specifically are hard to balance with the dynamic between the power of the player and the settlers. More on that in the section below.



As you can imagine, I have found it is very hard to balance raids, so I made another revisit to them. Either they are too hard, or too easy and just an inconvenience.
This time around, both settlers and raiders have gotten quite a big boost in power. This ultimately just makes the player less powerful, with the goal of making you fight along with your settlers rather than just wiping them out all by yourself.
Raids are of course going to keep getting updates and balance tweaks to make them more integrated into the game loop and fun, so I will be keeping a close eye on these changes.



Some of the other features in this update include:


  • A new vibrant color in graphics settings.
  • New modes to limit settlement storage max items.
  • Minecarts and better generation of them in caves.
  • More particles when hitting trees, objects and tiles.
  • New standardized settler room requirements for all settlers.
  • A new ability trinket, found early in forest caves.
  • Balance tweaks throughout the game.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair




[h2]0.21.21 changelog[/h2]
[h3]Additions:[/h3]
Added new default font and rendering, can be reverted in interface settings.
Added tooltip to settlers about what they are currently doing.
Added vibrant color graphics setting.
Added available bait amount to fishing rods.
Added dungeon arena tip to Void Caller.
Added different modes to limit settlement storage max items.
Added summons speed to Void Mask and increases it on Quartz Crown.
Added Zephyr Boots, a new trinket ability found in forest caves.
Added minecarts and makes tracks craftable and able to be picked up.
Added minecart tracks to other biomes than forest caves.
Added more particles when hitting objects and tiles.
Added tips on how to summon/find bosses on quests.
Added hotkey tooltips to trinket ability and mount slot.
Added "What can you do?" to settler recruit dialogue.
Added Ivy Circlet armor and set bonus.
Added a full set of Ivy tools.
Added bonuses to ninja armor set.
Added Wood Path tile.
Added new Accuracy Potion that increases crit chance.
Added Lunchbox, obtained from Queen Spider quest tier.

[h3]Changes/misc:[/h3]
All settler rooms now require a bed.
Removed arbitrary room requirements from settlers like the mage, alchemist etc.
Raiders are now not as focused on the settlement.
Raiders later projectile are now much faster, can fire from further away and predicts player movement.
Settlers are now much stronger and faster at reacting to new targets.
Raiders now have more health and damage, making it much harder to clear them without your settlers help.
Banner stands now no longer have a collision box.
Sleeping health regeneration is now higher the more max hp you have.
Animal Keeper is now available to recruit after having defeated the Void Wizard.
Items left in the crafting guide will try to be inserted into inventory before being dropped.
Increased damage of spider and frost boomerangs.
Increased projectile velocity of Wood Staff.
Increased nearby crafting radius from 6 to 9 tiles.
Changed Waystone tooltip to be more intuitive.
Made settlement buff say settlement flag nearby instead of just settlement nearby.
Summon weapon enchantment modifier tooltips are now more clear in what they do.
Swamp slimes will now no longer spawn near torches on the surface.
Binoculars can now sometimes be bought from the Traveling Merchant.
Binoculars can now look further into the distance.
Changed settlers returning message chat color.
Increased armor of pirates.
Increased health of Pirate Captain minions.
Pirate Captain will now shoot faster when getting lower in health.
Increased limit on restrict zones significantly.
A message will now appear when trying to drop locked items.
Increased Void Boomerang attack speed and stack size to 3.
Replaced Baby Swordfish with another quest item and moved it to basic quests.
LED panels can now be walked on.
Increased movement speed of the Ostrich mount slightly.
Pirate islands size will now always be mediocre or larger.
Increased projectile velocity of Quartz Staff, Void Missile and Elderly Wand.
Reworked explosion sounds, adding more variety to them.
Swamp Guardian quest tier now give 2 waystones as reward.
Clocks now show current time on the item tooltip as well.
Place torch hotkey will now still work even if not able to place at exact mouse position.
It is now possible to "attack" with the Potion Pouch to consume buff potions inside it.
Minecart tracks can now generate over water and lava.
Settlement flag nearby buff is now active when you are on the same world tile as a settlement instead of just near the settlement flag.
Reduced enemy spawn rate in the dungeon slightly.
Rebalanced speed bonuses from different boots.
The feeding through will now stop feeding animals in much less crowded areas.
Increased the number of potions gained from settlement quest rewards.
Enemy spawn rate is now significantly reduced while close to and fighting a boss.
Picked up items will now prioritize pouches that already have one of the items in it when having multiple possible pouches.
Changing rooms now triggers an update on settler happiness right after.
It is now possible to remove a bound key in controls.

[h3]Fixes:[/h3]
Fixed some objects not getting snapped to by smart mining, like gravestones.
Fixed pawned items not counting in items sold and money earned stats.
Fixed hunter arriving at settlement not being able to be recruited early on.
Fixed some cases where settlers would not obey their restrict zones.
Fixed settlers sometimes hauling items unnecessarily.
Fixed loot being able to be dropped outside the map.
Fixed rooms getting invalidated and showing unknown error.
Fixed some projectiles not properly disposing of their trail.
Fixed settlers sometimes walking away from you when you are talking to them.
Fixed cases sleeping settlers would render double beside the bed too.
Fixed bug that caused feeding through to feed animals when it should have stopped.
Fixed issue where some post-processing would stop working when switching between windowed and fullscreen.

And other smaller changes and fixes.


[ 2022-04-23 19:00:14 CET ] [ Original post ]

v0.21.20 hotfixes

If you ever see a small update to the game, it's usually just smaller hotfixes that likely did not affect you, or localization updates.

So far these have been:


  • Fixed feeding trough not working properly.
  • Fixed rare issue where items sometimes disappear when picking them up. This was a server problem, so make sure the one hosting gets the update.
  • Fixed not being able to craft cannonballs for the hand cannon.
  • Fixed Swamp Guardian quest not giving a reward.
  • Fixed not being able to place mushrooms. This was a server problem, so make sure the one hosting gets the update.
  • Fixed some weapon enchantments saying they give movement speed, when they actually give attack speed on the weapon.
  • Updated Japanese localization.


Thank you for playing, and keep that feedback coming! :)
- Fair


[ 2022-03-17 13:31:03 CET ] [ Original post ]

v0.21.20 - Wall shadows, indoor lighting, smarter raiders and more

Hey everyone!

Time for another update. This time, the update is not very content heavy, but has some nice features that you will notice instantly, as well as a bunch of behind the scenes stuff. I know that many of you are waiting for the big content updates before jumping back in. And they are on the way, I promise!

The surface during the daytime was a bit boring in terms of the lighting. This update tries to improve on that by adding wall shadows that follow the sun. Indoor areas are also a bit darker, making it look like they are roofed.



Since raids were changed to only arrive from one direction, the raiders would often just pile up and be very easy to deal with. Now they will spread out more, and try to attack different parts of your settlement. This will especially have a big impact if you have a big settlement.



Pathfinding has gotten huge improvements. Both on the performance and how complicated paths settlers and raiders can find. This means that your settlers are much less likely to get stuck when trying to access something they cannot. And raiders attacking your settlement will be more effective at finding the entrance.

Some of the other features in this update include:


  • Attack speed tooltip to weapons.
  • A new enemy in the desert caves.
  • Boats now have higher max speed.
  • A message when the Angler and Explorer return from a mission.
  • Infinite water bucket improvements.
  • Item icons for recipe ingredient tooltips.
  • Progress on modding, allowing mods to alter core game code.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.20 changelog[/h2]
[h3]Additions:[/h3]
Added shadows to walls and reduced indoor sunlight.
Added indicator to nearby crafting when hovering the checkbox.
Added more random settler names.
Added Jackal enemy to desert caves.
Added Shine Belt trinket, found in forest cave chests.
Added a message when angler and explorer return to the settlement.
Added settler counts to settler management menu.
Added notifications when you are getting hungry and starving.
Added ingredient item icons to recipe tooltips.
Added attack speed to weapon tooltips.

[h3]Changes/misc:[/h3]
Raiders will now spread out and attack different parts of the settlement.
Increased range of Spider Claw slightly and updated texture.
Increased the range at which summons target enemies in the dark slightly.
Items will now no longer be sorted using their enchantment name prefix.
Cactus will now be chopped down if in a forestry zone.
Placing tiles and objects will now self-correct if desynced with the server.
Attacking enemies that the server does not know about will now make them disappear.
Increased the speed of wood and steel boats.
Infinite water bucket now picks up water with right-click.
Many settler jobs within the same category now have the same priority. Harvesting crops and fruit trees etc.
Reworked and optimized pathfinding.
Settlers and raiders can now find much more complicated paths.
Mobs will now try to path around water ponds.
Settlers are now much less likely to get stuck between objects.
The startup loading screen is now FPS limited, taking up less performance.
Starting house now has 2 Spruce Candelabras instead of a single torch.
The difference between projectile velocity and movement speed is now more obvious.

[h3]Fixes:[/h3]
Fixed being able to spawn more than one Void Wizard.
Fixed critters not trying to run away from players.
Fixed new sword hitboxes sometimes not working if having a very high speed.
Fixed a couple of issues when rendering walls.
Fixed wires not activating when placed on an active logic gate.
Fixed possible crash when travelling in multiplayer while someone is fishing.
Fixed rendering issues of cave moles.
Fixed possible issues with rendering of ground pillars, like Dredging Staff.
Fixed settler restrict zone renaming not updating dropdowns.
Fixed worm mobs sometimes being spawn desynced.
Fixed raiders not saving their looks, weapons, armor etc. on reloads.
Fixed jumping ball not showing as jumping for other clients.
Fixed settlers getting stuck in a doorway if too many are passing through.
Fixed some issues with teams when kicking offline players.
Fixed some placeable items not being affected by building speed.
Fixed some actions allowed by the server from clients while dead.
Fixed gradual scrolling not working. For example for trackpads.
Fixed a bunch of issues with settlers getting stuck, and trying to access things they cannot.
Fixed giant cave spiders sometimes thinking they are stuck in a wall.

[h3]Modding:[/h3]
Added ability to alter core methods using Byte Buddy advice library.

And other smaller changes and fixes.


[ 2022-03-15 17:47:22 CET ] [ Original post ]

v0.21.19 - Quests rework, new gear, synchronized music player and more

Hey everyone!

This update has some changes that impact the initial look, how you play and interact with the game. As well as new weapons and gear, a bit of balancing and other smaller changes.

We just recently hit 250 reviews on Steam, which I am so grateful for! If you still haven't reviewed it, please don't hold back as it's one of the best ways to support development :D

The goal of many of these changes is to address some of the problems new players run into when playing the game. Some of them are:
- With some objects being 2 tiles high, it was often confusing where you should click to interact with them and to destroy them. All objects in the game now have a custom hitbox for that.
- Walls are now a bit shorter, to further help this, and it was easy to miss things behind a wall. This can be changed back in graphics settings, but I honestly think it looks better once you get used to it.
- Previously, the sword attack animation was only visual. It's now possible to swing in both vertical directions, and the animation of the sword represents the hitbox. This change is quite drastic to how you use swords, and I may have to rebalance some of them later. Check out the GIF below, with hitboxes being shown to see what I mean.



Settlement quests were previously shared between all players. This was unintuitive, confusing and honestly worse, I think, than this new system. They are now unique to each player, so everyone can get rewards for what they are doing. So quest away!
Your quest progression will migrate, if you are the owner or part of the owner's team to the settlement.



You can now jam with your friends, or alone. Music players are now synchronized, and there is a new portable music player to play straight from your inventory.
This required quite a bit of changes to my much neglected audio engine, but I think it was worth it.

Behind the scenes, there is still a lot of time being put into the settlement system. It requires a lot of backend and engine work to expand for new features, make sure they work correctly, are optimized and so on. So stay tuned for that!

Some of the other features in this update include:


  • You now respawn much faster in singleplayer when dying to a boss.
  • Some balance changes to swamp and snow caves, as well as new enemies and crafting material.
  • Settlers can now insert more items at once into Grain Mills, composting bins etc.
  • Raiders now have boats and move much faster over water.
  • Items like ammo and potions will now be used from top to bottom first instead of reversed. Pouches still have priority.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.19 changelog[/h2]
[h3]Additions:[/h3]
Added interact hitboxes for objects in the world.
Added the ability to attack vertically using swords.
Added Frost Staff magic weapon, crafted using Frost Shards.
Added Swamp Sludge crafting material.
Added Boulder Staff magic weapon, crafted from swamp materials.
Added Frozen Dwarf enemy to snow caves.
Added Magic Branch summon weapon, found in snow cave chests.
Added Balanced Foci trinket, crafted using the other foci trinkets.
Added Swamp Cave Spider variant to swamp caves.
Added melee Ivy Armor set and renamed Ivy Helmet piece.
Added Portable Music Player, bought from Traveling merchant when in stock.

[h3]Changes/misc:[/h3]
Walls and doors are now truncated by default. Can be changed in graphics settings.
Settlement quests are now unique to every player.
Reworked sword attack hitboxes to represent the swing animation.
Deep ice now has less friction.
Wall torches can now be placed on any desired walls using rotation when placed.
Reduced singleplayer respawn time when dying to bosses.
The selected hotbar slot is now slightly more visible.
Changed tourist achievement to only count the major biomes.
Raiders now have boats and move faster across water.
You can now no longer take quests from settlements you do not have access to.
Touched up on demonic armor texture.
Pressing escape will now close the inventory if open.
Adjusted snow cave enemy spawn table slightly.
Made blue item color slightly more visible.
Increased the difficulty of swamp cave enemies slightly.
Ivy armor recipe now requires new Swamp Sludge crafting material.
Settlers will now drop off ingredients for multiple recipes in things like the Grain Mill.
Optimized settlers finding items in settlement storage.
Music players are now synchronized between players and will not restart if you leave and come back.
Items like ammo and potions will now be used from top to bottom first instead of reversed (Pouches still have priority).
Your map zoom levels are now saved.

[h3]Fixes:[/h3]
Fixed auto opened doors sometimes not closing correctly.
Fixed GL errors when minimizing the game.
Fixed wall torches able to be placed on doors.
Fixed starting roasting station spawning on top of water.
Fixes a bunch of translations.

And other smaller changes and fixes.


[ 2022-02-18 18:00:15 CET ] [ Original post ]

v0.21.18 - Settler restrict zones, reworked raids, optimizations and more

Hey everyone!

Back again with the first bigger update of the year. This update contains a bit of everything, including more settlement features and reworked raids. You can read more about them in the sections below. I plan to do these about once a month, as I have been before.

A big thanks to the people who have helped expand the official wiki. It's really starting to shape up! And a quick reminder that we also have a Discord server, where you can chat with me and other players, give suggestions and feedback. It's where I am most active.

I spent some time working on upgrading the engine for the settlement systems. The result is better estimations of paths. This was one of the stuttering sources of some settlements, and should now be fixed.

It's now possible to limit specific items or categories max items to store in your chests, and you can restrict your settlers with the new restrict zone system. This sort of overlaps with the existing defend zone system, which I think will get a rework or completely removed in the future. The UI for these will likely be changed as well.



Settlement raids have been a hot topic, and I know that it has some flaws. I don't think the feature is fundamentally bad, it just needs some changes to work better. Now raiders will come from a specific direction, and they will spawn in and prepare for a short time before attacking. You can also see the raiders on the island map, so you know where to defend.
I have some bigger plans for raids, so stay tuned for even more changes!



Once there are more options to the gear throughout the game, I plan to do a full rebalance of the progression. Right now a lot of the bosses are optional to the progression, and I would like a few more cuts in that.

Some of the other features in this update include:


  • Smart mining of floors/tiles.
  • Enchants to armor similar to trinkets, and enchants to all boomerangs.
  • Ore generation changes, will now for example spawn less gold.
  • A full set of gold gear.
  • Cosmetic (for now) minecart tracks to forest caves.
  • Some dropped items like gear will now be bigger on the ground.
  • Better clarity on some things, like armor in cosmetic slots.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.18 changelog[/h2]
[h3]Additions:[/h3]
Added smart mining to shovels.
Added tip about joining settlement owners team for private access.
Added equip control tip to armor, trinkets and mounts.
Added ability to set max stored items for each category and specific item.
Added banners equipment category.
Added Bulky and Puny trinket enchantments.
Added ability to enchant armor similar to trinkets.
Added error message when trying to use a mount where not possible.
Added transfer all button to inventories.
Added quick action buttons to pawnbroker and void pouches.
Added restrict zones for settlers.
Added full set of gold armor, weapons and tools.
Added minecart tracks generation to forest caves.

[h3]Changes/misc:[/h3]
Reworked settlement raids. They now come from a direction and can be seen on the map preparing.
Feeding troughs will now only feed animals inside their pen/room.
With smart mining on, there will now always be an indicator of the target tile.
Reduced wool cost of beds.
Armor in cosmetic slot now shows a disabled icon and tooltip is in red.
Floors now take only half the shovel hits to dig up.
Settlements are now private by default.
Armor penetration now works on training dummy, to better show DPS.
Reduced the amount of recall scrolls in crates.
Reduced the drop rate of boss summon items.
Crafting filters now say search instead of filter.
Banish settler button is now yellow as a warning.
All boomerangs can now be enchanted.
Ability trinkets are now required to be placed in ability slot if empty.
Increased time it takes for animals to grow up significantly.
Boats can now no longer be used from land.
Items like weapons, trinkets, armor and more will now be much bigger when dropped on the ground.
Adjusted ore generation, reducing the overall ores slightly.
Optimized and reworked system to estimate if mobs can path to a target completely.
Optimized job searching, fixing lag issues when a lot of fertilize jobs are available.
You can now no longer consume the same food buff if at full hunger.
Reduced damage of Void Wizard slightly.
Adjusted height of wall torches placed on sides of walls.
Hunters are now much less likely to hit other mobs when hunting.

[h3]Fixes:[/h3]
Fixed missing temple biome translation.
Fixed being able to blink scepter outside the map.
Fixed item locked being cleared if picking up a single item with right click.
Fixed some summons not able to hit other players in PvP.
Fixed settlers sometimes hauling stuff that's not needed.
Fixed Void Wizard and Fallen Wizard not resetting their AI properly.
Fixed boss health scaling sometimes showing wrong on clients.
Fixed possible frame buffer issues for systems running OpenGL 3.x.
Fixed issues related to desynced health between other clients and server.
Fixed Void Wizard clones showing health bars when shouldn't.
Fixed a few typos in english translation.
Fixed some items, like quest items always showing as unknown in storage config.

[h3]Modding:[/h3]
Added world generation game events.
Added DamageTileEvent and ItemPlaceEvent.
Added ObjectInteractEvent and MobInteractEvent.

And other smaller changes and fixes.


[ 2022-01-27 22:00:16 CET ] [ Original post ]

v0.21.17 - More feedback changes and fixes

Hey everyone!

Here comes another update with changes and fixes based on feedback. In many cases, a great game gets all the small things right, which is just one of the reasons why your feedback is so invaluable!

This one contains a bit more than the last one, and will likely be the last smaller update before the bigger changes and additions start again.

Even though I did in the last update post, I want to give another huge welcome to all the new players. The game just hit 200 reviews, and thank you all so much for that!

Recently, the Discord channel also hit 500 members. If you still haven't joined, that is where I am most active and is the best place to talk about Necesse with other players and of course, me. You can join by using this link.

Of course, I also read all feedback given from inside the game, and on the Steam boards.

Another thing I wanted to mention, is that we have an official wiki at https://necessewiki.com. It has some basic information on it already, but is still missing a ton. Anyone can help add to it, so don't hold back!

Thanks so much,
Fair



[h2]0.21.17 changelog[/h2]
[h3]Additions:[/h3]
Added a tip about teams when a friend joins your world.
Added work range tooltip and visualization when hovering a workers priority button.

[h3]Changes/misc:[/h3]
Increased settler work range significantly.
Settlers and raiders will now be able to find much more complex paths.
Crafting simple bullets now no longer requires you to have a gun.
Moved a few crafting recipes around to make more sense.
Items now sink much slower in lava.
Settlers that are angry at you now forget you if you die.
Summons will now attack cave moles while they are moving.
Elder will now hunt targets slightly further away if defend zone allows it.
Your elder and guard settlers will now help you fight Evils Protector, if close enough to their house.
Increased Void Boomerang damage slightly.
Increased Razor Blade boomerang damage slightly.
Torches and consumable food will no longer drop as material death penalty.
Rope now stacks in items of 5.
Enchanting weapons with curses is now much cheaper.
Roasting station now only takes logs to craft.
Increased time it takes for Ancient Vulture eggs to hatch.
Settlers leaving will now stop up if being talked to.
There is now a small cooldown before you can pick up items dropped by yourself.
All players on a settlement team will now get village helper achievement instead of just the one handing it in.
The game will now back up your save to a different file every now and then.
Dungeon entrance now has Void Apprentice defending it instead of Vampires.

[h3]Fixes:[/h3]
Fixed a few issues with mounts causing invisible players.
Fixed possible crash when trying to move a settler that just died.
Fixed rare crash when trying to respawn.
Fixed sometimes being teleported to the wrong location when using recall.
Fixed settlers getting stuck to sides of open fence gates (by temporary removing their collision).


[ 2022-01-06 13:50:40 CET ] [ Original post ]

v0.21.16 - Feedback changes and fixes

It has been over a week since the release of v0.21, and since I have been throwing out smaller hotfixes to address some of the issues that popped up. Sometimes smaller hotfixes aren't enough, and a new version is needed for servers and clients to not get confused with each other, which is why this update has a new version number.

A huge welcome and thank you to all the new players who have picked up and been playing Necesse during the holidays. It's super motivating to hear your enthusiasm and feedback!

I have been looking at your feedback submitted from inside the game, on the Steam boards and Discord. Even though I may not answer every post or comment, I do read all of them. The feedback helps a ton, and lets me know what you are looking for in the game. So keep giving it!

One of the changes in this update is the addition of a raid frequency world setting. Some of you simply wanted to chill and not have to deal with raids, which is now possible if you change it to "never" from the settings menu while in a world or when creating a new world.

In the future, you can of course expect regular updates like there have been through Early Access before. Everything from new features, updates and reworks to existing features, polish, and more content throughout the progression. In particular, I have a ton of plans for expansions to the settlement system. So stay tuned!

Thank you, and happy New Year to all of you!



[h3]0.21.16 changelog[/h3]
Added raid frequency world setting.
Reduced the drop rate of seasonal hats, like the Christmas hat.
Fixed mage enchanting sometimes dropping ghost of item.
Fixed some Mac launch issues (likely not all).
Fixed rare crashes when loading a level in the wrong order.
And a bunch of other smaller fixes.


[ 2021-12-28 21:33:28 CET ] [ Original post ]

v0.21 hotfixes

Small changes and hotfixes for v. 0.21 release:

Fixed discovered map data not saving and loading correctly.
Upgraded LWJGL framework, this should fix the issue with newer Macs not being supported.
Fixed crash when trying to set a control key while having selected an invisible header.


[ 2021-12-21 12:15:49 CET ] [ Original post ]

Version 0.21 releases!

To celebrate the release of v0.21, the second major update, Necesse is now on its biggest sale yet. If you haven't played yet, this would be a great time to pick it up, invite your friends and try out all the new content!

It's been a year since the last experimental release. Looking back, I think it's crazy how far the game has come in that year. Not to mention the crazy amount of changes since Early Access release. It barely looks like the same game.

Some of the major changes are:


  • Completely new colored lighting system along with a ton of updated textures.
  • Reworked bosses along with 4 new ones with entirely unique mechanics.
  • Completely new way to get new settlers by recruiting them.
  • Settler jobs with a settlement inventory system, zoning and more.
  • A hunger system along with over 50 new food items including recipes, crops, and fruits.
  • A ton of new items, weapons, armor and gear.
  • New mini biomes, areas, rivers and more world generation.
  • Major optimizations and performance improvements.
  • Added support for Mac and Linux.
  • And so much more.

You can see the full changelog at the bottom of this post.

The updates are of course going to keep coming, and a big thank you to everyone who has been playing, sharing and giving feedback. It really helps a ton and lets me know what to work on next. So keep doing it!

Together with this update, the store page has gotten a completely new look with new capsule art, screenshots, gifs and trailers. You can check out the new trailers below.

If you have been playing on version 0.20, I would highly recommend starting a new world. There has been a lot of changes to world generation, loot and the progression path you will benefit from.

Happy holidays and a happy new year to all of you! Looking forward to an even better 2022

[previewyoutube=P1uP28QIxu0;full][/previewyoutube]
[previewyoutube=f0Q3uWMMwpM;full][/previewyoutube]

For the experimental players, you can check out the changelog from the last experimental version below the full 0.21 changelog.

I decided to collapse the changelogs since they are pretty long.
[h2]Full 0.21 changelog[/h2]
[expand type=details]
[h3]Additions:[/h3]
Added colored lighting mode.
Added different options for death penalty.
Added settler jobs.
Added settlement storage system with filters, priorities etc.
Added settlement workstations and recipes.
Added difficulty and death penalty server commands.
Added settlement raids.
Added sound output device setting.
Added ability to send feedback directly from inside the game.
Added Void Bullets.
Added Poison arrows.
Added and updated a bunch of weapon enchantments.
Added enchantments for summoner weapons.
Added Ammo Pouch.
Added big tooltip text interface setting.
Added hidden setting for loading the entire map before spawning in.
Added join friend option in multiplayer menu.
Added window attention requests when getting invites and joining friends.
Added Quartz Glaive melee weapon.
Added Cryo Glaive melee weapon.
Added crash reporting.
Added mud areas to swamp caves.
Added camera shutter effect when taking screenshots.
Added settlement names.
Added quick fullscreen toggle using F11.
Added shadow to dropped items.
Added height and bounce animation to dropped items.
Added small animation to dropped coin items.
Added small drop animation to death particles.
Added a bunch of dedicated server parameters. Use -help to show available commands.
Added the ability to rename saves in the load menu.
Added critical hits.
Added crit chance to some enchantments.
Added crit chance to some armor pieces and set bonuses.
Added 4 new hairstyles.
Added 10 less human-like skin tones.
Added Noble Horseshoe trinket.
Added Ice Javelin item, obtained from snow cave chests.
Added Frozen Heart trinket, obtained from snow cave chests.
Added fish shadow when it's about to be hooked.
Added the ability to rename settlers.
Added the ability to move settlers to different settlements.
Added Trinket ability inventory slot, dedicated to trinkets with abilities.
Added Mount inventory slot.
Added use mount hotkey key, defaults to F.
Added the ability to quick summon pets by right clicking on them.
Added a bunch of common european language characters to the font.
Added Ivy ores and bars, found in swamp caves.
Added Ivy armor set.
Added Ivy sword, spear and bow weapons.
Added new boss, fought in swamp caves.
Added Razor Blade weapon.
Added Dredging Staff weapon.
Added Guardian Shell trinket.
Added Christmas Hat cosmetic item.
Added shadows to most projectiles.
Added Delay logic gate.
Added Counter logic gate.
Added attack animation to Evils Protector.
Added ability to hold left click to craft/buy for increased speed.
Added firework rockets, bought from Alchemist.
Added firework dispenser.
Added spider nests to forest, plains, snow and swamp caves.
Added deep desert caves.
Added 2 new bosses, fought in deep desert caves.
Added Dragon Lance weapon, dropped from new boss.
Added Dragons Rebound weapon, dropped from new boss.
Added Bow of Dualism weapon, dropped from new boss.
Added small rivers that can spawn on islands.
Added ability to automatically track new quests.
Added Traveler Cloak trinket.
Added Explorer Cloak trinket.
Added the ability to scroll on items to quick move one item between inventories.
Added stone fence and gates.
Added iron fence and gates.
Added wood and 3 different stone columns.
Added crypt mini biomes to forest/plains caves.
Added Fuzzy Dice trinket.
Added Lucky Cape trinket.
Added Ancient Fossil ore and bars.
Added Ancient Fossil armor set.
Added Ancient Dredging Staff weapon.
Added Sandworm mob.
Added Desert Crawler mob.
Added Skeleton Staff weapon.
Added Scrying Mirror trinket.
Added Digging Claw trinket.
Added Antique Rifle weapon.
Added crit chance trinket enchantments.
Added death sounds to almost all remaining mobs.
Added accept/decline button directly in chat when receiving a team invite.
Added Potion Pouch.
Added small texture to crops when fertilized.
Added dense grass setting, defaults to on.
Added hunger bar.
Added 62 different food items with a new buff mechanic.
Added 13 different food related crops.
Added 4 different fruit trees.
Added Blueberry Bushes.
Added Campfire, Cooking Pot and Roasting Station.
Added Grain Mill.
Added Cheese Press.
Added food consumed stats.
Added specific potions consumed stats.
Added shake animation to trees when hit.
Added max settlements per player world setting. Defaults to unlimited.
Added note about possible performance issues when having many settlements.
Added monitor graphics setting and makes default setting fullscreen.
Added map death markers.
Added show teammate markers interface setting.
Added smaller ruins that spawn in caves.
Added Sickle tool.
Added new boss, fought in snow caves.
Added Spider Charm trinket.
Added Spider Claw weapon.
Added Webbed Gun weapon.
Added thorns mini biome to swamp caves.
Added Thorns Potion.
Added map tooltips to a lot more objects, like ores, seeds, trees etc.
Added shears.
Added Blink Scepter trinket.
Added settlers arriving in settlement only to be recruited.
Added forestry work zones.
Added husbandry work zones.
Added ability to share quests with team members.
Added controls for each hotbar slot.
Added angler fishing trips.
Added casual and brutal difficulties.
Added 7 common fish types.
Added new frost shard ore, found in snow caves.
Added frost armor set with a complete set of tools and weapons.
Added turtle critter.
Added chicken costume set.
Added swimsuits and sunglasses cosmetics.
Added jester cosmetic set.
Added hula cosmetic set.
Added snow cosmetic set.
Added sailor cosmetic set.
Added strength potion.
Added ranger potion.
Added wisdom potion.
Added minion potion.
Added knockback potion.
Added rapid potion.
Added Banner of Defense.
Added Banner of Damage.
Added Banner of Summon Speed.
Added Cooking Station object.
Added background to all item tooltips.
Added a better outline to menu backgrounds.
Added Stone Brick floors.
Added Stone Tiled floors.
Added Snow Stone floors and pressure plate.
Added Swamp Stone floors and pressure plate.
Added Sandstone floors and pressure plate.
Added Straw floor tile.
Added Pine floor tile.
Added Palm wall, door and floor.
Added ability to turn off almost all light objects using wire.
Added Frozen Wave trinket.
Added Air Vessel trinket.
Added Calming Miners Bouquet trinket item.
Added Leather Glove trinket, crafted in workstation.
Added Swamp Zombies.
Added Slime Canister summon weapon.
Added Swamp Tome magic weapon.
Added Quartz Crown with new set bonus.
Added Landfill item.
Added current modifiers menu button to quickbar.
Added cardinal bird critter.
Added smaller lakes and ponds to island generation.
Added water lilies and grass to island lakes.
Added coin stacks to cave goblin areas.
Added ability to change the order of waystones and updated homestone UI.
Added Tracker Boot trinket.
Added Item Attractor trinket.
Added a short time of invincibility after spawning.
Added ability to make time go faster by sleeping in a bed.
Added Wizard Socket consumable.
Added dynamic zoom and interface size settings.
Added Pumpkin Mask cosmetic, only available during Halloween season.
Added Ancient Skeletons mob.
Added world map coordinate setting.
Added health bars to all mobs that has taken damage.
Added blackberry bushes.
Added more beds and candelabras to generated NPC village houses.
Added music player, bought from Traveling Merchant when in stock.
Added vinyls for each music track.
Added Discord, Steam news and language side buttons to main and pause menu.
Added dungeon like temple after defeating deep desert boss.
Added Temple Pendant trinket.
Added Ancient Relic trinket.
Added Antique Bow weapon.
Added Antique Sword weapon.
Added Void Bag item.
Added 9 new achievements.

[h3]Changes/misc:[/h3]
Reworked logic gates. They are now placed in a layer of their own, meaning they can be placed on top of objects.
Reworked settler management completely. You now have to recruit all your settlers.
Rewrote the entire lighting engine adding colored lights.
Optimized game load time by about 200%.
New save files will now be compressed, taking up much less space.
Reworked Evils Protector fight phases.
Reworked Pirate Captain fight, adding another phase.
Reduced lag spikes caused by garbage collection system.
Using bigger interfaces size will now be much less blurry.
Increased the cooldown on being able to feed animals.
Spawn house is now sometimes mirrored.
Melee weapons will no longer hit a target twice on some occasions.
Increased reliability on melee weapon hits.
Made server handle client submitted attacks better, resolving some "fake attacks" issues.
Reduced knockback resistance of skeletons.
Increased sizes of arrows, making them a bit easier to hit.
Evils Protector will now drop Force of Wind.
Reduced damage of summon weapons since they can now be enchanted.
Mob spawns will now check if there are too many in close vicinity before spawning.
Changed sound logic gate to use semitones instead of abstract pitch.
Ammo and Coin Pouch can now pick up items when you drag it and click on an item.
Travelling humans will now disappear after a few minutes if they can't reach the edge of the map.
Updated copper armor textures to match other copper colors.
Reordered some recipes to make better sense.
Changed place tooltip for ice tiles to be more accurate.
Changed smart mining control to only toggle if button is both pressed and released outside UI.
Reworked "homing" projectiles movement to be much more consistent and synced between client and server.
Changed Icicle Staff textures to fit other glacial items.
Inventory slots that are locked from moving will now be visible.
Reworked a bunch of hitbox events making it more consistent that you won't get hit if it doesn't look like you will.
Settlers will now no longer attack monsters that are too far away from their home.
Traps can now hit objects like crates, vases etc.
Increased damage of traps slightly.
Bait will now drop from grass much more frequently during rain.
New players will now also spawn with a Wood Sword.
Cave chest rooms are now slightly more common.
Dungeon Candelabra now gives out purple light and is used for Void Wizard arena.
Settler deaths will now show a message in chat.
Player death messages will now be red instead of white.
Settlement indicator and names will now show on world map.
Updated a bunch of textures to match the style better.
Made summons target mobs that are close to the player no matter light level.
Crates broken in deep caves will now drop a bit better items.
Floating text like damage and item pickups now have a bit fancier animation.
Made elder settler more powerful and attack mobs outside his house.
Increased damage of many weapons, especially in early game.
Some of the harder early game mobs will now only spawn once you have progressed a bit.
Updated a bunch of hairstyles.
Reduced Banner of Speed bonus.
Reduced the velocity of bullets.
Made bullet trails a bit more vibrant and visible.
Increased knockback of all guns.
Rebalanced shotgun, now sold by gunsmith after Void Wizard.
Calming rose can now be found in snow cave chests.
Added Frozen Soul trinket, crafted in advanced workstation.
Item rarity colors are now more vibrant and easier to read.
Optimized server initial loading of island biomes and settlements.
Made it possible to open crafting guide and pouches from toolbar while having closed inventory.
Talking to settlers now resembles a dialogue much more.
Reduced the number of settlement basic quests to complete before the tier quest unlocks.
Cave Moles can now be hit even when underground.
You will now keep your mounts momentum when dismounting.
Reworked how mounts are summoned, you will now be riding when you summon it.
You can now right click on pets to summon them.
Reworked smooth tile lighting, should now look a bit more natural.
Boss unique drops will now be much more random meaning you won't have to kill the boss as many times to get that one drop.
Water buckets can now pick up liquid a bit further from land.
Changed Elder quests to be a dialogue and possibility to complete regular quests before the tier quest.
Made summoned mobs only able to hit non hostiles if they are in focus.
Player collision hits are now handled client side if the server allows it, making unfair hits less likely.
All hostile mobs now have a small chance to drop their appropriate boss summon item.
During Christmas, some mobs will now have a random chance to spawn with a Christmas hat and a chance to drop it.
During Christmas, crates will have a random chance to appear as Christmas presents and contain double the loot.
Many weapons that couldn't hit objects before now can.
Made some items like equipment sink in liquid much slower.
Homestone is now be a reward for new boss quest tier.
Reworked explosion damage.
Increased explosion range on iron bombs and dynamite.
Reworked Buffer Gate, fixing a bunch of issues.
Tweaked sound positions to be more smooth when moving away from a sound.
Reworked how audio is loaded into the game, decreasing startup loading time.
Reworked path finding, making it multithreaded causing less lag spikes.
Increased the window to reel in fish slightly.
Fishing hooks will now fly in a more natural path and have a shadow.
Removed craft 5 modifier control, instead hold down to craft more quickly.
Optimized rain particles.
Mobs can now no longer spawn inside on floors.
Ghost mobs now only spawn in the open.
Tweaked mob spawns, allowing tiles to define the spawn table.
Reworked how packets are handled, should now be much faster causing less lag/desync in multiplayer.
Increased the amount of quartz in desert biomes.
Updated island tree generation to be more natural with open areas.
Items will now no longer sink completely in water.
Reduced giant cave spider health and drops.
Chests in the same dungeon, pirate village, caves etc. will now have more varied loot.
Updated Mobility Cloak Texture.
Reduced deep cave mobs health and aggro range.
Hostile mobs will now also target settlers.
Settlers will now run to their home if they cannot defend themselves.
Updated stone path texture and added bridge when placed above water.
Updated village generation presets slightly.
Decreased drop chance of bait from grass.
Reworked mob spawn logic, allowing much more control over spawns.
Increased damage of most weapons dropped from Reaper and Cryo Queen.
Crates will now always drop biome specific loot.
Reduced loot from crates slightly, since it now spawns way more places.
Increased Ostrich mount speed slightly.
Reduced recipe cost of basic arrows and bullets.
Improved chaser target finder, especially in multiplayer or when there are several targets around.
Made deep cave mobs light spawn threshold same as every other mob.
Difficulty damage multiplier is now applied before any reduction. This means armor will be more useful on easy and less on hard.
Projectiles are now always not limited to hit a target one time, but instead has a cooldown before it can it hit again.
Stink Flask is now way more effective and will spawn mobs at higher light levels.
Crop grow times is now be much less varying for the same crops.
Reworked objects that takes up multiple tiles completely.
Reworked bench rotation, meaning they will likely be messed up when you load an old level.
Objects like the bench place direction now matches the player.
Increased corner skip threshold slightly.
Reworked processing objects (like the compost bin) to simulated missed work on unloaded levels.
Reworked compost bin, now has less slots and dedicated input/output.
Increased early bows range slightly.
Vampires and Void Apprentices will no longer change position when hit.
Updated inventory quick action button icons.
Crafting items will now use ingredients from last in inventory. Just like when using ammo, potions etc.
Reduced the amount of passive animals generated on islands.
Dungeon arena entrance will now spawn closer to dungeon entrance.
It is now not possible to place water or lava near walls and rocks.
Reduced aggro range of giant cave spiders significantly.
Reduced vampire health slightly.
Vampires and Giant Cave Spiders will now try to stay around their crypt/nest.
Reduced the amount of potions and bars from cave crates and chests.
Increased boss health scaling slightly.
Reworked Void Wizard AI and arena.
Explosions will now deal a minimum amount of damage when on the edge.
The forge now requires fuel to craft at.
Items found as loot (in chests, fishing, kills etc) will now sometimes have random enchantments.
Arrows will now only drop some of the time when hitting terrain.
Increased the time it takes for most crops to grow.
Reworked how textures are loaded resulting in reduced loading times, especially on higher end systems.
Optimized a lot of world "search" logic, like looking for targets etc.
Summons can now walk through doors.
Enchanted items will now have a higher/lower value based on the enchant.
Health bar now show more hearts based on how much max health you have.
Settler stats will now scale with the amount of settlement boss quests completed.
Increased difficulty of Reaper fight.
Wood boats can now also be used from the mount slot.
TNT will now explode when hit by another explosion instead of being destroyed.
It is now no longer possible to hit settlers on your team.
Increased speed of settlers slightly.
Reduced Force of Wind cooldown.
Increased stack size of coins to 5000.
Main menu continue button now remembers if you hosted or joined a server last.
Bathtub recipes now no longer require a water bucket.
The starter house chests now also has a small amount of food.
Doors will now mirror when placed like a double door.
Rooms now have a max size of 300 tiles before they are considered outside.
Brain on a Stick will now summon an archer half the time.
Glacial Boomerang now throws 2 boomerangs at once.
Touched up some UI components, making some of them bigger and more clear.
Increased range of Quartz Staff and Icicle Staff.
The same traveling humans now have a much lower chance to spawn multiple times in a row.
It is now possible to spawn multiple bosses at the same time with a small cooldown.
It is now no longer possible to drop locked items.
Villagers are now much less rude.
It is now no longer possible to use fruit tree and berry bush saplings while making torches.
Updated iron armor textures.
Updates copper armor and tool textures.
Worm and swamp larva will now slowly sink into the ground.
Optimized level loading, will now cause less lag when still loading level after having spawned.
Pouches is now prioritized when pressing loot all and restocking works properly.
Ducks now have legs and can go on land.
Zombie archers now walk around with a bow on their back.
Renamed rock floors to stone floors.
Renamed rock pressure plate to stone pressure plate.
Increased duration of mining potion.
Updated fire chalice texture and dungeon entrance.
Updated Quartz armor texture.
Updated lighting engine, making it more optimized and fixes consistency problems.
Boss music is now slightly louder than other music.
Giant cave spiders will now spit more often.
Players now take significantly more damage from traps.
Player names now accept letters from different languages.
Updated gold furniture texture.
Holding shift while right-clicking an item stack now picks up 1 item instead of splitting the stack.
Reduced difficulty of early game bosses.
When quick using health potions, the best ones available will now get prioritized.
Mummy mages now walk around with a wizard hat.
Void Wizard magic and attacks will now glow.
Updated armor slot icons.
You now start with 4 trinket slots instead of 3.
Grass, plants, cobweb etc. growing will now simulate passed time on unloaded levels.
Reduced spawn rate of mobs when many players are close to each other.
Reduced the amount of homing projectiles spawned by Evils Protector, especially when fighting multiple people.
Quick moving items now checks all items to stack to before creating a new stack.
Updated imported animals item textures.
Optimized mob pathfinding.
Settlers and raiders can now find much more complex paths.
Cattails in swamp will now drop item when destroyed.
Reworked time of day states, day time is now slightly longer.
Starter shirt and shoes will now be in cosmetic slots instead of armor slots.
UI buttons now look like they click down.
It's now possible to hear other players consume potions.
Benches are now a bit wider when placed vertically.
Tweaked some object collisions to prevent walking between them.
Settlers will now try to sleep at night.
Items now sort based on their category instead.
Touched up some of the older achievement icons.
Increased size of a lot of menus.
Removed minimum and increased max length of player name requirement.

[h3]Fixes:[/h3]
Fixed a bunch of issues related to inconsistent trails.
Fixed particles and more sometimes bugging out, especially around loading.
Fixed Quartz Staff enchant cost being too low.
Fixed guard settlers having too little armor.
Fixed a bug that could cause things to be more "choppy", especially on higher frame rates.
Fixed mobs sometimes stopped rendering on edge of screen.
Fixed Evils Protector bomb sprite bobbing up.
Fixed potential server error computer going to sleep or running super slow.
Fixed some bugs relating to desync between open menus.
Fixed client not synchronizing recipes with server.
Fixed issue with running mod never being reset.
Fixed some rendering crashes caused by concurrency errors.
Fixed input and item hint characters being offset.
Fixed attack direction being wrong when attacking close to the player.
Fixed some slow projectiles not being smooth in their movement.
Fixed loading sometimes getting stuck on lighting update.
Fixed mobs sometimes getting stuck trying to walk into something they can't.
Fixed auto opening and closing doors sometimes swapping their state.
Fixed settlers possibly having different prices for different players.
Fixed water height being incorrect at the edge of maps.
Fixed LED panel not showing correct texture when lit.
Fixed special characters not being rendered with the correct width.
Fixed projectiles not able to hit on main menu level and other main menu level issues.
Fixed buffer gates not loading data correctly.
Fixed trails existing a long time causing increasing lag.
Fixed some mobs able to deal damage too often to players.
Fixed possible crash when switching between display modes.
Fixed zoom and interface size not updating when changing display modes.
Fixed possible crash while loading.
Fixed possible crash when joining multiplayer server.
Fixed some items getting unlocked when sorting.
Fixed homing projectiles sometimes not homing in on distant targets.
Fixed possible crash when opening a crafting station.
Fixed crash when trying to drop an item into slots that's not possible.
Fixed possible crash when trying to open pouches from opened inventory.
Fixed server pause when empty setting not working correctly.
Fixed being able to travel to same island, causing issues.
Fixed crash caused by projectiles that could not find an owner.
Fixed game not opening if no sound output device is available.
Fixed possible crash when catching fish.
Fixed steel boat following players into caves.
Fixed issue where Death Ripper would get out of sync and not hit anything.
Fixed issue with VSync slowing down load times.
Fixed flickering of map sections on some hardware.
Fixed possible corruption issue in saves.
Fixed mining a multi-tile object sometimes needing more hits.
Fixed boss minions and other able to drop items when they shouldn't.
Fixed possible crash when sending a chat message while other players are loading.
Fixed possible crash when a lot of sounds were playing at the same time.
Fixed Pirate Captain fleeing when killed his current target while still having more targets around.
Fixed possible crash when joining a server that has specific projectiles active.
Fixed possible crash when mobs are being hit while joining a server.
Fixed being able to destroy unbreakable objects using buckets.
Fixed possible crash from Reaper boss when fighting multiple people.
Fixed possible crash when trying to communicate with servers or clients running another version.
Fixed players sometimes being invisible.
Fixed possible crash in main menu while connecting.
Fixed projectiles sometimes getting stuck.
Fixed mobs not able to path when stuck inside an object.
Fixed being able to keep attacking with certain weapons after death.
Fixed husbandry mobs sometimes still following the player after taking off rope.
Fixed wires not causing updating correctly.
Fixed possible crash when items collide in the main menu.
Fixed damage over time not considering the difficulty.
Fixed bosses start health visual bug when fighting multiple people.
Fixed edge case where summoners would not get loot from bosses.
Fixed rare crash when changing levels.
Fixed potential problem where client thinks other players are still dead.
Fixed mobs spawning close to players when playing multiplayer.
Fixed potential problem causing player mount status to desync.
Fixed walls connecting to other walls when fully encased.
Fixed team member name plates not drawing in correct locations.

And a lot of other smaller changes and fixes.

[/expand]

[h2]Version 0.21.15 changelog[/h2]
[expand type=details]
[h3]Additions:[/h3]
Added Ancient Skeletons, a slightly stronger skeleton that spawns in deep desert caves.
Added world map coordinate setting.
Added health bars to all mobs that has taken damage, can be disabled in interface settings.
Added blackberry bushes, generates in snow biomes.
Added blackberry ice cream.
Added more beds and candelabras to generated NPC village houses.
Added music player, bought from Traveling Merchant when in stock.
Added vinyls for each music track, can be found in cave chests, boss drops etc.
Added Discord, Steam news and language side buttons to main and pause menu.
Added dungeon like temple before reaching the Fallen Wizard.
Added Temple Pendant trinket, can be found in new temple chests.
Added Ancient Relic trinket, can be crafted.
Added Antique Bow weapon, can be found in new temple chests.
Added Antique Sword weapon, can be found in new temple chests.
Added defeat Fallen Wizard settlement quest.
Added Void Bag item, obtained from new settlement quest.
Added 9 new achievements.

[h3]Changes/misc:[/h3]
New save files will now be compressed, taking up much less space.
Settlers will now try to find a bed to sleep in inside their room at night.
Makes it possible for mobs to attack people laying in their bed.
Void Wizard is now slightly easier with more players.
Items now sort based on their category instead.
Touched up some of the older achievement icons.
Decreased the frequency of settlement raids.
Made minimum cooldown between raids much longer.
Increased size of a lot of menus.
Removed minimum and increased max length of player name requirement.
Items will no longer get left behind on the ground when settlers does jobs.

[h3]Fixes:[/h3]
Fixed team member name plates not drawing in correct locations.
Fixed possible crash when editing settlement workstations and storage.
Fixed some issues relating to jobs not cancelling correctly.
Fixed possible crash when changing levels.
Fixed possible crash when fighting Queen Spider.
Fixed crash on systems not supporting OpenGL 3 or above.
Fixed settlers disappearing when unloading a world at a specific time.

And other smaller changes and fixes.
[/expand]


[ 2021-12-20 19:00:11 CET ] [ Original post ]

v0.21 goes stable on December 20th!

It's been a while since the last update, and there is a good reason for that! I'm super happy to announce that the experimental version will be the main one on December 20th!

I have been hard at work preparing a new store page, new art and even if you have been playing the experimental, there will of course be a new update too. This has been a long time coming, with a ton of changes and improvements all thanks to your feedback.

This of course does not mean the updates will stop. This is just another milestone through Early Access, and I will talk more about that on the 20th.

The release is still not quite ready, so I will have to get back to it. Thanks to everyone who has played, given feedback and shared the game. It helps a ton!



[ 2021-12-09 17:00:27 CET ] [ Original post ]

v0.21.14 - Settler happiness, settlement management, boss tweaks and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


Happy Halloween! In the Halloween spirit, some mobs will randomly spawn with a Halloween themed cosmetic they have a chance to drop :)

Settlements have been one of the big focuses during this experimental with a lot of new features and ways to build your settlement. It has gotten to a point where the tools to manage your settlement needed a complete rework and future-proofing. This update is the beginning of such and will of course get better over the future updates.



Your settlers will now be happier the larger a room, more furniture and the better food they consume. This means they now eat food and also take work breaks. All settlers can now harvest and plant crops, while only farmers are able to fertilize them using the new fertilize zones. Happy settlers have much better shop prices and take fewer and shorter breaks.



With the introduction of sleeping last patch, it was pretty obvious that it wasn't very immersive. It was basically impossible for others to see you were sleeping and for yourself, it wasn't much better. This update improves on that by actually making you lay in the bed you are sleeping in. This required some new features to the rendering engine, which will also be used in future updates for similar stuff.



Dynamic zoom and interface size have been added. They are enabled by default and will apply to people running 1440p or above, making it scale down to a more appropriate size.

Some of the many other smaller changes are:
- UI buttons now click down.
- Tweaks to Fallen Wizard, making him much harder.
- Fertilize work zones.
- Settlement defend zone.
- Easy work priority and diet management.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added dynamic zoom and interface size settings, enabled by default.
Added settler happiness.
Added mood dialogue option to settlers.
Added fertilize zone and job performed only by farmers.
Added hotkey to access settlement management menu.
Added settler work priority management to settlement menu.
Added settler diet management to settlement menu.
Added settlement defend zone, allowing limiting where settlers will attack hostiles.
Added Pumpkin Mask cosmetic, only available during Halloween season.

[h3]Changes/misc:[/h3]
UI buttons now look like they click down.
You will now actually lay in the bed when sleeping.
Removed discard option when talking with settlers carrying items.
Evils Protectors air bombs are now a bit easier to see.
Fallen Wizard is now harder to cheese by hiding behind pillars.
Increased damage of Fallen Wizard attacks slightly.
Increased Fallen Wizard max health.
Fallen Wizard attacks now scale faster with his missing health.
It's now possible to hear other players consume potions and food.
Rice seeds and Coffee beans are considered raw food instead of seeds.
Benches are now a bit wider when placed vertically.
Settlers can now pick up multiple items from the ground before putting them away.
Tweaked some object collisions to prevent walking between them.
Every settler can now harvest and plant crops.
Settlers can now move into rooms that are only 4 tiles big, but they will be unhappy.
Reworked settlement management menu look to support more options.
It is now possible to move Pawn Broker between settlements.

[h3]Fixes:[/h3]
Fixed performance problems when summons tries to path to unreachable target.
Fixed possible crash while loading into a level.
Fixed ropes sometimes not attached to the animal.
Fixed problem in region system, sometimes causing rooms to be considered outside when not.
Fixed settlers picking up items sometimes stopping moving.
Fixed settlers work animation not always showing in correct direction.

And other smaller changes and fixes.


[ 2021-10-22 17:00:11 CET ] [ Original post ]

v0.21.13 - New boss, sleeping, raid tweaks and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


A quick reminder that we have an official wiki available at https://necessewiki.com/. It's still under construction, and thank you to the people who have helped to populate it so far. It means a lot!

Now to the update...

I have been working on a new boss, encountered in the end game. It's not complete, so expect tweaks or maybe a complete rework. But I wanted to get it out for you to try :)
You get access to it by defeating Sage & Grit. If you have already done that, you will have to defeat them again. It's a pretty hard one, and likely requires the Blink Scepter trinket to defeat it. Good luck and if you have some feedback on it, send it my way!



Raiders will now open doors instead of destroying them, guard settlers are more powerful and it's easier to replace your killed settlers. These are a few of the tweaks to raids, making them more forgiving.



Grass, cobwebs, thorns growing and more are now simulated when loading a level you haven't been to in a while. Using this feature it's now also possible to sleep to make the time pass faster. The feature required a lot of reworks, but I think is well worth the time put into it :)



With the addition of a bunch more trinkets, it was time to up the trinket limit. You now start with 4 trinket slots (plus the ability trinket slot) and get 5 after defeating the Void Wizard. This means you may have to kill the Void Wizard again to increase your trinket slots.

Some of the many other smaller changes are:
- Upgraded pathfinding, allowing settlers and raiders to find much more complex paths.
- Settlers arriving to be recruited now only costs coins.
- Added a few more item categories to distinguish the different foods.
- Added a short time of invincibility after spawning/loading.
- The total daytime is now slightly longer.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added smaller lakes and ponds to island generation.
Added water lilies and grass to island lakes.
Added coin stacks to cave goblin areas.
Added ability to configure allowed ingredients to use in settlement workstation recipes.
Added ability to change the order of waystones and updated homestone UI.
Added Tracker Boot trinket, crafted in workstation.
Added Item Attractor trinket, obtained as rare settlement quest reward.
Added a short time of invincibility after spawning.
Added ability to make time go faster by sleeping in a bed.
Added new boss, encountered after defeating Sage & Grit.
Added Wizard Socket consumable, obtained by defeating the new boss.

[h3]Changes/misc:[/h3]
When quick using health potions, the best ones available will now get prioritized.
Mummy mages now walk around with a wizard hat.
Visiting settlers recruit costs are now only coins.
Moved all crops and fruits to raw food item category.
Created new fish item categories.
Void Wizard magic and attacks will now glow, making it much easier to see.
Raiders will now simply open doors instead of breaking them.
Guard settlers are now more powerful.
There is now a high chance for a new recruit to appear shortly after a settler has died.
Updated armor slot icons.
You now start with 4 trinket slots instead of 3.
Grass, plants, cobweb etc. growing will now simulate passed time on unloaded levels.
Reduced spawn rate of mobs when many players are close to each other.
Reduced the amount of homing projectiles spawned by Evils Protector, especially when fighting multiple people.
Quick moving items now checks all items to stack to before creating a new stack.
Updated imported animals item textures.
Optimized mob pathfinding.
Settlers and raiders can now find much more complex paths.
Cattails in the swamp will now drop item when destroyed.
Reworked time of day states, day time is now slightly longer.
Reduced Bow of Dualism damage and speed slightly.
Increased slow effect while starving.
Starter shirt and shoes will now be in cosmetic slots instead of armor slots.

[h3]Fixes:[/h3]
Fixed last slot of settlement inventories not being considered correctly.
Fixed potential problem where clients think other players are still dead.
Fixed obtainable items counting a few extra ones.
Fixed possible crash when editing settlement zones.
Fixed mobs spawning close to players when playing multiplayer.
Fixed potential problem causing player mount status to desync.
Fixed players spawning before they have finished loading.
Fixed possible crash while loading and receiving settlement updates.
Fixed Dragons Rebound enchanting being free.
Fixed settlers sometimes not able to pick up items close to fences and other objects.
Fixed server freezing when damaging yourself while having thorns potion or cactus shield.
Fixed walls connecting to other walls when fully encased.
Fixed Dark Gem name.

[h3]Hotfixes:[/h3]
Fixed possible crash when worm mobs dies.
Fixed temple fire chalice being counting as obtainable.
Fixed it not being possible to remove spawn once set.
Fixed temple biome counting as discoverable.
Fixed magical drop achievement being completed on spawn.
It's now possible to zoom in up to 400%.
Fixed summons constantly trying to path into areas they cannot go, almost freezing the server.
Fixed crash when turning off quest markers.

And other smaller changes and fixes.


[ 2021-09-20 18:00:09 CET ] [ Original post ]

v0.21.12 hotfixes

This update is a small hotfix to solve some issues :)

[h3]Changes:[/h3]
Fixed bosses start health visual bug when fighting multiple people.
Fixed possible bug where some players would not get drops from bosses.
Fixed edge case where summoners would not get loot from bosses.
Fixed rare crash when rendering players.
Fixed baby zombie archer texture not being loaded correctly.
Fixed crash when changing levels.


[ 2021-08-20 10:45:08 CET ] [ Original post ]

v0.21.12 - New tiles, floors and gear, lighting system, balance tweaks and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


Back at it with another update. This time it is mostly minor things like new tiles, some new items like trinkets, weapons, armor and potions. A lot of the things I have been working on couldn't make it into this update, so stay tuned for future ones!

Building beautiful castles and houses is definitely not a strong suit for Necesse, but hopefully adding a few more building options will at least improve it. This update contains some much needed new tiles, floors and some updated tile textures as well.



Working towards moving the experimental version to main means I have been tying up loose ends. This includes making trinkets more unique to their biome, adding new trinkets, a few weapons in places that needed them and other items. This should increase the variety of items you get in throughout the game.



With the release of the new colored lighting, I knew it had a few unsolved issues that I postponed. These should are now fixed and I also took the opportunity to optimize the engine. Together with the optimized level loading in previous update, this should make using ladders and teleports more smooth.



Some of the many other smaller changes are:
- New landfill item.
- Slightly easier early game bosses.
- A few updated textures like Fire Chalice and Cheese Press.
- Ability to turn off all lights using wire.
- A lot of tweaks and fixes throughout the game.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Stone Brick floors.
Added Stone Tiled floors.
Added Snow Stone floors, path and pressure plate.
Added Swamp Stone floors, path and pressure plate.
Added Sandstone floors, path and pressure plate.
Added Straw floor tile.
Added Pine floor tile.
Added Palm wall, door and floor.
Added ability to turn off almost all light objects using wire.
Added Frozen Wave trinket, found in snow cave chests.
Added Air Vessel trinket, found in desert cave chests.
Added Calming Miners Bouquet trinket item, crafted from Calming Rose and Mining Charm.
Added Leather Glove trinket, crafted in workstation.
Added Swamp Zombies to swamp biome.
Added Slime Canister summon weapon, found in swamp cave chests.
Added Swamp Tome magic weapon, found in swamp cave chests.
Added Quartz Crown with new set bonus.
Added strength, ranger and wisdom potions.
Added Landfill item.
Added current modifiers menu button to quickbar.
Added ability to clear recent death locations from world map.
Added cardinal bird critter.

[h3]Changes/misc:[/h3]
Renamed rock floors to stone floors.
Renamed rock pressure plate to stone pressure plate.
Increased duration of mining potion.
Updated fire chalice texture and dungeon entrance.
Improved Cheese Press texture slightly.
Reduced Swamp Guardian damage slightly.
Updated Quartz armor texture.
Updated lighting engine, making it more optimized and fixes consistency problems.
Increased the amount of cave chests rooms and ruins that generate slightly.
Boss music is now slightly louder than other music.
Giant cave spiders will now spit more often.
Players now take significantly more damage from traps.
Tweaked some rock tile textures slightly.
Player names now accept letters from different languages.
Updated gold furniture texture.
Searching now expands item filter lists.
Holding shift while right-clicking an item stack now picks up 1 item instead of splitting the stack.
Reduced difficulty of early game bosses.

[h3]Fixes:[/h3]
Fixed craft pickaxe tutorial showing wrong logs amount.
Fixed wires not causing updating correctly.
Fixed color lights being inconsistent based on place order.
Fixed possible crash when rendering Queen Spider.
Fixed possible crash when items collide in the main menu.
Fixed some trails being messed up.
Fixed being able to recruit Pirate when he is a settler.
Fixed baby zombie archer texture sometimes being messed up.
Fixed possible crash when trying to move in settlers to a room.
Fixed summons sometimes stopping up and not moving anymore.
Fixed damage over time not considering the difficulty.
Fixed rare issue of getting stuck while using dragon lance.
Fixed a bunch of minor issues linked to new item filters.
Fixed Angler fishing spot sometimes not working properly.

And other smaller changes and fixes.


[ 2021-08-06 19:00:20 CET ] [ Original post ]

v0.21.11 - Settler jobs and priorities, new food, cosmetics and much more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


I think this has been the longest time between updates yet. This also means this one has got a lot of new content, but also a lot done behind the scenes in areas like optimization and outside the game.

A big thanks go out to Maria O. Christensen who has been helping me with the artwork In the past 4 weeks. She is currently also working on her own game, which is an indie horror called The ER Patient Typhon. So go check that out!

And a thank you to everyone who has been contributing to the Official Wiki!
I have started to work on it behind the scenes, creating some templates and semantic data which will make it easier to create new pages and keep the information up to date with the current patch.

The settlement system has gotten a few upgrades, including the ability to change your settlers work priorities, which can be done by talking to them.
Storage filters have gotten a complete rework. This new system allows for much easier management and has always been the way I wanted it to be from the beginning, and now it's finally in.



With a completely new work zone system, it is now possible to define forestry and husbandry areas for your settlers to chop down trees and manage your animals. The system is also built to be customizable, with the ability to configure each zone in future updates.



The food system is evolving and getting new additions. This time it has gotten 4 new crops, 3 new fruit trees, common fish only for food and a lot of new dishes for you to cook. This is obviously still an area that I keep looking at for improvements and changes, so keep that feedback coming!



Some of the many other smaller changes are:
- 2 new difficulty options, one for the more casual and one for the more hardcore.
- Item tooltip backgrounds and better looking menu outlines.
- Many new cosmetic items, mostly bought from Traveling Merchant when in stock.
- Angler fishing trips, similar to Explorer expeditions.
- New ore found in snow caves with a complete set of tools and weapons.
- Doors will now rotate to look like double doors when placed next to each other.
- Zombie archers now walk around with a bow on their back.
- A lot of fixes and balance tweaks.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added forestry work zones.
Added husbandry work zones.
Added ability to share quests with team members.
Added custom settler work priorities.
Added controls for each hotbar slot.
Added completely new item filter system.
Added angler fishing trips, similar to explorer expeditions.
Added ability to disable raids using settings command.
Added 2 more difficulties, for the more casual and more hardcore.
Added coconut trees, grows in desert biomes similar to apple trees.
Added lemon and banana trees, obtained in deep cave chests or bought from farmer after Sage and Grit.
Added 4 new crop types.
Added 24 new food items.
Added deep cave ruins, where the new crops can be found.
Added 7 common fish, found in various places that can be used in food.
Added new frost shard ore, found in snow caves.
Added frost armor set with a complete set of tools and weapons.
Added turtle critter to desert biomes.
Added chicken costume set, obtained rarely from settlement quest rewards.
Added swimsuits and sunglasses cosmetics, bought from Traveling Merchant when in stock.
Added jester cosmetic set, bought from Traveling Merchant when in stock.
Added hula cosmetic set, bought from Traveling Merchant when in stock.
Added snow cosmetic set, bought from Traveling Merchant when in stock.
Added sailor cosmetic set, bought from Traveling Merchant when in stock.
Added minion, knockback and rapid potions.
Added banners of defense, damage and summon speed.
Added Cooking Station object, crafted in Advanced Workstation.
Added background to all item tooltips, can be disabled in interface settings.
Added a better outline to menu backgrounds.

[h3]Changes/misc:[/h3]
Bathtub recipes now no longer require a water bucket.
The starter house chests now also has a small amount of food.
Doors will now mirror when placed like a double door.
Rooms now have a max size of 300 tiles before they are considered outside.
Made players unable to recruit to settlements they don't have permission for.
Starving debuff will now only be active when having a completely empty hunger bar.
Brain on a Stick will now summon and archer half the time.
Raiders will now spawn in smaller waves instead of continuously.
Glacial Boomerang now throws 2 boomerangs at once.
Reduced the velocity of bullets.
Touched up some UI components, making some of them bigger and more clear.
Increased range of Quartz Staff and Icicle Staff.
The same traveling humans now have a much lower chance to spawn multiple times in a row.
It is now possible to spawn multiple bosses at the same time with a small cooldown.
It is now no longer possible to drop locked items.
Evils Protector first stages are now easier while the last ones a bit harder.
Villagers are now much less rude.
It is now no longer possible to use fruit tree and berry bush saplings while making torches.
Traveling humans can now no longer be hit by settlement team members, similar to settlers.
Updated iron armor textures.
Updates copper armor and tool textures.
Worm and swamp larva will now slowly sink into the ground.
Starter house now spawns with a Roasting Station in front of it.
Optimized level loading, will now cause less lag when still loading level after having spawned.
Pouches is now prioritized when pressing loot all and restocking works properly.
Ducks now have legs and can go on land.
Zombie archers now walk around with a bow on their back.
Updated cow and sheep textures.
Tweaked some potions recipes and duration.

[h3]Fixes:[/h3]
Fixed possible crash when joining a server.
Fixed possible crash from Reaper boss when fighting multiple people.
Fixed possible crash when trying to communicate with servers or clients running another version.
Fixed rare crash when removing entities and particles.
Fixed a bunch of settlement room assign issues.
Fixed possible crash when trying to generate snow cave.
Fixed players sometimes being invisible.
Fixed possible crash in main menu while connecting.
Fixed projectiles sometimes getting stuck.
Fixed mobs not able to path when stuck inside an object.
Fixed being able to keep attacking with certain weapons after death.
Fixed being able to make multiple settlement workstations on multi tiles.
Fixed feeding through wheat sometimes being messed up.
Fixed player hunger setting not being applied to new saves.
Fixed Explorer find island not working correctly.
Fixed husbandry mobs sometimes still following the player after taking off rope.

And other smaller changes and fixes.


[ 2021-07-01 20:00:25 CET ] [ Original post ]

v0.21.10 - Wiki, hunger, settlement raids, balance and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


This update has a bit of everything. From a wiki, to adding some game changing features and a lot of balance changes. So let's get straight into it.

A wiki has been a much requested feature, and hopefully you will help me make it good. I have set up the beginning of it over at www.necessewiki.com, where you can contribute with new articles, information etc.
The Offical Discord Server will have a wiki channel where we can discuss how the wiki should be operated. I am of course open to suggestions and general feedback.
I hope that many of you will help me create awesome articles, templates and other content for it. If you need any textures or help with something, I will like always be available in the Discord Server.




A hunger mechanic is another feature a lot of people have requested. It is currently optional, but enabled by default. Still, it should not be too invasive on players who just like the exploration part and not the survival. So give it a try and give feedback on what you think should change.




Settlements will now occasionally get raided. This means you have to consider how you build your settlement with the best way to defend it. If built smart, it should be able to defend itself without your help. To help with some of your settlers potentially getting killed, sometimes new settlers will now visit your settlement who you can recruit for a price.




Some of the many other smaller changes are:
- Added thorns mini biome to swamp caves.
- Settlers will now pick up items on the ground and put them in storage.
- Sage & Grit settlement quest with a new unique reward.
- Optimized settler jobs and doubled their work range.
- Balance changes to various bosses, items etc.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added hunger bar, can be disabled in world settings.
Added thorns mini biome to swamp caves.
Added Thorns Potion.
Added fire ambient sound to fueled workstations and campfire.
Added map tooltips to a lot more objects, like ores, seeds, trees etc.
Added buff when near a fueled campfire.
Added job for settlers to pick up dropped items and put them in storage.
Added shears.
Added settlement raids, your settlements will now occasionally get raided.
Added ivy sword, spear and bow weapons.
Added Sage and Grit settlement quest tier.
Added Blink Scepter trinket, obtained as reward for completing Sage and Grit quest tier.
Added settlers arriving in settlement only to be recruited.
Added Deep Desert Cave explorer expedition.

[h3]Changes/misc:[/h3]
Cave ruins chests now contains crops in them together with seeds.
Cave Spider Gland textures is now different depending on where they drop, but still stack.
About doubled the range at which settlers will look for jobs.
Optimized a lot of world "search" logic, like looking for targets etc.
Traveling merchant now sells rope a bit pricier than the farmer.
Cave ruin chests loot are now more random.
Settlement workstation recipes has gotten a fix that unfortunately required them to be wiped.
Summons can now walk through doors when following owner.
It is now possible to interact with an item while holding it without dropping it.
Settlers will now try to drop off all their items at once instead of only one stack.
Reduced the chance of the start island ladder spawning inside a crypt/nest significantly.
Settlers will now react to being hit while working.
Increased Ancient Vulture difficulty slightly.
Enchanted items will now have a higher/lower value based on the enchant.
Increased the amount of spider nest mini biomes in snow caves.
Health bar now show more hearts based on how much max health you have.
Settler stats will now scale with the amount of settlement boss quests completed.
Increased difficulty of Reaper fight.
Reduced the bullet velocity of guns.
Wood boats can now also be used from the mount slot.
TNT will now explode when hit by another explosion instead of being destroyed.
Reduced combat regen provided by food.
Reduced the amount of potions and bars from cave crates and chests.
Reduced buff time of consuming food slightly.
It is now no longer possible to hit settlers on your team.
Increased speed of settlers slightly.
Reduced Force of Wind cooldown.
Reduced difficulty of Queen Spider fight slightly.
Increased stack size of coins to 5000.
Main menu continue button now remembers if you hosted or joined a server last.

[h3]Fixes:[/h3]
Fixed players being rendered when mounted before they should.
Fixed invisible spider spit.
Fixed Pirate Captain fleeing when killed his current target while still having more targets around.
Fixed possible crash when eating food.
Fixed mobs spawning outside of the map, resulting in some mobs spawning very often like sand worm.
Fixed forge not being able to be used as settlement workstation.
Fixed possible crash when joining a server that has specific projectiles active.
Fixed desert crawler not counting kills stat.
Fixed possible crash when mobs are being hit while joining a server.
Fixed being able to destroy unbreakable objects using buckets.

And other smaller changes and fixes.


[ 2021-05-13 19:00:34 CET ] [ Original post ]

v0.21.9 hotfixes

This update is a small hotfix to solve some minor issues.

[h3]Changes:[/h3]
Fixed dedicated server crash when fighting Queen Spider.
Fixed issues with dragon lance when the server doesn't allow clients to determine hits.
Fixed possible crash when joining a server where another player is fishing.


[ 2021-04-06 10:56:08 CET ] [ Original post ]

v0.21.9 - New boss, more food, settlement workstations and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


Back at it again with another update

This time it includes a new boss for the snow caves. This boss is supposed to be an early one, just after Evils Protector or around Void Wizard. Like many other, it will probably get tweaked at some point in the future.

With the new boss addition, I spent some time looking at the other ones. Specifically when playing multiplayer, where many would be a bit too easy. Some of their attacks are now scaled for multiple people, like spawning more minions, projectiles and increased health scaling.



Even though the hunger system hasn't been implemented yet, I have added some more food items which will help to get that last buff when fighting the hard bosses.
Instead of having to buy or "steal" all the seeds, ruins now spawn in caves with seeds from that biome and tier.
The hunger system is still planned and I am working out the quirks and balance of it.



Settlers can now craft items using workstations that you have set up. The system works with the new settlement storage system, where settlers will look for ingredients in storage nearby and use them. It is not very optimized yet and may cause some lag spikes when having big settlements with a lot of recipes, workstations and inventories.
With settlers farming, fishing, hunting, storing and crafting in place we are close to being able to implement settler needs/upkeep with it being possible to set up a completely self-sufficient settlement.



Just like many other updates, there has been a lot of smaller changes. Some of them are:
- Tweaked fueled crafting stations and made furnace use fuel too.
- Increased crop grow times and animal feed cooldowns.
- Many early recipes are now more expensive, so you can't just speed through them quite as fast.
- Loot from chests/drops now has a chance to have a random enchantment.
- Optimized texture loading times, especially on higher end systems.
And much more.

To everyone celebrating, I wish you a happy easter!

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added settlement workstations and recipes.
Added map death markers.
Added show teammate markers interface setting.
Added smaller ruins that spawn in caves.
Added eggplant crop.
Added potato crop.
Added rice crop.
Added carrot crop.
Added 12 different food items.
Added Cheese Press.
Added Sickle tool.
Added new boss, fought in snow caves.
Added Spider Charm trinket, dropped from new boss.
Added Spider Claw weapon, dropped from new boss.
Added Webbed Gun weapon, dropped from new boss.
Added settlement quest tier for new boss.

[h3]Changes/misc:[/h3]
Increased time it takes for apples and berry bushes to grow fruit.
It is now not possible to place water or lava near walls and rocks.
Pressing buff button will now also try to use the best food available.
Tweaked a lot of recipes like increasing cost of gear slightly.
Food will now drop as material death penalty.
Farmers will now also harvest fruit from nearby trees and bushes.
Reduced aggro range of giant cave spiders significantly.
Reduced vampire health slightly.
Vampires and Giant Cave Spiders will now try to stay around their crypt/nest.
Reduced the amount of products received from food crops slightly.
Reduced the amount of bars gotten from crates.
Increased difficulty of Evils Protector fight, especially when playing coop.
Increased boss health scaling slightly.
Reworked Void Wizard AI and arena, should now be a bit more difficult.
Explosions will now deal a minimum amount of damage when on the edge.
Tweaked almost all boss fights to scale better with multiple players.
Some raw foods can now be eaten but provide a debuff.
Fueled crafting stations will now only use fuel if you are using them.
The forge now requires fuel to craft at.
Items found as loot (in chests, fishing, kills etc) will now sometimes have random enchantments.
Reworked processing inventories to allow for them to be used as settlement workstations.
Arrows will now only drop some of the time when hitting terrain.
Vampire lairs are now more enclosed.
Tweaked snow caves, now contain water pools and vampire crypts.
Randomizing looks will now be more often human-like.
Increases cooldown for being able to feed animals (again).
Feeding troughs will now stop feeding animals when having fewer mobs around it.
Increased the time it takes for most crops to grow.
Reworked how textures are loaded resulting in reduced loading times, especially on higher end systems.

[h3]Fixes:[/h3]
Fixed deep desert chests spawning ice crowns.
Fixed possible corruption issue in saves.
Fixed dropping 1 item into trash deleting 2.
Fixed mining a multi-tile object sometimes needing more hits.
Fixed boss minions and other able to drop items when they shouldn't.
Fixed being able to be hit more than once if stepping on ground effects.
Fixed possible crash when sending a chat message while other players are loading.
Fixed possible crash when a lot of sounds were playing at the same time.

And other smaller changes and fixes.


[ 2021-04-01 18:00:27 CET ] [ Original post ]

v0.21.8 - Food, reworked boss fights, settlement inventory system and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


It has been a while since the last update and I have been hard at work fitting as much as possible into this one. Some of the features in this update are still a work in progress, but I wanted to get it out for you to play with.

Food and hunger is something that has been requested by a lot of people. This update is the beginning of such a system. There is no hunger yet, and I am still messing around with the best way to implement this. At the moment, foods give you different lasting buffs depending on which food you eat.
Food is available from the very start of the game and I plan on expanding this to make it progress all the way into the late game.



Since the last update, I have spent a lot of time reworking and expanding the settler AI and job system. The result is now a much more dynamic system and is easier to expand on in the future.

Settlements now have a completely new inventory system, where you assign inventories as storage and settlers will automatically move items around based on priorities and filters.
This also means the last system where you set the drop off position now uses this system instead.



I was never super happy with the Pirate Captain and Evils Protector fight, so I spent some time improving them.

The Pirate Captain has gotten a bit harder and can no longer be easily cheesed (I am sure someone will find a way). He will now transform early in the fight and fly around instead of walking slowly.



Evils Protector now changes his attack pattern slightly after each phase. This hopefully makes the fight more interesting, fun and rewarding. The difficulty should be about the same, maybe slightly harder.

Lastly, there have been a lot of smaller additions and changes. Some of them are:
- It is now possible to change the sound output device in settings.
- A flesh death sound has been added which most mobs now use.
- It is now possible to send feedback directly from inside the game.
- Increased interface sizes will now be much less blurry.
- The traveling merchant now has a chance to sells a Potion Pouch for all the potions that always fill up your inventory.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added crit chance trinket enchantments.
Added death sounds to almost all remaining mobs.
Added accept/decline button directly in chat when receiving a team invite.
Added Potion Pouch, bought from Traveling Merchant when in stock.
Added ability to send feedback directly from inside the game.
Added small texture to crops when fertilized.
Added sound output device setting.
Added settlement storage system with filters, priorities etc.
Added ability to copy and paste item filters.
Added dense grass setting, defaults to on.
Added 24 different food items with a new buff mechanic.
Added 5 different food related crops.
Added apple trees, will spawn on forest and plains biomes.
Added blueberry bushes, will spawn on forest and plains biomes.
Added campfire, cooking pot and roasting station.
Added grain mill.
Added food consumed stats.
Added specific potions consumed stats.
Added shake animation to trees when hit.
Added max settlements per player world setting. Defaults to unlimited. Can be changed using the /settings command.
Added note about possible performance issues when having many settlements.
Added monitor graphics setting and makes default setting fullscreen.

[h3]Changes/misc:[/h3]
Reworked settler jobs completely.
Reworked settlement management, allowing for more complex systems in the future.
Improved chaser target finder, especially in multiplayer or when there are several targets around.
Reworked Evils Protector fight, will now progress and change after each stage.
Reworked Pirate Captain fight, adding another phase making it harder to cheese it.
Reduced lag spikes caused by garbage collection system.
Using bigger interface sizes will now be much less blurry.
Made deep cave mobs light spawn threshold same as every other mob.
Difficulty damage multiplier is now applied before any reduction. This means armor will be more useful on easy and less on hard.
Laser hit boxes (like dragon lance weapon) will now be much more consistent when moving and changing angle.
Projectiles are now always not limited to hit a target one time, but instead has a cooldown before it can it hit again.
Stink Flask is now way more effective and will spawn mobs at higher light levels.
Crop grow times is now be much less varying for the same crops.
Reworked objects that takes up multiple tiles completely.
Reworked bench rotation, meaning they will likely be messed up when you load an old level.
Objects like the bench place direction now matches the player.
Increased corner skip threshold slightly.
Reworked processing objects (like the compost bin) to simulated missed work on unloaded levels.
Compost bin now has less slots and dedicated input/output.
Increased early bows range slightly.
Vampires and Void Apprentices will no longer change position when hit.
Updated inventory quick action button icons.
Crafting items will now use ingredients from last in inventory. Just like when using ammo, potions etc.
Reduced the amount of passive animals generated on islands.
Dungeon arena entrance will now spawn closer to dungeon entrance.

[h3]Fixes:[/h3]
Fixed potential crash on main menu.
Fixed crash when trying to drop an item into slots that's not possible.
Fixed possible crash when trying to open pouches from opened inventory.
Fixed server pause when empty setting not working correctly.
Fixed being able to travel to same island, causing issues.
Fixed crash caused by projectiles that could not find an owner.
Fixed game not opening if no sound output device is available.
Fixed possible crash when catching fish.
Fixed composting bin not dropping internal items when broken.
Fixed steel boat following players into caves.
Fixed issue where Death Ripper would get out of sync and not hit anything.
Fixed issue with vSync slowing down load times.
Fixed flickering of map sections on some hardware.

And other smaller changes and fixes.


[ 2021-03-05 18:11:24 CET ] [ Original post ]

v0.21.7 - New mini biome, deep caves, enemies, items and much more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


It has been over a month since the last update, which means this is a relatively big one.

I have updated level generation with new tools that can generate more dynamic and interesting structures. Using this it is now possible to find rivers that flow through islands, a new mini biome found in the caves and a big new structure found in the new deep desert caves.
Cave spider nests and cave lakes now also use this, which means they will be more smooth and natural.



The desert now has a custom deep cave system. Complete with a new ore, a couple of new enemies and a bunch of new items found in it.
The boss introduced in the last update has been moved to this new cave, where it can be spawned by interacting with an object.



Building has gotten a few new additions, including a couple of new fences and new columns. A few textures have also been updated like stone path which now also shows a bridge when placed above water tiles.

Lastly, there are a lot of smaller balance tweaks, a new animation to dropped items and debris, the occasional texture update and more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added small rivers that can spawn on islands.
Added ability to automatically track new quests.
Added Traveler Cloak trinket, crafted from Mobility Cloak.
Added Explorer Cloak trinket, crafted from Traveler Cloak.
Added the ability to scroll on items to quick move one item between inventories.
Added height and bounce animation to dropped items.
Added small drop animation to death particles.
Added ability to filter which items settlers should move.
Added stone fence and gates.
Added iron fence and gates.
Added wood and 3 different stone columns.
Added crypt mini biomes to forest/plains caves.
Added Fuzzy Dice trinket, obtained from surface ruins.
Added Lucky Cape trinket, crafted using Fuzzy Dice and Noble Horseshoe.
Added deep desert caves.
Added Ancient Fossil ore and bars, found in deep desert caves.
Added Ancient Fossil armor set.
Added Ancient Dredging Staff weapon.
Added Sandworm mob.
Added Desert Crawler mob.
Added move sound to Grit and Sage.
Added Skeleton Staff weapon, dropped from Grit and Sage.
Added Scrying Mirror trinket, found in deep desert cave chests.
Added Digging Claw trinket, found in deep desert cave chests.
Added Antique Rifle weapon, found in deep desert cave chests.

[h3]Changes/misc:[/h3]
Updated mini biome generation, will now have less hard edges.
Increased the amount of quartz in desert biomes.
Updated island tree generation to be more natural with open areas.
Made holding down to craft/buy faster.
Items will now no longer sink completely in water.
Reduced giant cave spider health and drops.
Reduced damage of Swamp Guardian.
Chests in the same dungeon, pirate village, caves etc. will now have more varied loot.
Updated Mobility Cloak Texture.
Reduced deep cave mobs health and aggro range.
Reduced Deep Cave Spirit spawn rate.
Hostile mobs will now also target settlers.
Settlers will now run to their home if they cannot defend themselves.
Updated stone path texture and added bridge when placed above water.
Updated village generation presets slightly.
Decreased drop chance of bait from grass.
Increased Razor Blade damage slightly.
Reworked mob spawn logic, allowing much more control over spawns.
Blood Bolt will now only be found in new cave crypt mini biome.
Noble Horseshoe is now found in cave chests.
Increased damage of weapons dropped from Reaper and up.
Sage and Grit is now summoned in deep desert caves.
Crates will now always drop biome specific loot.
Reduced loot from crates slightly, since it now spawns way more places.
Reduced boss item drops slightly.
Increased Ostrich mount speed slightly.
Reduced recipe cost of basic arrows and bullets.

[h3]Fixes:[/h3]
Fixed possible crash when joining multiplayer server.
Fixed possible fatal Java crash when music changes.
Fixed potential issue with fishing reel phase.
Fixed possible crash when killing Pirate Captain with a projectile.
Fixed some items getting unlocked when sorting.
Fixed homing projectiles sometimes not homing in on distant targets.
Fixed possible crash when opening a crafting station.

And other smaller changes and fixes.


[ 2021-01-24 18:45:34 CET ] [ Original post ]

v0.21.6 - New boss, mini biome, fireworks, jobs and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


I've been working on a new boss, even though I won't be able to complete the area for it in the game, I've decided to still release it for the holiday break. If you don't want to wait and see this boss incomplete, you can craft a spawn item in the advanced workstation and use it on the surface during the night.

I've been working on some mini biomes, the first one being spider nests which now spawns the giant cave spiders. You will have to generate a new cave to find them and more biomes like this are on the way.



2021 is coming up and for that we of course need firework. The alchemist is happy to sell you some, and you can even decide how you want it to look!

You can now tell your working settlers where to place their items and villagers to move items from one place to another. Settlements are still a heavy work in progress and some of the planned features include more jobs, threats, upkeep, settler stats and more. The goal is to make settlement building a more significant and fun part of the game.

Lastly, there are a lot of improvements and fixes. It's now possible to hold the mouse button down to craft more, reworked pathfinding, music streaming which helps load times and low memory systems, new packet handling for better multiplayer and more.

It has now been 1 year since the release of early access and the game has already had a lot of updates and over doubled in content. The scope since has expanded and there is still a lot more to work on.
Until then, happy holidays and a great new year to you all!



See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Delay logic gate.
Added Counter logic gate.
Added attack animation to Evils Protector.
Added ability to hold left click to craft/buy for increased speed.
Added firework rockets, bought from Alchemist.
Added firework dispenser.
Added ability to set drop off inventory for working settlers.
Added move item jobs for villager settlers.
Added spider nests to forest, plains, snow and swamp caves.
Added new boss, fought on surface during the night. Spawn item crafted in advanced workstation.
Added Dragon Lance weapon, dropped from new boss.
Added Dragons Rebound weapon, dropped from new boss.
Added Bow of Dualism weapon, dropped from new boss.

[h3]Changes/misc:[/h3]
Reworked Buffer Gate, fixing a bunch of issues.
Tweaked sound positions to be more smooth when moving away from a sound.
Reworked how audio is loaded into the game, decreasing startup loading time.
Reworked pathfinding, making it multithreaded causing fewer lag spikes.
Increased the window to reel in fish slightly.
Fishing hooks will now fly in a more natural path and have a shadow.
Tweaked ambient light slightly, making it more blue in the night and more dominant white in the day.
Removed craft 5 modifier control, instead hold down to craft more quickly.
Optimized rain particles.
Mobs can now no longer spawn inside on floors.
Ghost mobs now only spawn in the open.
Tweaked mob spawns, allowing tiles to define the spawn table.
Giant Cave Spiders will now only spawn in nests in forest, plains and snow biomes.
Increased price and decreased defence of spider armor slightly.
Reworked how packets are handled, should now be much faster causing less lag/desync in multiplayer.

[h3]Fixes:[/h3]
Fixed buffer gates not loading data correctly.
Fixed possible crash on receiving logic gate output update packet.
Fixed bosses able to drop another boss summon item.
Fixed trails existing a long time causing increasing lag.
Fixed some mobs able to deal damage too often to players.
Fixed possible crash when switching between display modes.
Fixed zoom and interface size not updating when changing display modes.
Fixed possible crash while loading.
Fixed signs and inventories not updating hover tooltip.
Fixed being able to have more summons than allowed.
Fixed Swamp Guardian health not scaling.

And other smaller changes and fixes.


[ 2020-12-20 19:05:30 CET ] [ Original post ]

v0.21.5 - Settler jobs, christmas and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


This update adds settler jobs which reduces the grind a bit and brings some usefulness to recruiting settlers and making their homes close to a place they can work. At the moment only the farmer and angler will work, but from this point forward it will be easy to create new jobs for other settlers and make it more intuitive.

I didn't want to spend too much time creating a lot of Christmas content, but I still decided to add a bit to the spirit. I do plan to create more complete seasonal content later and there is also something coming up for new years.

The Swamp Guardian has gotten a slight rebalance. This was mostly needed because I fixed a bug that caused some hits to not register on it. To compensate for all hits now working, I increased its health and adjusted damage and projectile numbers.

See the full changelog below





[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Farmer harvest and plant jobs.
Added Angler fishing jobs.
Added Christmas Hat cosmetic item.
Added Swamp Guardian settlement quest tier.
Added shadows to most projectiles.
Added Swamp Guardian map icon.
Added Christmas present crates.

[h3]Changes/misc:[/h3]
Some mobs will now have a random chance to spawn with a Christmas hat and a chance to drop it.
Crates will have a random chance to appear as Christmas presents and contain double the loot.
Rebalanced Swamp Guardian.
Reduced damage of Dredging Staff.
Reduced the number of settlement basic quests to complete before the tier quest unlocks.
All hostile mobs now have a small chance to drop their appropriate boss summon item.
Many weapons that couldn't hit objects before now can.
Made some items like equipment sink in liquid much slower.
Homestone is now a reward for Swamp Guardian quest tier.
Reworked explosion damage.
Increased explosion range on iron bombs and dynamite.

[h3]Fixes:[/h3]
Fixed Swamp Guardian hits sometimes not dealing damage to it.
Fixed Swamp Guardian dropping items over water or lava.

And a bunch of other smaller changes and fixes.


[ 2020-12-05 19:42:37 CET ] [ Original post ]

v0.21.4 - New boss, mount and ability slot, items, logic gates and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


Even though I have been working hard on settlers, they weren't quite ready for this version.

This update adds a completely new boss type and a bunch of items around it including a new ore, new armor set and some new weapons. This brings the swamp caves closer to being complete, although there are still a bunch of stuff that can be improved. Boss drops have also been reworked, making it less grindy as you will now get more varied items from its loot table on consecutive kills.
To find the new ore, you have to generate a new swamp cave. This means old swamp caves you have visited won't have the new ore.

I've also added a couple of dedicated inventory slots for a mount and a trinket slot only accepting trinket ability items. Mounts can still be used the same way as before, but can now also summoned and mounted directly using a new control key.

Logic gates have been reworked, adding a new level layer where they can be placed. This unfortunately means that your old gates will be removed, but also makes them much more useful since they don't take up a bunch of space in the object layer. Later on I plan to use this in world generation as well.

Of course there have also been a bunch of smaller changes and fixes :)

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added dedicated trinket ability inventory slot.
Added dedicated mount inventory slot.
Added use mount hotkey key, defaults to F.
Added the ability to quick summon pets by right clicking on them.
Added help message when trying to recruit settler while having access to no settlements.
Added a bunch of common european language characters to the font.
Added Ivy ores and bars, found in swamp caves.
Added Ivy armor set, crafted from new ore.
Added new boss, fought in swamp caves.
Added Razor Blade weapon, dropped from new boss.
Added Dredging Staff weapon, dropped from new boss.
Added Guardian Shell trinket, dropped from new boss.

[h3]Changes/misc:[/h3]
Reworked logic gates. They are now placed in a layer of their own, meaning they can be placed on top of objects.
You will now keep your mounts momentum when dismounting.
Reworked how mounts are summoned, you will now be riding when you summon it.
You can now right click on pets to summon them.
Updated elder settlement help to match new settler recruit mechanics.
Updated elder help forms to use the new dialogue form.
Reworked smooth tile lighting, should now look a bit more natural.
Boss unique drops will now be much more random meaning you won't have to kill the boss as many times to get that one drop.
Water buckets can now pick up liquid a bit further from land.
Changed Elder quests to be a dialogue and possibility to complete regular quests before the tier quest.
Updated parrot texture.
Updated map item textures.
Crash report will now show up in game instead of closing the game if possible.
Level map texture will now use the colored light instead of simply brightness.
Made summoned mobs only able to hit non hostiles if they are in focus.
Player collision hits are now handled client side if the server allows it, making unfair hits less likely.

[h3]Fixes:[/h3]
Fixed settlers possibly having different prices for different players.
Fixed water height being incorrect at the edge of maps.
Fixed LED panel not showing correct texture when lit.
Fixed special characters not being rendered with the correct width.
Fixed projectiles not able to hit on main menu level and other main menu level issues.

And a bunch of other smaller changes and fixes.


[ 2020-11-27 17:16:11 CET ] [ Original post ]

v0.21.3 - Reworked settlers, crits, balance changes and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


This update changes how you get and manage your settlers completely. They will no longer arrive by themselves (except the elder), and you will have to go recruit them. This was a feature that took quite a lot of changes and is the beginning of making settlements more engaging and useful. They still don't do much besides trading, but that will soon change.



The early game has gotten a bunch of balance changes that will give new players an easier time to get started. The early weapons has gotten a damage boost and some of the harder cave mobs are now more rare and will now only spawn once you have progressed a bit.

Other added features includes critical hits and stats, new hairstyles and skin tones, more trinkets, a bunch of texture updates and tweaks.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added quick fullscreen toggle using F11.
Added shadow to dropped items.
Added small animation to dropped coin items.
Added a bunch of dedicated server parameters. Use -help to show available commands.
Added the ability to rename saves in the load menu.
Added critical hits, you start by having 0% crit chance, can be increased in various ways.
Added crit chance to some enchantments.
Added crit chance to some armor pieces and set bonuses.
Added 4 new hairstyles.
Added 10 less human-like skin tones.
Added Noble Horseshoe trinket, obtained from island ruin chests.
Added Ice Javelin item, obtained from snow cave chests.
Added Frozen Heart trinket, obtained from snow cave chests.
Added Frozen Soul trinket, crafted in advanced workstation.
Added fish shadow when it's about to be hooked.
Added the ability to rename settlers.
Added the ability to move settlers to different settlements.

[h3]Changes/misc:[/h3]
Reworked settler management completely. You now have to recruit all your settlers.
Optimized game load time by about 200%.
Made summons target mobs that are close to the player no matter light level.
Crates broken in deep caves will now drop a bit better items.
Floating text like damage and item pickups now have a bit fancier animation.
Made elder settler more powerful and attack mobs outside his house.
Increased damage of many weapons, especially in early game.
Some of the harder early game mobs will now only spawn once you have progressed a bit.
Updated a bunch of hairstyles.
Updated all gun textures to match the style of the game better.
Updated a bunch of item textures.
Reduced Banner of Speed bonus.
Reduced speed of bullets slightly.
Made bullet trails a bit more vibrant and visible.
Increased knockback of all guns.
Reduced knockback resistance of mummies.
Rebalanced shotgun, now sold by gunsmith after Void Wizard.
Calming rose can now be found in snow cave chests.
Item rarity colors are now more vibrant and easier to read.
Optimized server initial loading of island biomes and settlements.
Made you able to open crafting guide and pouches from toolbar while having closed inventory.
Talking to settlers now resembles a dialogue much more.
Reduced the number of settlement quests you have to do each tier.
Cave Moles can now be hit even when underground.
Did a bunch of minor balance changes all around the game.

[h3]Fixes:[/h3]
Fixed issue with running mod never being reset.
Fixed some rendering crashes caused by concurrency errors.
Fixed input and item hint characters being offset.
Fixed attack direction being wrong when attacking close to the player.
Fixed some slow projectiles not being smooth in their movement.
Fixed loading sometimes getting stuck on lighting update.
Fixes mob sometimes getting stuck trying to walk into something they can't.
Fixed auto opening and closing doors sometimes swapping their state.

And a bunch of other smaller changes and fixes.


[ 2020-11-16 18:00:13 CET ] [ Original post ]

v0.21.2 - New weapons, a lot of improvements, tweaks and fixes

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.

This update adds a new type of melee weapon that is mostly focused on late-game where effects from it will resemble magic weapons. The few added this update is just the beginning.

The update also includes a new crash reporter, which will hopefully help me catch the last remaining crashes people are experiences with the ease of sending a report. Hopefully, you'll never actually see this feature ;)

I've also added the ability to set your settlement names. This is a beginning to making settlements more advanced, interesting and a much bigger part of the game. I've already started implementing this, but it's taking some time and will come in smaller updates like this one.

Homing projectiles are now much more reliable than before, same goes for weapons like swords and spears. This will especially be noticed when playing multiplayer.
Lastly, there are a bunch of tweaks to balance, some fixes and a few quality of life changes.

See the full changelog below




[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Quartz Glaive melee weapon.
Added Cryo Glaive melee weapon, dropped from Cryo Queen.
Added crash reporting.
Added mud areas to swamp caves.
Added camera shutter effect when taking screenshots.
Added settlement names. When making a new settlement you will be asked to name it.

[h3]Changes/misc:[/h3]
Ammo and Coin Pouch can now pick up items when you drag it and click on an item.
Adjusted Ammo Pouch texture slightly.
Travelling humans will now disappear after a few minutes if they can't reach the edge of the map.
Updated copper armor textures to match other copper colors.
Reordered a few recipes to make better sense.
Changed place tooltip for ice tiles to be more accurate.
Changed smart mining control to only toggle if button is both pressed and released outside UI.
Reworked "homing" projectiles movement to be much more consistent.
Changed Icicle Staff textures to fit other glacial items.
Inventory slots that are locked from moving will now be visible.
Reworked a bunch of hitbox events making it more consistent that you won't get hit if it doesn't look like you will.
Settlers will now no longer attack monsters that are too far away from their home.
Traps can now hit objects like crates, vases etc.
Increased damage of traps slightly.
Bait will now drop from grass much more frequently during rain.
Made Giant Cave Spider rarer and won't spawn the first 2 in game days in forest and plain caves.
New players will now also spawn with a Wood Sword.
Cave chest rooms are now slightly more common.
Dungeon Candelabra now gives out purple light and is used for Void Wizard arena.
Settler deaths will now show a message in chat.
Player death messages will now be red instead of white.
Settlement indicator and names will now show on world map. You might have to visit the island once for it to update.
Updated ladder textures to match style better.

[h3]Fixes:[/h3]
Fixes missing translation of poison arrow
Fixed Quartz Staff enchant cost being too low.
Fixed guard settlers having too little armor.
Fixed a few items that should drop from material death penalty.
Fixed a bug that could cause things to be more "choppy", especially on higher frame rates.
Fixed mobs sometimes stopped rendering on edge of screen.
Fixed Evils Protector bomb sprite bobbing up.
Fixed a rare bug where lighting would cause an error.
Fixed not being able to pick up ammo with Ammo Pouch when having full inventory.
Fixed potential server error computer going to sleep or running super slow.
Fixed some bugs relating to desync between open menus.
Fixed client not synchronizing recipes with server.

And a bunch of other smaller changes and fixes.


[ 2020-10-23 19:15:06 CET ] [ Original post ]

v0.21.1 - Death penalties, multiplayer improvements, enchantments and more

To get this update, you again have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
You might have to restart Steam to see this new option.

This update introduces death penalties. I've always wanted there to be a death penalty, but I haven't figured out exactly how it will work. I've added a few different options, while the default is still no penalty. This will probably be polished and changed again at some point.

Enchantments have also gotten a complete redesign with many more enchantments which are focused on the different weapon types. This also adds the ability to enchant summon weapons.

I've spent some time fixing some deep bugs that required a bunch of changes. Many of these are aimed at trying to make the game feel better, especially when playing multiplayer.

Behind the scenes I've been working on some new content, including new weapon mechanics, so look forward to that!

A few of these smaller changes and fixes are also introduced in a new patch on the main branch.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added different options for death penalty.
Added difficulty and death penalty server commands.
Added Void Bullets.
Added Poison arrows.
Added and updated a bunch of weapon enchantments.
Added enchantments for summoner weapons.
Added Ammo Pouch, obtained after completing first settlement quest tier.
Added big tooltip text interface setting.
Added hidden setting for loading the entire map before spawning in.
Added join friend option in multiplayer menu.
Added window attention requests when getting invites and joining friends.

[h3]Changes/misc:[/h3]
Increased the cooldown on being able to feed animals.
Spawn house is now sometimes mirrored.
Melee weapons will no longer hit a target twice on some occasions.
Increased reliability on melee weapon hits.
Made server handle client submitted attacks better, resolving some "fake attacks" issues.
Reduced knockback resistance of skeletons.
Increased sizes of arrows, making them a bit easier to hit.
Evils Protector will now drop Force of Wind.
Reduced damage of summon weapons since they can now be enchanted.
Mob spawns will now check if there are too many in close vicinity before spawning.
Changed sound logic gate to use semitones instead of abstract pitch.

[h3]Fixes:[/h3]
Fixed server not using saved password on load.
Fixed a bunch of issues related to inconsistent trails.
Fixed a few possible issues with new lighting engine.
Fixed some mobs not being able to walk through doors.
Fixed particles etc. sometimes bugging out, especially around loading.
Fixed Steam connection sometimes being slow at sending many packets.


[ 2020-10-07 16:26:14 CET ] [ Original post ]

v0.21.0 - New experimental, colored lights

Back again with a new experimental version.
This time it will not run quite as long as the last one, and as mentioned in earlier posts the time between updates will not be on such a strict schedule.

To get this update, you again have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
You might have to restart Steam to see this new option.

This first update is something I've been wanting to do for a long time, but couldn't fit inside the strict schedule from previous experimental: A new colored lighting mode.
This required a complete rewrite of the lighting engine, which is now much more efficient than before.

The new colored lighting mode is by default on, but can be changed in graphics settings. It's slightly more demanding on performance than white mode, but about the same as the old engine.
This is obviously just the first step and allows me to create some more immersive looking areas around the existing game, so stay tuned for that.

Below you can see a few screenshots of the new mode.
Click on the image to see a comparison between white and colored mode.





No changelog as it's only the lighting engine update.


[ 2020-09-22 17:47:40 CET ] [ Original post ]

v0.20.39 - Feedback changes

This is a small update based on some of the issues and feedback received.

Some of the changes are pretty big still though and affects the game quite a bit. Like the base movement speed rebalance and increased mining and building range.
The movement speed when fighting bosses fully buffed up with potions etc. will still be about the same.

You may have to restart Steam to get the update.

[h2]Changelog[/h2]
[h3]Additions[/h3]
Added ability to control the main menu camera in a more direct way by clicking and dragging outside menu.

[h3]Changes/misc[/h3]
Placing a door reversed now no longer affects auto door and other mobs using them.
Increased mining and building range by half a tile.
Non-weapon items now no longer reduce your movement speed when using them.
Increased base speed of players from 30 to 35.
Increased base speed of a bunch of enemies.
Reduced speed potion and mobility cloak speed bonus.
Changed new world creation process, making difficulty options more visible.

[h3]Fixes[/h3]
Fixed placing objects continuously sometimes messing up the place rotation.


[ 2020-09-15 14:55:28 CET ] [ Original post ]