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- Updated physics model to allow for the player to not be caught on the edge of objects and mobs when moving. The player slightly moves to the side when caught on the edge. This greatly improves the ease of moving around a crowded forest or stones on the floor of a lair. - The civil skill revamp has begun. The player no longer selects from a list of civil skills during game creation. A series of skill trees (for crafting, farming, mining, etc) will be available in the main dialog. - Fixed bug that prevented talking to butterflies and other mobs that cannot talk. - Fixed bug that required the player to click precisely on an object when using the axe.
- After leveling up the player is now given combat points. - In the main dialog, the player can now spend combat points to increase combat abilities after leveling up. - Added more door types for NPC dwellings.
- Added a mailbox outside of the player's home. The mailbox is an item that can be moved wherever the player wants it near the player's house. The mailbox is styled as a Victorian era pillar box. - Added marsh flowers. Marsh flowers grow in the coastal marsh biome map areas, and will not grow elsewhere. - Added fish cooking recipes. - Elias Thorne now sells magic rings. - Fixed vitality to boost with warfare ability. - Fixed spell damage for fireball and blinding radiance to scale with intelligence and pyrokinectic and aerotheurge abilities.
- All buildings can now at least be entered. Before many of the buildings like the Tavern couldn't be entered. Some buildings only include a basic entryway and they still need to be built out. The general state of the game with populated villages and discoverable locations now provides a better basis on which to build out quests. Expect to see some quests added in next builds.
- Added The Merchant Guild, a discoverable location on the world map. - Updated Woolwich and Hardborough to spawn much more randomly on the world map. Previously, the locations of the villages were predictably random. - Added hill biome type. Some areas on the world map will display a hill icon. I have yet to modify the actual terrain in the hill areas to be hilly. - Fixed NPC AI bug where the NPC AI wouldn't reset after leaving a house, causing the game to slow down as the AI tried to find paths that don't exist.
- Added freshwater fish. Fish are now divided between ocean and freshwater. The freshwater fish appear in lakes and the ocean fish appear in the ocean. Yep, no more tunas swimming around in lakes. :) I also added 5 more freshwater fish to the game. - Added a new discoverable location: the Lighthouse of Amon Nul. This is the first of many different discoverable locations. For quite some time now, the discoverable locations were limited to towns, farms and lairs. The lighthouse randomly spawns somewhere on the coast of the Isle. - Added mushrooms as a cooking ingredient. - Fixed a serious map bug that was introduced in build 0.1.16 where the lake on the player's home area would sometimes be filled with random items.
- Added a cooking system. The cooking system is more or less Zelda based. Each ingredient that you cook with adds a possible buff. I will be adding a Caves of Qud style trigger effect to the recipes. Trigger effects from a recipe occur when a game event happens. Additional cooking skills (not yet available) will allow you to cook with more ingredients. Three possible ingredient types can currently be used: fruits, vegetables and flowers. This list will be expanded. - Pearl Chubb sells an Oven recipe. The anvil is required to build the oven.
- Added new crafting machine: preservation keg. The preservation keg turns fruit, mushrooms or vegetables into a preserved item of the corresponding type. Apples become apple jam, etc. Preserving an item doubles its value. - Pearl Chubb now sells the recipe for the preservation keg. - Fixed issues with the crafting dialog. You can't move between recipes when ingredients or products are loaded, and when opening the dialog the previous recipe is correctly displayed. - Fixed the player not waking up in their bed. - Fixed issues with the spinning wheel and loom being available to craft before purchasing the recipes.
- Added a new NPC to Woolwich. The new NPC sells books and bookshelves. - Added a new item type: books. If you right click on a book, you excerpts from books. More types of books will be added to the game that give the player stat bonus, and clues to locations on the world map. Books will be found items in lairs and other locations. - Added Bookshelf. Bookshelves are a piece of furniture that store books. - Added new tile types for water. The borders of lakes in the game are now more random.
- Emma and Earl now sell a beehive. The beehive, of course, produces honey. - Fixed some display issues with moving around large objects (beds, crafting machines, etc).
- Added mushroom spores. Mushroom spores are similar to seeds. You can buy mushroom spores from Kymber and Matthew. Mushroom spores must be planted in the shade of a tree, or they will not grow. Mushroom spores will also grow underground. Eventually, you will be able to build underground caverns hear or underneath your home. - Fixed issues with Calen and Carissa not spawning in their homes correctly in some situations, and other NPCs not spawning correctly who were traveling. - Improved font for the info dialog.
- Added small islands off the coast that are visible when on the beach. Eventually, the player will be able to sail from the Isle to other locations. - Added two crafting machines: the loom and the spinning wheel. The spinning wheel turns cotton and wool into thread. The loom turns thread into cloth. - Calen now sells the recipe for the loom and the spinning wheel. - Calen now sells seeds for the cotton plant. The cotton plant matures in eight days and is harvested into cotton plant fiber. - When you hit a flying enemy, the enemy now flies away for a short time, making combat with them more interesting. Eventually, I will modify the AI of the enemies to circle around and attack from a different direction. - Added meta game progression achievements to the sleep dialog. These achievements will track the players progress in improving their house, garden, etc.
- Added fabulous new building to Woolwich. What shall I make of it? A mercenary guild? A magician's hall? We shall see. - Added more music for variety. - Fixed long standing inventory bug where ghost items would appear when separating items from stacks. - Added more encumbrance checks when adding and removing items in various dialogs.
- Fixed updating encumbrance after throwing items into the trash. - Fixed Potash to require less wood ash. - Fixed crafting dialog graphical issues with different recipes. - Fixed duplicating items issue when in crafting or inventory. - Fixed delay on opening cut scene that resulted in the scene being rendered in the dark. - Changed Standard quality to Adequate. Added a lowest quality level: Tattered.
- Fruit trees now produce fruit. - Most crops and crafted items now display a quality level. There are 7 quality levels beginning with Standard as the lowest. As you increase your crafting and farming skills, your chance of higher quality items increases. - You can now add Potash to tilled soil. Potash is a fertilizer that increases the chance for higher quality crops. - Fixed a bug where items on the map displayed in grey when the game was paused. - Fixed a bug that sometimes displayed the map prematurely when using the world map to travel.
- Fixed bug where the cottage near the house of Elanor would sometimes not spawn. - Fixed crash bug when mining a crystal rock. - Civil experience is now generated from harvesting a fish from a fish trap. - Civil experience is now generated from mining an ore. - Civil experience is now generated from mining a crystal.
- Fix for breaking the generation of lairs from build 0.1.5. - Possible fixes for resolving the vacuuming of items which get "stuck" and don't vacuum.
- Added Fishing. You can purchase a fish trap from the woodcrafter, Sylvia that allows the passive catching of fish. - Added 15 more types of fish. Each submap now has fish that are specific to the map. - Added the spawning of sea shells to the coastal shores. - Added a variety of sea shells. - Fixed a bug on the southern coast that placed the player in the water when traveling on the world map.
- Fixed rendering bug with inventory toolbar created from the last build. - Added better graphics for the willow and birch trees.
- Added two fruit trees, the apple tree and the red leaf plum tree. In the next update, these trees will grow fruit. I wanted to push this build for the bug fixes. - NPC farms now start with a small orchard of fruit trees. You can buy saplings from the NPC farmers. NPC farms will be functioning economic entities in the game. The NPC farmers will be able to build everything that the human players is capable of. - Fixed a bug where the overworld map didn't show the player's selected hair and skin color. - Chests are no longer stackable. There was a bug where the stacking of chest wiped out the contents of the chests. - Fixed a bug for the rendering of inventory items in the inventory screen. - Removed a ton of cruft from the game's save file format, thus increasing load times. Coming up in the next build is fishing, or at the easy part to begin wtih: fish and lobster traps.
- Added new butterflies. - Added tavern to Hardborough.
- Added new NPC to Hardborough. - The entry way to the Duke's tower is now open. - Pitcher plants don't spawn at the entrance to every lair. - Pitcher plants spawn randomly inside of lairs.
- You can now level up. After you level up, you can now increase your attributes by clicking on the attributes in the main menu. Next up in an upcoming build is choosing new skills/abilities when leveling up. - Added a new building in Woolwich. - Re-positioned building in the villages so the village can grow wider. - Added revealed rooms. Some rooms in the lairs are now hidden until the player opens to door to the room. - Added new mob type. The new mob type will be on sentry until the player approaches within a certain distance. - Fixed skeletons walking animation when walking toward a target.
- Added loading screen visible when creating a new game. - Added a daily status screen visible after sleeping which shows how much experience and gold you have gained. We can now move on to adding the ability to level up, probably in the next update. - Added a new tree type: Willow. - Updated beaches on the coast to generate in more random manner.
- Added a third level the the lairs. - Doubled the possible floor layouts of the lairs. Increased the size of some possible levels. - Further randomized tree, flower and item spawning on outdoor maps. Each map feels a bit "newer" now. There's still much work to do in this area. - Trees and other items now spawn on top of cliffs. - NPC dialog responses now determined in some cases by the stress level of the NPC. Example, a gloomy NPC will say gloomy things. - Completing NPC quests increases the reputation level with the NPC's faction.
- The emotional state of NPCs is now initialized. You can see how a NPC feels about life under the History tab when examining the NPC. NPCs will be experiencing new emotions, and updating their mood based on events in the game. - If you give a food item to an NPC, and the NPC is hungry, the NPC will eat the item. The NPC will no longer be hungry. - Quests from the NPC job boards sometimes are for item amounts greater than 1, making the quest more challenging.
- Added a Seed Maker. Tyrell sells the recipe. Seed makers currently turn flower plants you harvested into seeds. Flower seeds can be planted anywhere. No water and tilled soil required. - Chopping down a tree where a bird is resting results in negative reputation with the Bird faction. - Foraging now works reliably. Replaced the old code that resulted in a lot of swings with the sickle that missed objects with new code. Now when you swing the sickle, it always hits your targets. - The sickle is now a weapon. The damage amount that the sickle inflicts is shown in the tooltip. - You can forage with your sword (or other weapon). Swords and other weapons now cut weeds and other plants. - Fixed fish. Fish are back in the game. They cannot be caught yet, but that are again floating in the water. - Fixed blueberries so they can be planted into bushes.
- You can build stone fences with the stonecrafter workbench. - Each town has a market that the NPCs will visit. Eventually, the player will be able to buy/sell here. - Added new music.
- Fixed another odd bug that occurred depending how slowly the game was loaded that prevented scripts from working.
- Fixed a crash bug that would occur sometimes when generating damage numbers.
- Fixed bug that prevented Calen from appear in the player's house on Day 1.
- Added a stray cat to each town. The stray cat will be adoptable if you feed it. - Added music to a few locations. - Added breakable crystal nodes to the 3rd floor of lairs. These nodes spawn random crystal resources (Jasper, Turqoise, etc). The crystal items will be craftable into other items. - You can now give items to cats, dogs, sheep, etc. - Fixed a bug in combat that prevented a sword swing from hitting all targets in one sweep.
- Added Horses and Sheep as randomly generated animals. The birds and goats on the island were very lonely. You will be able to tame Horses and Sheep and bring them back to your house. - Added the ability to talk to all NPCs who are not enemies. Of course, horses and butterflies won't say much right now, but eventually they might. This allows the ability to give an item to an NPC who can't talk, which allows you to improve your relationship with the NPC. - Fixed Onions. Onions weren't growing correctly. - Fixed the 3rd level in Lairs which wasn't spawning correctly if you had explored more than 1 Lair.
- Kymber gets her dog. A small dog spawns on Kymber's farm. - Fixed planting grass. Grass seed now stacks correctly in the inventory. There are two types of grass: Fescue and Centipede. This is the low lying grass that can be destroyed with the hoe. - Fixed Calen's chest quest from the Day 1 dialogue to create a quest that works.
- If you've already established a relationship with an NPC, and you press the G key to greet them, the NPC will feel a small bit better about you. You can do this once every day for each NPC. - Baranor and Sylvia now have individualized homes. Their homes include job boards for quests, just like Grimald and Tyrell. Now that we have ability to make use of Stone, Clay, Wood and Metal items in the game via item quests, I will be adding many more types of these items. - Fixed item quests for Tyrell.
- Tab key moves through rows of inventory in the player's toolbar. - Added job boards to Grimald and Tyrell's houses. The job boards provide random quests. Eventually all of the NPCs who are craftsmen will have job boards.
- Added another level to the Lairs. - The items (breakable stones and boxes) on the first level of the Lairs respawn when the player is sleeping. - Fixed color bug with shirt sleeves for some shirts.
- Added surprises near the entrance to all lairs. Soon, similar little surprises will spawn all over certain maps. The era of just roaming freely across the map is drawing to an end. - NPC attitude is now initialized correctly. Attitudes range from Mortal Enemies to Bound by Fate. - Buying an item from a villager NPC will make them feel better about you. - Attacking a villager NPC will make them feel worse about you.
- Fixed issues with skeletons. - Fixed mobs with aggro colliding with each and bugging out in combat, big improvement to mob combat behavior. - Added various sound effects.
- Added Chronology to the player's Journal. As the player achieves important milestones, they are recorded in the the Chronology. - Added skeletons to the lairs. They aren't very challenging, but I will be updating them soon. - Fixed random spawn of bats. - Change slime color to differentiate it from poison.
- Carissa in Hardborough gives basic quests to perform for the Duke. - The starting sword in the player's chest has been down graded.
- Crafting machines now work when the player is asleep. Yep, load up the machines before a nap to get a bunch of stuff crafted. - Adding items to a chest correctly stacks them onto existing items of the same type. - Shift Right Click on stacks of items in your inventory now create a new stack with half the items. - Fixed broken bats from the last build. - Made slimes smarter and faster.
- World map now displays Farms and Lairs that the player has discovered. - The player can mouse over areas on the world map for more information. - Lairs can now be discovered. A Discovery message with the name of the Lair is shown to the player.
- Added a large new building to one of the towns. It's hard to miss. - Added Screw Press Machine. With the Screw Press, the player can create juice from pressable items. - Added Still Machine. With the Still, the player can create alcohol. Alcohol will be a sellable item, particularly to Mirabella, the tavern owner, and to Dwarves. - Added Barrel recipe to Mirabella. - Added Dolium recipe to Tyrell. Like the Barrel, the Dolium is a large container that can store liquid.
- Major changes to crafting. Now that we have more ore types available, logs and cobbles are no longer the basic building blocks of most craftable items. Most of the workbenches and other larger craftables are now built with a combination of wooden planks, nails and metal sheets. - Added barrel and metal sheet as craftable items. - Added more loot spawn types of breakable boxes. - Fixed a variety of bugs with the workbench and crafting dialogs. - Fixed issue that prevented fires from being put out with the watering can. - Fixed world map movement bug that put the player in the forest on one map. - Fixed Blinding Radiance damage shown on tooltip.
- Added 3 new ore types: gold, iron and silver. - The lairs are much more random. The locations of the breakable boulders, ore and breakable boxes are randomized. The types of slimes that appear (poison or fire) are randomized. Each lair is basically its own little puzzle now and much more interesting to explore. As I add more tilesets and monster types the lairs will become increasingly more fun.
- Added new spell. Blinding Radiance. Area of effect, knockback and air damage. Eventually, this spell will put out fires. - Players no longer have 2 spells (Fireball and Bash Strike) by default. Spells are determined by the selected abilities when starting a new game. When you select an ability, you are given a spell by default. Warfare gives the player Bash Strike, Pyrotechnic gives the player Fireball, etc. When you level up you can add new abilities and hence new spells. When more spells are added, you will be able to choose spells at game start. - Sylvia now sells bows and arrows. Bow and arrow removed from the starting chest.
- Villagers randomly visit the statues of the Grand Duke and the Goddess. Now they do more than just visit the town square. Soon, they will be visiting the marketplace to buy things and the tavern to socialize. - Fixed graphical issues with new trees the player had planted. - Fixed issues with planting bushes. Cherry bushes can now be planted. More fruit bushes will be added. - Fixed issues with clicking on the scroll bar in the settings and load game menu.
- Fixed a bug with zooming that prevented the map from rendering on lower resolution screens. - Added another zoom level that allows the player to zoom out farther.
- Planted trees grow to full size. - Berries regrow on bushes after a few days. - Bushes, flowers and mushrooms now regrow after a few days. - Added two new villagers, a stonecrafter and a woodcrafter. You must now purchase the recipes for the stonecrafter and woodcrafter workbenches from those villagers.
- Improved monster AI for sniping at long distances at the player using ranged attacks. - Improved grass generation. This new grass modeling greatly adds to the realism of the maps.
- Added Recipes. Some items, typically machines, like the Anvil and Kiln must first be purchased from NPCs as recipes. The items are then craftable by the player. - Improved AI combat behavior and pathfinding. Slimes now jump over rocks. Slimes also make more intelligent choices on when to perform a ranged attack. This work is in preparation for adding more monster types. - Began changing the look and feel of each village. Added statues and fountains. Eventually, most objects such as fountains and statues can be interacted with by the player. - Reduced likelihood of goats spawning on maps. Other objects spawn in place of goats.
- Armour makes an appearance. Grimald now sells three different types of armour, Leather Armour, a Helmet and a Belt. - Fixed a bug from the 0.0.7.19 build that made your tools invisible when reloading a game.
Bug for the bug fix build. - Fixed an issue with the new saved game version code from build 0.0.7.19 that prevented the loading of all saved games.
Bug fix release - Fixed a number of bugs involving chests. - Fixed rendering bugs with fruit on bushes. - Fixed rendering bugs with exploration messages when the world map was visible. - Fixed top soil to be stack-able in the player's inventory. - Fixed game loading screen to not display random characters when loading games in the game slots.
- Fixed crash when saving the game. This crash only occurred after exploring a dungeon. - Added a second level to the dungeons. The game now supports infinite dungeon levels, but until I've created more tilesets and monsters, I will keep the dungeons limited to 2 levels. I already have two new monsters working but I need to create a new tileset for them. - Increased torch light size for the player crafted torch. This makes combat and exploration easier. - Increased knockback for slimes. Slimes are knocked back further when attacked. - Added initial dialogue greeting text for each of the villagers.
- The edges of the Isle are now the coastal marsh biome. This can be seen on the world map. Coastal marsh areas contain low pools of water and fewer trees. Eventually, all of the plants in a coastal marsh will be different. - Slightly changed the cave entrance graphics for the slime caves. Eventually, the slime caves won't just be located at the center of maps. You will need to search a map to find the entrance.
It's the official "My Kids are still sleeping so I'll post a build on Christmas" build. Villages appear on the world map after you discover them. NPCs buy all items that you wish to sell to them. The old system for limiting the items that an NPC would buy was clunky and has been thrown away. NPCs for sale inventory is now restocked daily. NPC gold is refreshed daily. A warning message displays when loading a game with an older incompatible version.
The World Map is now functional. This is an initial release that includes the ability to move on the world map. Yes, you no longer have to trudge around the world from area to area. Eventually, towns, lairs and places you discover will appear on the world map. The map has very basic graphics and is just temporarily in the shape of square.
Expanded the size of the villages. The new empty houses will soon be populated with new NPCs. Added new dialog options for villagers, providing more background for the village and eventually for NPC specific quests.
Bats now spawn at night on overworld maps. Yes, you can't just walk around the world in complete safety. Eventually, other monster types will spawn at night.
Added a dialogue option "Who are you?" for each NPC when you first meet the NPC. The NPC describes themselves with a bit of flavor text. Eventually, I'll be adding a "Where do you live?" option for NPC. You'll be able to find the location of the NPC's home via that option. First update to the game in months, getting back on a regular development track.
- Grimald now buys and sells weapons. - Added a marketplace to each town. The marketplace will display the player's items (crops, crafted items) that have been sold. Perhaps even the NPC farmers good will be available here. Currently, the marketplace isn't working and there's only an empty table in the center of it. - Calen now respawns to his house in Woolwich after Day 1.
- Rain now waters tilled soil. - NPC farmers now sell seeds of the crops they grow on their farms. - Crops on NPC farms now grow and mature if they have received rain.
- Improved enemy path finding around obstacles. This fixed enemies sometimes getting stuck during combat, and allows for better path finding to the player.
- NPCs are now correctly deployed to towns belonging to their faction. - Some female NPCs now wear skirts. - All buildings in NPC towns are now occupied by NPCs. There are now 10 total NPCs belonging to the Hardborough and Woolwich factions.
1. Added fullscreen graphical mode in the settings tab. 2. Fixed cauliflower and potatoes. Added new graphics for those crops. 3. Fixed saving maps when only altered by the pickaxe.
- Fixed issue with villagers getting stuck when returning to their homes after 7 PM. - Updated villagers and farmers to only exit their homes prior to 7 PM. After 7 PM, they are "preparing for bed". Eventually, certain villagers (such as town guards) and those villagers who participate in "night life" will exit their homes after 7 PM. I have free time over the next couple weeks to devote to the game, so I will be publishing more substantial builds.
- Initialize the Smith and the Pottery. Add the correct NPC to those buildings. Begin to change the interiors. - Added a new Potter NPC. - Differentiate between adult NPCs (who are taller) and child NPCs (who are smaller). - Added fences, bushes and flowers to the towns.
- When you buy seeds from an NPC farmer, the seed packet now contains 10 seeds instead of 1. - Fixed resize screen bugs. Along with all of my real world work, I've been busy this month with a new puppy in my house. I'm hoping to get some major game updates out here in May as this puppy settles down, and let's me type on my computer.
- Added new buildings to the towns, which will soon be populated by vendors. - Reduced the noise in the walking on grass and soil sound effect. When walking on a road, the walking sound effect changes.
- Villagers who live in towns now exit their houses and occasionally walk to the town square. - Villagers are gradually coming alive. They will exhibit a variety of different emergent behaviors based on their needs.
- Changed Hardborough and Woolwiich to have slightly different layout and building types. - NPCs who are farmers now sell seeds. This will be changed in the next update to farmer NPCs will sell the seeds of the crops/trees that are growing on their farms. This is the first of the vendor updates. In upcoming builds, I will be adding Smiths and Pottery vendors to the towns. - Fixed bug in the NPC conversation dialog that would randomly cause the mouse click even to always fail.
- Two towns are now generated on the island. The towns could not simpler: a few houses surrounding a town center. - We now have all the major building blocks: an island with shore line, randomly generated lairs, and towns. Now the work begins to add detail to all of the above. I will be adding multiple levels to the lairs, adding vendors to the town, and giving each town its own distinctive flavor and NPCs. Also, overland map movement will soon be added.
(1) Expanded map size. (2) Added simple coast line to the overworld map. The Isle of Elanor is finally actually an island. I can now start building the towns and more types of lairs and spawns on the maps.
(1) Fixed critical game saving bug. Scripts attached to item components caused the item save file to corrupt. (2) Mushrooms no longer spawn in maps with sandy soil. (3) Reduced maps to having two native random types of trees.
- Added new tree type for sandy soil map areas. - Added new grass type for sandy soil map areas. - Fixed various bugs with shoveling top soil.
- Slightly increased overworld map size. Preparation for building towns. - Some map areas now have a base soil type of sandy. Some crops grow better in different soil types. Eventually, all of the fauna (grass, plants and trees) on maps will differ based on soil type. - Fixed a bug where you couldn't till the soil if you had previously dug up the soil with a shovel. - Fixed a map saving bug.
- Previously set zoom level set when game is loaded. - Fixed rendering bugs with crops. Crops were appearing on top of NPCS. - Expanded road network in preparation for adding towns.
- Fixed rendering issues with NPCs with beards. - Fixed rendering issues with NPCs with long names. - Increased Slime agro distance, making them more difficult. - Added Fire Slimes to the Lairs. You don't want to use your fireball against a Fire Slime as it heals the Fire Slime. - Added simple loot boxes to Lairs. I will be increasing the variety of loot.
- Fixed a bug that prevented regaining vitality when sleeping.
- Improved the wandering NPC system. More maps now support meeting a wandering NPC. - In preparation for building the towns, added more NPCs.
- Added a barrel as a new craftable item. The barrel can hold large amounts of any liquid (water, slime, poison, etc). - Improved map generation, spawning trees, resources, grass, etc into what was previously boring, empty space.
- Fixed a map issue that reprevented Earl from opening his door and going back inside. - Upgraded Earl and Emma's house to three rooms. - You can no longer use your tools on a map that is owned by an NPC.
- Updated the Linux build. - Added random herds of goat to some maps. Eventually, you will be able to tame these goats. - Randomized weather.
- Added random crops to NPC farms. - Added random job to NPC farmers: they now walk over and check on their crops. - Fixed fire surfaces that are generated from oil surfaces to create light sources in Lairs. - I'm traveling again, so I can't update the Linux build. Will update in the future.
- Added Weather. Weather changes from area to area in the overworld. It might be raining on some maps and not raining on others. Eventually, you will be able to see weather patterns on the overworld map, and predict where storms are moving. - Improved NPC path finding. NPCs will ignore items and vacuum them up if the items are in the way. - NPCs now exit their homes and return back inside. Eventually, NPCs will be moving around their farms and other locations performing various jobs, or just getting a nice relaxing walk. - Added farmable plots to NPC farms.
(1) Fixed map issue with shores of lakes not appearing.
(1) Added category information to delivery quests. The category of the item is indicated, helping to understand which item is being requested. (2) Added NPC farm house variety. Eventually, the NPC farm's will be functioning farms, with crops and animals. You will be able to purchase seeds and animals from the NPC farms. (3) Updated the Linux build. Due to travel, I didn't have access to my Linux machine. Also, now that I'm back home from travel, I hope to push out a sizeable feature build next week.
(1) A message is displayed when you discover a Named Map. Named Maps can be Lairs, Farms, Towns, Ruins, etc. Currently, only NPC farms will display the message. As the size of the overworld map expands, Named Maps will appear in the player's journal. The location of the newly discovered Named Map relative to important other locations will be noted. Named Maps will also appear via a rollover tooltip on the overworld map. (2) I'm traveling in Mexico for the next couple days, and just getting builds to work via my laptop vs my build machine at home has been a struggle.
- When talking to Villagers, you can ask them if they need anything. This allows you to perform a random daily quest for each villager. - Fixed a bug where Calen would ignore you after you had completed one of his quests.
Added new alternate music track to be played randomly throughout the game. Fixed more bugs with the load game dialog.
- Fixed encumbrance when moving items to a chest. - Added randomly generated Lair maps. There's about 6 different random variations. I will be implementing additional variations. - Fixed birds not always finding a new tree when you cut down the tree they live in. - Fixed birds not spawning outside of the player's home map. - Added pools of slime to the Lair maps. These function the same way as low areas of water.
Lair generation now occurs on most open maps (maps which are not farms or inhabited by NPCs). The bare minimum of Lair maps (one basic variety with different entry points) has been implemented for this build. Soon I will implement a larger variety of Lairs with multiple levels. Multiple lairs will be on some maps in different locations on the map. Torch and light improved at different screen resolutions. Previous saved games will not work with this build. I will be updating the Load Game menu to indicate that a saved game file is incompatible.
After two years of work, the first Early Access builds of the Isle of Elanor are now available on Steam. I will be releasing feature updates to Early Access every Friday. See the Road Map in the Elanor Steam discussions to see what features will soon be appearing.
After two years of development, I will be releasing The Isle of Elanor to Early Access on February 5th. I have updated the Road Map for The Isle of Elanor on the Steam discussion site for the game. Please see the Road Map for a detailed look at the features that will be delivered in the full version.
I will be live streaming The Isle of Elanor to celebrate the Steam June Fest and the pending release of my game this year. Please join in the fun and download the demo. There will be many demo updates prior to the June event.
Build 0.0.5.7 June 18, 2023 New dungeon now available using a new cave tileset. You can now mine ore from breakable ore blocks in the new dungeon. Some maps are now created when the player enters the map. This speeds up creating the world, and also allows for an infinitely large world map size. Hinges can now be crafted using the anvil.
Build 0.0.5.6 June 04, 2023 Metallurgy makes an appearance. You can now craft items with the anvil. Coming soon: the furniture machine will allow for the crafting of furniture items, but first we need to be able to craft nails, hinges, etc. Crafting machines now allow for the selection of a number of recipes. Recipes will be discoverable items. Carissa and Calen now have "deliver quests" available via dialog. Eventually such quests will be randomly generated.
Build 0.0.5.5 May 20, 2023 Fish now appear in bodies of water. Eventually, you will be able to catch the fish you see, using a spear, net or rod. Added Seed spitter mob to the dungeon. Fixed some a critical crafting bug that had completely broken crafting of items from workshops. Health potions are automatically consumed on click when your health is below max.
Build 0.0.5.4 May 20, 2023 Added relationships tab to the Main Menu. You must first speak with an NPC to form a relationship. Fixed slow downs that were occurring on the player's map. Added Attitude UI to the gift dialog. You can see an NPCs current attitude and how gifts effect that attitude. Coming soon: click on an NPC in the relationships tab to see their Spouse, Parents and Children.
Build 0.0.5.2 May 15, 2023 If you become dehydrated in the game, select your Watering Can and right click on yourself. This is a placeholder for proper drinks. The player can now sleep. You can select to sleep until morning or sleep for 8 hours. Eventually, you'll be able to sleep in other locations, such as an Inn in a town. Added 2 more Potions. Added initial version of the Gift Dialog. Eventually, this dialog will display information about the NPC's attitude to the player.
Build 0.0.5 May 11, 2023 The fire surface that spawns after killing a fire slime now acts as a light source. The Bash Strike skill now stuns an NPC for a short time. This makes Bash Strike more useful. You can combo Bash Strike with a couple sword swings before the NPC recovers from the stun. Calen and Carissa now leave the player's house and map during the evening and return to their homes. This is in preparation for the allowing the player to sleep. All NPCs will return to their homes during the night.
Build 0.0.4.21 May 7, 2023 In preparation for adding new monster types, it was time to fix bugs with combat and refine the dungeon map. The old dungeon map was fairly boring. Updated the dungeon map. This map is more representative of a map that might actually appear in the game, although this map will certainly not be the first available dungeon map. Added loot boxes to the dungeon map. The monsters in the dungeon are randomized. Although there are currently two slime types to choose from. Fixed quite a few combat bugs that prevented the player from swinging their sword.
1. Created a load game dialog so you can load your existing games. 2. You can now select Home Type and Difficulty Level from the New Game Dialog. 3. Carissa now gives a quest for killing slimes.
1. Changed the design of the player's house. A secondary entrance is now available. This will allow for NPC's to visit your entry way and knock on your door when you are home. 2. Added a variety of sound effects. 3. Add flavor dialog for the NPCs. 4. The Journal (Quest) Dialog is more functional and scrollable.
1. Major new farming mechanic: soil types. Sandy soil type is now available. Some crops crow better in certain soil types. The player can move soil around with the shovel. 2. The main character and certain NPCs now occasionally blink. 3. Eye color can be selected from the new game dialog. 4. Bushes can now be planted in untilled soil. 5. Added 4 new female hair styles. 6. Added new shirts. The color of some shirts can be modified in the new game dialog. 7. Fixed stopping and starting of music on the loading of locations.
- Music has been added to the game. Just a few simple tunes so far. The settings dialog now has an Audio section for setting the volume of Sound Effects and Music. - Player's inventory now defaults to 36 items, allowing the player to actually collect many more items. - You can click when an NPC is talking to skip the scrolling of the dialog. Speeds up interaction with NPCs.
I will be live streaming The Isle of Elanor to celebrate the Steam June Fest and the pending release of my game this year. Please join in the fun and download the demo. There will be many demo updates prior to the June event.
- Settings tab in the Menu Dialog now allows you to set your own key bindings. - Key Bindings are possible because I learned how to make my own Scrolling Listbox. Yes, I make all of the UI elements in the game. I don't use a library. - NPC homes have been upgraded to have entry ways. These will be important areas in the game. You can do things like knock on an NPCs door and ask to gain entry, or have a conversation. - You can now pick up and move around beds.
Build 0.0.4.9 April 18, 2023 Multiple machines and workshops added to the crafting system. Map generation improved. Birds now spawn on all maps where appropriate. NPC home generation improved. NPCs now own the property where their land is located. There will be a penalty for interfering with a NPCs property. They also own all possessions in their domiciles.
1. The game screen is now resizable and zoomable and the demo can be played in fullscreen mode. 2. World map generation is working. Maps beyond the player's home can be visited. 3. A few simple quests can now be completed. 4. Improvements to the NPC dialog allowing for continuing conversations. 5. Plants and mushrooms are now generating on each map and in many cases are specific to each map.
The Isle of Elanor Kickstarter launched today. Please consider backing the game. The URL for the Kickstarter page: https://www.kickstarter.com/projects/685752533/the-isle-of-elanor-an-open-ended-role-playing-game Thanks!
I've published a new build of the demo that features potion crafting and alchemy. Hazzaa! Please give it a try.
(1) Added three harvestable flowers to the map. This in preparation for the next build this week where you will be able to craft potions using a variety of harvestable ingredients from the map. (2) You can now chop down bushes. Most bushes on all procedurally generated maps with be destroyable by the player. Some bushes in towns will be off limits. You will also be able to plant bushes. (3) Added a new tree type: Birch. (4) Redrew the bushes using a uniform art style across all large vegetation (trees, bushes, etc). (5) Fixed a crash issue with PCs that used German as the System Language.
(1) Single click now moves items to and from a chest. (2) Added a small pond near the player's house. (3) Selecting your equipped weapon now deselects a selected stack of items. (4) Improved slime path finding.
I will be streaming gameplay from The Isle of Elanor Demo on June 13th. I'm hoping to have the demo available in early May for the NextFest. Cheers!
A few updates: (1) Fire slimes added to the demo dungeon. Fire slimes have 120% fire resistance. If you hit them with fire attacks, you will actually heal the slimes. (2) Slimes now leave a surface (poison, fire, etc) behind when they die. (3) Collision improved with the player's one handed sword attack. Some sword swings were not being recorded as hits when they should have. (4) Some key bindings are now visible under the game's setting menu. Soon they will be configurable.
A few items have been updated in the demo: (1) Slimes now randomly spawn Minor Healing Potions. (2) You can press the character G to say "Good Day" to an NPC. If you are in range of the NPC, the NPC will respond to you. In future game updates, (2) will be critical for briefly stopping an NPC when they are going about their daily business. You can then engage in a detailed conversation. And naturally NPCs will like it when you talk with them. :)
I have published an excerpt from the novella that will accompany the The Isle of Elanor game. https://www.commonwombat.com/TheIsleOfElanorPrologue.pdf Click the link above to read the excerpt.
Click the link here to visit the Kickstarter Preview: https://www.kickstarter.com/projects/685752533/the-isle-of-elanor-an-open-ended-role-playing-game The Kickstarter pre-launch page is also live. Click the "Notify Me On Launch" and you'll be the first to know when the campaign officially launches. Thanks!
It has been a busy summer. The Steam Next Fest came and went and unfortunately I was much too busy to properly prepare the The Isle of Elanor Demo for the event. I thought I would have more free time for the game, but there really was a tsunami of events from August to October that stole all of my free time away. Getting my kids back in school, getting my son into college a few states away, my full time job, and a few awesome camping trips all consumed the time that I had hoped to devote to The Isle of Elanor. I've also been landscaping my back yard and planting quite a few trees. I've attached an image of a beautiful Oregon Green Austrian Pine that I just planted. The good news is: Winter is Coming. :) I'm going to be trapped inside. I'm not going to be able to camp and plant trees. I started working on The Isle of Elanor during the winter of 2020, really as a way to relieve the boredom of being confined by Covid and the cold weather. There will many snowy days and nights this winter that I can now devote to the game again.
Let's play the Isle of Elanor Demo. From Oct 1st to the 7th, the Steam Next Fest is billed as multi-day celebration of upcoming games. I'll be live streaming for this event.
I've been working hard on getting a demo ready for the October Edition of Steam Next Fest. From Oct 1st to the 7th, the Steam Next Fest is billed as multi-day celebration of upcoming games. A downloadable demo of the game should be available for this event. Cheers!
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