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Across the ocean is a city known for being "The Capital of the World". There is where you'll get closer towards your ultimate destiny. You can now travel to this place with your ship and meet the ones who make the decisions that matter.. at least for those living in the city.
Anyone attempting to simply walk up to it is never heard from again. They tell of someone named Gina who frequents the area just outside Cobalt City, and survives. You'll need to prepare before you try it yourself, maybe she'll let you borrow her gun.
The Barrier Forest gets its name by being the only thing between them and the armies of creatures. Deep inside is a mysterious installation casting shadows with its bright lights. Is this the way in?
Apart from the continuation of Story Mode, there's a bunch of new blocks and parts for you to build a more proper house with. These include things like wall material, framed windows, indoor lighting, furniture, and more. Check out the housing district of the city if you'd like to get some ideas.
Some major gameplay adjustments are made with this update. First, you can now choose what sort of wanderer decides to move in during Explore or Multiplayer modes by placing specific patterns in living spaces. The new Fighter, Gatherer, Crafter and Trader patterns let you define these roles. Now you can plan out parts of your settlement in advance, put the fighters where you want to keep the monsters at bay or build a central hub for all the craftspeople.
The knowledge system was modified to exclude cosmetics, decorations and other similar items. These were moved to the new designs that you can learn by finding them as loot. It works just like the existing recipes, and all the new fashion items and decorations can be learned there. As a consequence, the knowledge progress of each world was reset, but your characters will remember everything they had learned so you won't actually lose anything.
The enemy encounter system has also been reworked to provide the same endless swarm of creatures to fight, but at your own pace. The details are in the changelog below but in general if you don't explore or wander then you won't be constantly found by stray enemies. You'll also find slightly less enemies out there in most areas. This will give you time to gather material, have lunch, or whatever you need before you head off into the next fight.
This update introduces official Steam Deck support, includes a default control scheme and the ability to play through it without extra configuration, but feel free to edit the controls to your liking, there are many options with the Steam Deck! Its able to run LandTraveller smoothly for a great old-fashioned gaming experience.
Here's a full list of what is new:
- [NEW] Added the Mollper, a creature with various poisons
- [NEW] Added the Fer Gigran, an upgraded enemy that is both electrified and magnetized
- [NEW] The capital city can now be traveled to in story mode
- [NEW] Can now craft Explorer Clothes (which is an outfit), unlocked through designs
- [NEW] Can now craft the Dragon Statue, unlocked through designs
- [NEW] Can now craft the lantern box, a bigger light for outdoors (though you could put it anywhere)
- [NEW] Added the Fighter, Gatherer, Crafter and Trader patterns, you actually use these to define who moves in now (outside Story Mode)
- [NEW] Can now explore the Barrier Forest
- [NEW] Added the Danger Pattern you can put on patternable props (its an exclamation mark)
- [NEW] Added the Enforcer, a robotic soldier that can more easily hit you with its ranged attack
- [NEW] Added the Sprite, a plant creature that attacks you directly with its foxfire
- [NEW] Added the Induction orb as a discovery
- [NEW] Added the Fog Robes as a discovery
- [NEW] Added the Composite Armor as a discovery
- [NEW] Can now learn how to craft the Flower Axe that does much more damage when used with special attacks
- [NEW] Can now learn how to craft Ether Cloth for making some more special equipment
- [NEW] Added the Armor Dummy for displaying items equipped on body
- [NEW] Can now learn how to craft the Recycler and finally turn those Scrap Metal/Electronics into more useful items
- [NEW] Added the hook LTH_environment_damage for altering the damage you take from lava, drowning, spikes, etc.
- [NEW] Added special configuration script option to set engine variables (should only be done when absolutely necessary)
- [NEW] Added the apron dress as a new fashion equip
- [NEW] Added a carpet for the floor
- [NEW] Can now change the color of the cushion prop, it isn't always red anymore
- [NEW] Added the wide window for windows that have actual frames (instead of the undecorated glass panes)
- [NEW] Added the floor lamp for lighting large indoor areas with
- [NEW] Can now craft pieces of roofing to make roofs, especially the slanted kind
- [NEW] Can now craft concrete and stucco blocks
- [ART] Adjusted how depth brightness is applied to sloped blocks, matching the slope itself up better with adjacent slopes
- [ART] Changed the building cursors to be extremely visible and more accurately reflect what they target
- [QOL] Added a button to move slowly while holding a block or prop to make placement easier for characters who normally move really fast
- [QOL] Automatic walk-around movement has been enabled for the player, you'll notice it if you move against a corner of some obstacle
- [QOL] When placing a prop or block in a space you occupy, you'll automatically slide to get out of the way if you hold the button down to make placement easier
- [QOL] If using alpha keys for movement (like WASD) then the mouse will be trapped in the window unless menus are open where the cursor is visible
- [FIX] Fixed a bug where you could switch weapons while eating, causing strange behavior
- [FIX] Fixed a bug where switching weapons with the mouse wheel might not work properly serverside when done during multiplayer
- [FIX] Fixed a bug where pressing multiple directional keys at once while attacking could possibly divert your attack to an unintended direction
- [FIX] Fixed a bug that allowed you to still run to the neutral area at the beginning of the map during a swarm to avoid most of the fight
- [FIX] Boulders (and other terrain brushes) will no longer be applied in the same spot as a build, causing annoying results (like boulders in your way during story mode)
- [FIX] Fixed the game getting soft locked if you're playing in big picture mode+steam controller (or on a Steam Deck) if you open control config menu in the middle of a game
- [FIX] Fixed a bug where hiding at the right time during some boss's special moves and triggering their drop target causes them to freeze
- [FIX] Fixed a bug where getting stuck against a wall when a conveyor belt shoves a prop into an enemy and the enemy into you causes you to get stuck into the level
- [FIX] Fixed a bug where writing in the journal loses focus if you mapped movement to alpha keys (like if you set WASD to move)
- [FIX] Fixed a crash that could sometimes happen when defeating parented enemies in multiplayer (ex: Phaseworm, head first)
- [FIX] Fixed glyph support for PS5 controllers, Steam Controllers, and the Steam Deck
- [FIX] Fixed some garbled audio issues on MacOSX
- [FIX] Fixed a crash that occurs when buying all available stock of multiple kinds of items from an NPC and one of the kinds is the last one on their list
- [FIX] Fixed a bug where soma was no longer working while IN the fog
- [FIX] Fixed a crash that can occur when the API has to retrive integers from arrays (like from a blockpos argument)
- [ADJ] If you use a tool to hit an enemy (axe, hammer) then it won't break blocks or props on the same swing making fighting with these easier
- [ADJ] Can now attack rapidly by holding the button down with the knife, but now it can no longer cut tall grass
- [ADJ] Conduit now heals EP in proportion to weapon attack rating instead of just 1 (with every strike on an electrified enemy)
- [ADJ] Electrified enemies (like the Gigran) now emit spark effects to indicate they're electrified
- [ADJ] You will now get stunned for a short time when attacking electrified enemies unprotected (in addition to the shock damage)
- [ADJ] Gigran can now drop Cuprum Ore when defeated (some types of future enemies may also drop ore)
- [ADJ] Adjusted the pathfinding limits for enemies to prevent the situation where running away from a whole group has the chance to cause tiny freezes
- [ADJ] A lot less sand is now needed to find quartz or make glass
- [ADJ] Reduced the engagement radius for some enemies (like the gun wielding robots) to be the same as any other enemy
- [ADJ] Your projectiles now have a distance limit of 15 blocks, no more hitting random enemies in the far distance
- [ADJ] Enemies outside a certain range of you (or anyone in multiplayer) will stop moving until you get closer
- [ADJ] New enemies will no longer appear if you stay in one place (existing ones may wander toward you), you'll have to wander to encounter more
- [ADJ] Reduced the enemy density limit from 8 enemies per zone (32x32x32 block area) to 6
- [ADJ] Moved decorations, patterns, and fashions that had to be unlocked via knowledge to being found in designs, an item like the recipe that teaches you a random recipe
- [ADJ] Adjusted the lighting engine to reduce some artifacts
- [ADJ] Changed how knowledge is stored and revised the unlockable items in each era, as a consequence, you will need to unlock them again on existing saves
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