Name | Solace Crafting | ||
Developer | Big Kitty Games | ||
Publisher | Big Kitty Games | ||
Tags | |||
Release | 2018-01-16 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  6  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Solace Crafting Linux [2.77 G] |
Solace Crafting is on sale with a weeklong deal! |
Traders and NPC villages now live! |
Still on beta for a quick safety check, but the "General Store" NPC can now be found randomly in most wild towns. These traders will buy basic resources, and will offer a random assortment of raw resources for sale, including at times uncommon and rare resources. The resources they offer will change and refresh every in-game week. |
I've added some life into the non-player characters in the game, as well as added procedural towns to the game world. There's still a lot of work and content I'd like to add on to both towns and NPCs, but this is a nice start. |
I readied this patch yesterday, but wanted to wait until morning to push it as there is one kind of "dangerous" fix within it. |
Had some new bug reports due to the new patch. I had to replace and rewire sooo many components to make things navigable with a controller. This hotfix addresses the more major problems, and I will continue to look into the less serious reports. |
In all honesty, I severely underestimated how difficult adding full controller support was going to be. This patch took a long time, and has added much more controller support, including an on-screen-keyboard for character and world name input. There are still a few things missing from being able to really say the game has "full" controller support, meaning for example, it could be played from start to finish on a Steamdeck, but it's much closer to that goal now. |
Happy New Year everyone o/ |
Happy holidays everyone! I hope you had a nice Christmas or whatever may be going on wherever you are. For me, living in Japan, New Years is a much larger holiday than Christmas, and is just around the corner. |
This has been in the works for a long time, and is still not quite a complete solution as I finish plugging in some UI elements (there are a lot of them) into the full controller support system, but I wanted to get it up onto beta to get some feedback as I'm not actually a controller player myself. |
This weeks fixes from the beta branch are now live on the default branch. |
I finally got in a full work day today! I hope that doesn't sound condescending, but I've had a really hard time looking at a screen for very long without getting dizzy and, frankly, sick. I'm doing a lot better this week, though still only 60-70%. I made it back to the gym yesterday for the first time in over two months, and was only able to walk on the treadmill for 15 minutes after some light weight lifting, where I used to run for 30 minutes 2-3 times a week. I am definitely getting better though steamhappy |
This patch merges all of the current changes on the beta branch onto the default live branch. I was hoping to finish a bit of upgrading I'm working on on the skills and skill points systems as there are still some small bugs floating around with those, but time has been steadily moving forward, and the longer beta and live fall apart the harder it is to track which bugs have or have not actually been fixed yet. |
After two weeks completely offline and one week on a medication that is supposed to take a couple of weeks to really set it, I'm doing better, but not great. Thus, I'm imposing very limited screen time on myself, but was able to put in 3 hours of work today, and hope to do so for the next few days before trying more. It's been a very weird and unfun experience, but thankfully it's nothing life threatening and likely impermanent. |
After an episode of heat exhaustion, my sympathetic nervous system broke down, and has yet to recover. It's been a very weird experience. Sometimes I fell fine and the next morning I'm a mess. It's apparently normal to take up to or even over a month to repair, and I'm coming up soon on one month. It is however likely I will not be online for another few days as I am trying to make sure that this goes away for good. |
Due to a technical decision that was made early in the development of the recent localization revamp there ended up being quite a few unforeseen bugs brought into the game. Several patches were made slowly remedying the problems, but the underlying cause wasn't being addressed and more and more little problems kept cropping up. This patch instead, though it took longer, refactors the main problem from its origin and has fixed most of the problems based on initial tests. |
Not gonna lie, it's been a rough few weeks. Made some bad calls, rushed out some patches, and have been scrambling to get things sorted out. Unfortunately, I got so sick last week that I couldn't even watch TV for more than 15 minutes without getting dizzy. Heat exhaustion is weird, and I still haven't recovered 100% 10 days later. |
I have received a number of reports that the F key for interacting with objects is not working for some first time players but have not been able to reproduce the problem, nor is it something most players are encountering. In order to help track down the cause, if anyone experiencing this problem could tell me their OS, OS language, whether they have any controllers or joysticks plugged in, and if possible send me their cfg.dat and player.log files found under: |
The recent review summary has become "mostly negative," something I've never had before, and it's my full-time job to try and make sure that doesn't happen. So I'm trying to better understand the main reasoning behind that to make sure I spend my time wisely over the next few weeks trying to correct the problems causing this. |
More little fixes patching up the recent new bugs. |
The allure of the Steam Summer Sale got the best of me, and the big patch last week ended up bringing in a number of debilitating bugs unfortunately. First and foremost, my apologies for that. We've remedied the majority of them with this 5th hotfix, but there are still some after effects affecting some players, in particular messed up skill points. I've received some bugged player character saves from affected players and am looking into a way to retroactively remedy the problem. Worst case scenario I will a full skill reset with a small patch tomorrow so that we can get everyone back to where they should be. |
Had a small bug with a big impact last night. Unfortunately it was not a problem in the Unity editor, only after exporting the executable, so I completely missed it trying to get yesterdays announcement out in like 20 different languages! It was a quick fix though as soon as I woke up and saw people yelling at me =D Which is always much appreciated, no joke. Player reported bugs are my most precious commodity. |
Now supporting 30(31) languages! |
There are just a few last minute things we're still tweaking with this build but the sale is upon us! So I'm going to push things as they are to beta, probably for less than 24 hours, and will push this branch to the live default build tomorrow to make room on beta for the full controller support branch that is also nearing completion. |
My apologies for the gap in Steam news posts! |
Lot's of new spell and ability animations and sounds have been the main focus of this patch. I have had a crazy week, and apologize for not posting a bunch of fun pictures to go with this. Had some hospital visits and emergency house reform and all kinds of stuff, kind of back to normal on a sunny Tuesday now though. |
New encounters and lots of bug fixes in this patch! |
We've been having some hardware difficulties over the past couple weeks slowing things down, my apologies for that. There are still some small bugs to work out in the new dungeon generation methods introduced in this patch, but there is also a number of fixes and upgrades so I wanted to go ahead and push things out as they come. |
Had a couple big problems reported I was able to smash. Throwing up a quick hotfix to squash them. |
[h2]Regarding recent player controller changes[/h2] |
Still some bugs I'm hacking away at. My apologies again that these made it through to the live build, there was so much we changed over the last three months, it was really hard to try and catch everything. |
It's Saturday here, but there were a couple things that ended up being pretty debilitating for some people I wanted to take a look at. I have disabled the movement locking during combat and harvesting, that seemed to be seizing up for some players, so hopefully that will fix that until/if we decide to improve and reimplement it. I've also fixed freelook cam and cursor lock turning on or off improperly in certain situations, as well as a problem with the basic melee attack. |
Definitely some problems with the latest patch, it was a big one! |
Now bringing a host of changes from the beta branch onto the live build! |
Happy Holidays everyone! |
Had a beta patch on Monday, and just finished pushing up a second. Between the two of them, should have the major bugs cleared up. There are still some things that are fixed, but not in my lap yet, in particular different height characters models feet not meeting up with the ground properly, and hopping down slopes rather than running. And the first person camera logic is a little wonky, turning the character model off too early and some things. These and others should be sorted out tomorrow, and hopefully we'll have a few days left to add some new fun stuff in =D |
Wave two of lots of new things in-game in preparation for the Steam Winter Sale! Please note that these changes are being added to the public beta, and we are aware of a number of quality of life problems and some bugs that we are still working on polishing up before we push the changes to the live default build. |
At long last, we have our first patch of upgraded logic and math on a variety of our core systems including world generation queues, biome noise math, and object spawning. These three are the major systems running the background at pretty much all times while players are moving around in the game trying to determine what needs to be spawned, where, who needs to be spawned first, and so forth. |
Now pushing v 1.0.1.1 to the live default branch. I have been really hesitant to push this patch as there is a lot of changes to the core networking code that could have had generated some yet unforseen problems, and I knew I had a small trip coming up before Thanksgiving, and then well it was Thanksgiving. I'm headed to bed now though and tomorrow is Monday morning for me here, so if there is anything problematic that crops up I'll be on top of it! |
We were hoping to get the latest changes currently on beta pushed to the live branch last week but there have been a number of small network bugs that cropped up holding things back. That and I am currently on a train in Southwest Japan. I went AFK on Monday and will be back tomorrow, so I didn't want to push a major patch, knowing that I would be gone for a few days. Once we free up beta there's a whole new wave of performance upgrades we've been working on that will be moved to beta. |
I've rented a new Los Angeles server from PingPerfect.com for the beta branch. I am currently aware of two hosting services that have recently started offering hosting for Solace Crafting: |
As previously mentioned, there are some biome changes underway that we want to keep out of beta until we can compile together a couple of other changes that will render currently saved worlds in need of updating. Here is a build from a separate branch we are working on with some bug fixes. |
Hey everybody, hope all is well! |
After a diligent search for cost efficient talent, I've hired on a programmer who's now diving into the code headfirst! It will definitely take some time for him to get situated within the over 120,000 lines of code, but having some help is going to make a big difference! |
I've been working on a big upgrade to the network code for the past 3-4 days, but it's dragging on so I'm going to push a number of bug fixes for now until the network upgrade is finished. I use a network software package called Mirror that is very actively developed, but upgrades can mean changes in terminology and architecture. As there is some rigging of the internal code to make it work for Solace Crafting's specific needs, major upgrades can take a while to reapply, and this is several major upgrades at once. |
This video covers a lot of what I want to get across in this post, but it ended up turning into an hour so I will try and summarize a bit via text. If you'd like to watch the video though, it covers 5 topics: |
I made it back home from my annual visit to the US after another 23 hours of transit just in time for bed! This morning I had 1018 new e-mails, that I took care of, and I still have a lot of private messages and things to go through. All-in-all I probably won't be able to get anything serious done for a day or two, but wanted to at least get out a message that I'm back and I didn't disappear as people slowly start to assume the longer you are gone =] |
Hello fellow gamers! |
Small patch here with some little things that are ready to patch in. Primarily I wanted to fix a problem with the Linux dedicated server files, which isn't going to affect most people, so sorry for the small patch here. |
This patch pushes 1.0.0.3 and 1.0.0.4 to the default "live" branch, as well as 0.4 to the beta branch. |
I'm totally swamped trying to keep up with e-mails, discord chat, and Steam posts. Sorry again for anyone that hasn't yet gotten an answer to anything. I'm trying to prioritize some of the bigger problems that are going on before I tackle the small stuff. |
[previewyoutube=v-00dv79BOc;full][/previewyoutube] |
Another small patch that fixes what for some has been a couple of big problems. |
Thank you to everyone that has joined us over the past 24 hours! |
After some bumps in the system, Solace Crafting version 1.0 is now Live!
I'm a huge fan of procedural content, big mountains, islands, lakes, crafting, and the freedom to go and do what you want to do, and I've tried very purposefully to get all of those things in Solace Crafting. No artificial barriers, no artificial sky box mountains, no off-limits. If you can see it, it might be really really far away, but you can 100% get there. [h2]Looking forward[/h2] Creating, managing, and prioritizing the items of a development roadmap is one of many skills that an indie developer has to spend time and effort to improve. There is always more that can be added to a game, but more is not always better. Fun has always been the main goal for features added into Solace Crafting, and I've tried to keep the community well informed and make sure that everyone has a chance to have their voice heard. Following that tradition I've setup a new survey specifically for the release of version 1.0 and how players would like to see the game improve from here on: Click here to take the 2 minute survey at Survey Monkey This survey will remain accessible for 30 days, so if you are new here please feel free to explore the game and respond to the survey once you've been able to experience it first hand. I will post an announcement several days before I close the survey in case anyone has forgotten that they were putting it off for later. Of course I'm always in Discord and less so here on the Steam discussion boards as well, so if anyone needs anything please don't be afraid to get in touch with me, but do please understand that this is a solo operation and things can take time. The following items are a broad overview of the features and improvements I plan to implement from here on. Smaller things like new recipes, bug fixes, and general performance improvements are not listed. Quality of life - Improved multi-lingual support - Full controller support - Map & compass way-point system New features - Fishing - Improved cooking & nutrition system Combat & enemies - Monster attributes - More monster abilities & effects - More combat animations & effects Players - Sub-attributes - Class skill trees (currently we have Archetype and Job skill trees) - Special infinite skills (for players pushing beyond level 100) Towns - Revamped money & trading systems - More town features - Villager equipment - Villager AI - Procedural Villages (WIP) Crafting & harvesting - Crafting equipment & harvesting clothing - Improved compass & tracking skills - Facility equipment - Runes Multiplayer - Shared XP - Healing & buffing others Audio - Monster & world sound effects in general Other - Modding support [h2]A bit of retrospect[/h2] In 2012 two different people that I graduated from high school with did two different things that I was very impressed by. One of them became a successful stand-up comedian and went on to play roles in movies and TV. The other released a small indie game on Steam. That was the first time I realized I wasn't doing what I wanted to do, and all that was missing was motivation and effort. I spent almost every night after my day job over the next 5 years playing with Unity. I was totally hooked, but boy there is a lot to learn. I made a lot of Minecraft clones for practice, and enjoyed most of all creating procedural dungeons. In early 2016 I finally started piecing together the different systems that I wanted to all come together into my grand vision of Solace Crafting. (Terrain generation back in 2016) Once I had a vertical slice to show off some basic gameplay, I ran a Kickstarter campaign with the hopes of securing some savings to help feed myself during development, but it fell short of its goal. I put a few more months work in and decided it was time, and on January 16, 2018 I released into Early Access. At the time I didn't understand just how poor quality of a prototype I had presented to the public. Still, the generosity and support of those early players earned me what I thought was more than enough to quit my day job so that I could focus on developing Solace Crafting full-time, and on the very next day I handed in my request for resignation. (Farming, first implemented in 2018) Little did I know, the amount of money you might make in month one does not at all relate to how much money you might make in month two, and the next 4 and half years ended up being a constant financial struggle. Working at home certainly has it's benefits, and I live in a relatively inexpensive part of the world, the Japanese countryside, but my annual income throughout this journey has been the lowest it's ever been in my life, though the experience has certainly been invaluable. (The first procedural towers in 2019) As we all do, I wish I could go back to 2016, hand myself a proper game design document, and say "stick to the plan kid, you'll do fine," but back then I still had so much to learn about programming and Unity, that proper scheduling and project scope were just not yet on my plate. Some things we never needed we added in, some things that were never possible I said I'd think about. But you have to grow somehow, and throwing myself into the fire certainly proved one way to go about it. [h2]Looking forward[/h2] There's work to be done, and preferably some of it would be done by contractors, so it's hard to tell how much can get done in what kind of a time frame after release as I honestly have now idea how this is going to go. Best case scenario, we get noticed by a large content creator and the exposure brings in a hoard of new players, awarding me the finances to do just that, hire on some freelancers to improve the parts of the game that need it most. Worst case, things continue on slow and steady as they have in the past, as we work towards and richer and smoother experience with modding capabilities and improved server management tools. In any scenario the journey has certainly been a huge reward in and of itself. Our community has been beyond supportive and I could not have done half as much as I've been able to without the ongoing support of our player base. I can't say thank you enough to everyone that helped me make it through Early Access, but thank you thank you thank you. I am many steps closer to my dream of running a financially secure, modern and moral game studio, and I wouldn't be here without all of you. I hope you and many more may find joy and excitement through my efforts! Kyle Postlewait AKA Malkere Big Kitty Games ---------------------------------------------------------------------- Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! |
Well... I spent weeks (and six years) preparing to release. I have a long post full of graphics all ready to go. There's a big green "release" button for developers on the app dashboard. I clicked it, and it error'd, and it reverted the game back to pre-early access status, so now it's currently not available for purchase until a two-week grace period required of all new games passes, even though it's not a new game... |
Two-handed weapons are now live! |
Introducing dual wielding. |
Small caveat, not 100% of the achievements are capable of triggering just yet. 443 new achievements has generated somewhere around 4500 new lines of code. The automatic management, display, saving, etc of all of these achievements are in and working, but there are several "hooks" still missing, such as for the building achievements. There is now a set of achievement for building a structure that contains at least 20 building pieces, however it still needs a hook for when you actually place a new building piece to check the structure size against your current unlocks. Not difficult stuff, but I've been basically typing non-stop for two days and it's my bed time on a Friday night, so I'm going to go ahead and get this stuff up first. The rest of the hooks should be in soon no problem. |
I've built and coded an interface for the new achievements systems. |
This patch brings the new character models and character creator to the default live branch along with a variety of bug fixes, some performance enhancements, as well as video quality presets in the in-game settings to help players easily adjust performance on their system. |
Introducing beards. Not a huge selection yet, but a few is better than none. There are also new hair styles for both sexes. |
I've been hard at work updating the old player models to a better looking base, as well as adjusting the minimum and maximum values of the body morph sliders to make the end results quite a bit less silly. |
Hey all, hope everyone is well. |
The last few patches have gone onto beta for testing, so I've kept their posts to Discord. Discord has been very busy of late with lots of extremely helpful bug reports and QoL suggestions. With my hands full I have not gone through the Steam discussion boards for a few days, sorry if I've left anyone hanging on there. I will try and go through those tomorrow. |
Had a couple of really annoying bugs patched in last night that this patch fixes with some other quality of life things. Due to the start of the Steam sale, it's very likely that some first-time players immediately ran into this bug. Normally changes are pushed to the beta branch prior to being pushed straight onto what I call the live branch, but being in the middle of some changes, and hoping to get stuff out in time for the sale, I rushed last nights patch a bit and apologize for the problems that caused people. |
Over the past few days I've been working on a new trailer, that is up now on Steam and YouTube! Sadly I don't have a very good graphics card, so I can't record full HD at 60 FPS, but it's still a lot better than the old trailer. I'll have to make a new "let's play" sort of intro video for the store as well I think at some point as I deleted the old one from version 0.2. |
I pushed a silent patch at the end of last week and just now pushed another. Last weeks patch introduced a variety of new special effects and animations for skills and spells. |
Fixed another wave of bugs thanks to reports from Discord, console bug reports, and anonymous reporting. I added 6-7 new animations for skills too, but they're acting funny so I've turned them off for this patch to work on them more tomorrow. |
I've got a number of bug reports to look into, mostly regarding the new skills, but here is a first wave of bugs fixes to get started. |
This patch has been a long time in the works, and in truth is not yet 100% complete. In this post I'll go into What's new, why this patch is being pushed live incomplete, and what's been going on here at Big Kitty Games. |
Stealth, Familiar, and other new skills now available =D |
I've started streaming again, for those with an interest in game development. I'll be streaming from Tuesday through Friday, 9AM-12PM Japan time. It's not the most exciting thing in the world, but it's actually pretty helpful for me to feel forced to talk out loud about what I'm doing, and of course provides a space for direct interaction with players. |
A few patches have been uploaded to beta over the past couple days addressing some issues with the new stats and combat math, as well as some multi-player specific problems and skill tree improvements. |
This patch introduces the first wave of the new Job skill trees. A number of the more complicated skills are not yet functioning and most of the new actions do not yet have new graphics and animations for them yet. This first wave is intended primarily to be able to test the various new functionality that has been added to the the skill tree interface, as well as the damage and costs of the skills themselves. Now that the backend looks to be working as intended I can focus on finishing up the programming of the skills themselves. |
Was in kind of a post-holiday funk last week, ended up blundering some unintentional changes into live. I've released a few small patches since then while working on skills on beta, with the patch notes listed below. |
Happy New Year! |
Happy Holidays everyone o/ |
I've been hard at work on designing and plugging in the new Job skill trees, as well as reworking the Archetype skill trees to better fit with the bigger picture. As there are a planned 660+ skill nodes planned, only counting adventuring (combat) skills, I'm making the majority of them passive skills as well as upgrades. The point being to keep you from needing 50 buttons to play your class. |
I've updated the skill trees a bit to show their maximum level, how many levels you've purchased, which skills are purchasable, etc. |
Some small fixes & improvements mostly related to recent changes. Enchants in this patch now also have more information, displaying their enchant level both while crafting and once crafted. Previous to this patch enchant recipe level was not properly being taken into account, but now they are 50% level (0.5 per), 50% tier (2.5 per), with rarity providing a flat bonus, as it is with most everything else in the new system. |
Last weeks patch upgraded the combat and player attribute math to a new system, but the current Archetype skills were not fully upgraded to work with the new math. This patch updates the system that player skills operate on to a much more robust and capable system as I look forward to adding Job and Class skills in the next few patches. I also want to improve the skill interface to show the requirements necessary to unlock each tier of skills and some other quality of life improvements. |
Post contents: |
I've been tidying up some things on beta for a couple of patches, and am now pushing those to the live builds. This should clear up beta for the first wave of 0.8 patches. |
I've implemented a few more much needed features for partial controller support. You can now set a secondary key or button for every key binding in the in-game settings, which allows you to have a controller bind without having to overwrite a keyboard bind. I still want to add an auto-loot options, but I've been really busy this past week working out some potential business matters, and reorganizing my/our plan/priorities. |
Two larger changes in this patch, so I'm going to push it to beta first to be safe. |
Now pushing all of the recent changes from beta onto the default live branch! |
This patch fixes up some problems with the newer cave systems, the lava caves and the water caves, as well as the way the temperature system works. It used to be a contact based system where getting too close to the lava in lava caves, which were rares caves in normal systems, would trigger "hot 2". Now, lava caves are their own separate system and will no longer spawn in normal cave systems, and all encounters will incur a temperature change as soon as they are entered. |
Today's patch cleans up a few loose edges brought about by recent patches include new icons for the new enchants, but more importantly I've added a feature that lets you "use any acceptable" resources when paying for something. Currently this is only implemented with recipe unlocking, but I think it should be available wherever resources are used. |
Yesterday I patched in 21 new items, consolidated a number of overly specific drops into more generic forms, and removed a couple of unused drops that have been lingering around for a while. Most of the new drops come directly from the now six types of world encounters: Caves, Goblin Dungeons, Undead Dungeons, Lava Caves, Water Caves, and Floating Islands. Each encounter has two unique monsters along with a unique "boss" or rare monster. |
This patch adds a bunch of new monsters. These satisfy the minimum amount of monsters in different places that I was aiming for for a 1.0 release. I still need audio for the majority of them, but am first working on different drops for each of them and their areas to adds a wide variety of new recipes into the game in the next couple of patches. |
Some bug fixes for the current live version. As there are some changes still in production on the beta branch, these fixes are not quite ready for publishing on beta. |
First and foremost, I really appreciate the support I received from everyone after posting my last video in early August talking about needing to take a break from Solace Crafting. I'm still only four years into running my own personal game studio, and being open and honest about things like that is scary given that I don't yet have a fair sized chunk of profit in my business account, which makes the potential backlash of my actions feel much more potentially dangerous regardless of how necessary they may sometimes be. |
Hey everyone, sorry it's been a bit quiet on here. Though it frightens me, I want to post this here as well, as I don't want to leave the Steam community in the dark on what I'm doing, what's going on, and so forth. I put together a video to explain what's going on, but it's a bit lengthy: |
I'm gonna have to keep this short, it's past midnight. I've struggled with this patch a little bit, but it fixes some important bugs with multi-player. Hopefully starting new monster skills tomorrow, I need to check up on the bug tracker and look around a bit first though. We had a four day weekend over here, and now I feel like I'm behind schedule! |
This patch adds in the last major changes to 0.7, getting in all of the encounters for what I consider to be the minimum necessity for a 1.0 release. They aren't necessarily all finished and polished, but they are in and accessible, some with new monsters. |
I've got a tasty beta patch I've been working on. I was holding off this small fix until I could up that along with it, it's been a few days by now though, and regardless of whether I can get the beta patch up today or not I wanted to get this up first thing today and will post about the changes to beta when they are up. |
A couple of bug fixes in this patch. Had a rough week last week, ended up taking a couple days off, so sorry this is coming up a bit slow. |
Earlier today the BKG California server crashed. It's an Amazon EC2 Linux instance that I've paid for for a couple years now, but for whatever reason after rebooting it I was no longer able to connect with it remotely. I fussed with it for a good five hours, but Amazon's 1700 different features can be pretty unfriendly and ultimately was not able to get it back in working condition for some reason. |
Now live! Patch 0.7.6 adds our first set of Steam achievements, auto-looting, new camera controls, lots of new map features, and of course lots of bug fixes. |
Small patch to improve the new towers and map features a bit, as well as some single-player/client performance improvements. |
I spent the majority of the past two weeks studying up and testing a variety of performance tricks, especially targeting rendering and lighting. I'm still just toying with the different possible improvements, but lighting is by far the biggest destroyer of performance in Solace Crafting right now. |
Some more little fixes for recent changes and multi-player. |
Mostly was just bug hunting today, and found some of the problems I was looking for. Along the way I started playing with some things to speed up testing and thankfully came up with some useful new options. |
I am happy to participate in Steam's first open-world sale! It's a bit of a loose term for some, and an incomplete story yet when it comes to Solace Crafting, but often new players will ask the question: "What's the furthest someone has gotten?" |
I made a number of bug fixes, mostly multi-player last week that I never quite got up and ended up holding onto them for the several days that it took me to finalize these bigger changes which revolve around updates to the map. |
I put out a small ninja patch to beta last week, but was mostly focused on the sale, planning, and a number of important non-software related tasks important to keeping Soalce Crafting and Big Kitty Games alive. |
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This build is looking pretty solid. I've got a couple of bugs I'm still looking into, but I'm looking to push this live sometime in the next few days before moving on to globally calculable map markers. |
Note: It is highly recommended that you use the /forceworldupdate console command if you're playing a save that has been updated in one of the recent patches prior to this. |
I updated yesterdays patch notes pretty quick explaining I'd found a bug and had to roll back a part of the code. Turned out the save that I was working with, which I had received from a player, had all of the biome frequency settings turned up to 200%. This was causing the math to get out of control, but is definitely something it should be able to handle. So I've upgraded the noise math to be able to cope with any combination of settings, and this has also allowed me to fix the last of the blending issues we were having in some parts. |
Update: |
Regardless of my surgery, which is still very sore, the world map interface is definitely one of the most difficult things I've created. The old map, still on the main branch, had a number of things slowing it down, a big one of which is the runtime creation of textures and sprites. I knew for sure that I needed a way to recycle the textures and to set up a multi-threaded solution for altering them in runtime, but that doesn't mean there's a book I can refer to that says: "Ah yes, in that case, write it like this." |
Just wanted to chime in due to the latest patch not being out yet. I ended up undergoing a small surgery this morning, and had to go back later and some details I will spare everyone. I'm fine, just exhausted and need to lay here and be still for a bit. Be back shortly. |
The need arose to develop a new system capable of determining rare resource positions without rolling for all of the spawns in that area. The main user of this system would be the map, as it would gain the ability to scan for rare resources anywhere in the world. It's a complicated task though that touches on a variety of different systems, and at the root of most of those system was the biome generation math. |
Big patch setup for tomorrow, a couple things need a closer look before I give it the go though, so here is a smaller patch addressing some recent performance problems, as well as some multi-player specific bugs that crept in over the past few patches. |
I've been working on an upgrade to resource scanners that ties into a lot of different systems including the map and resource node spawning. All in all it's been a difficult endeavor, but should generate a lot of benefit and I'm looking to improve the map quite a bit, performance wise, while I am it. |
So... Somehow there's some kind of a mesh deformity on the female models breasts that produce oversized nipples on certain graphics cards... Unfortunately my graphics card is not affected for whatever reason so I was not aware of the problem, though it sounds like it's been around for months. In bringing it up in Discord recently a number of players sent me screenshots showing the problem so I've put forth some effort to try and remedy the problem with this patch. Unfortunately I can't tell if I've fixed it because it doesn't happen on my computer, so I'm patching this in despite a few more things I was hoping to get done with this patch. |
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New biome colors and flora have made their way onto beta! |
I did end up pushing an initial patch to beta before the weekend started last week and I was looking to push all of the recent bug fixes from the default/live branch into beta and push another patch out for it today, but there's still a good share of new things I haven't really had a solid look at so I'm going to hold that off for another day. Unrelated to this patch, but I do have the various fog and sky colors working with the new biome system and should be able to patch them in tomorrow. |
I was looking to put up a patch today, but spotted some small bugs with it I want to fix and re-export tomorrow morning, so I thought I'd at least post a little bit of a progress report, as I don't like leaving the news empty for this long. |
Some small fixes for things brought up recently. |
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Had some small fixes that I wanted to get patched in before pushing live, but ended up with a busy weekend and a gale that kept my up all night last night! Assuming there's nothing that needs immediate attention, I'm again looking to push this patch live tomorrow. It mostly addresses some small bug fixes, but also includes a number of updates to the player animations. |
I'm looking to push this patch and all the recent changes to the live public build tomorrow if all seems well after simmering on beta for a day. |
One lesser know aspect of creative mode finally gets a button in this patch. The item editor allows you to create most types of items, except for potions and sockets, and then even upload them to the Steam Workshop for Solace Crafting. I've also fixed a couple of small problems that were preventing structures subscribed to via the Steam Workshop from showing up in game via the building / load / workshop tab. I'm hoping to add a preview screenshot capability for uploading to the Steam Workshop as well. |
I've been working on cleaning out old files and improving some of the data structures that manage enchants and skills in particular. This patch rearranges some of the skill trees and moves the 3 starting armor types, cloth, leather, and metal, to the skill trees, using the updated item template system instead of hard coded recipes. I'm still a bit on the fence whether these work better entirely on the skill trees, or if maybe the first level of them each should be awarded to new characters for free. We'll try it out though and see how things feel. |
I had to put out a small hotfix for some long standing fog/cloud/weather timing and color issues that were amplified by last nights patch causing flickering at certain times of the day. All in all this smooths out a few different problems that were present with the light/color timings, and instant weather changes and some things. |
A small patch for some of the most recent fixes. |
This (beta) patch brings in a lot of new potions, potions with lasting buffs, and sockets. |
I had to upgrade the way potions are handled quite a bit, but now the system is mostly ready to take on any and all new types of potions. For starters I've expanded the old health, energy, and mana potions to now have minor, normal, and major forms, all of which are unlocked via the alchemy skill tree. They also now also require a single stalk, which is used to determine their rarity, meaning they can now also be crafted at rarities higher than common. In order to gain alchemy skill points starting out, tannin has also been removed as a drop from trees, and is now instead an alchemy recipe that is known by default. |
This patch adds the ability to increase and decrease global tree render distance for those that want to tweak the system in either direction, along with a variety of fixes for both single-player, multi-player, and some balancing. |
I added some quality of life tools as well as a number of fixes for problems that were reported. |
Happy New Years! |
I've been busy with the holidays and fixing up a health problem I ran into lately. My apologies this fix didn't get out faster. |
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One nasty bug fixed in this patch was caused by clicking "apply" to the video resolutions settings without first selecting a resolution, causing the window to turn into a 1x1 window. I setup a catch to automatically resize any players that got stuck in this condition to 640x480, fixed the bug causing it, and added an option for borderless fullscreen. Along with a number of other fixes and repairs. |
Another round of bug fixes before hopefully starting out onto some new stuff tomorrow! |
I've gathered the measurable results from the Fall survey into a series of graphs and welcome open discussion as to what we are to take from them, and how that should affect development. I've give my own take and explain what I think is the best course of action for the immediate future in the following video: |
Lots of small annoyances fixed in this patch along with a remedy for the broken facility inventories that was brought in with .15 and .16 trying to get bags within tombstones to work. |
One of the fixes this patch addresses is bags being dropped inside of tombstones on death. In other words that's containers within containers. This has always been a bit of a challenge, and to make sure that I didn't inadvertently mess anything up I'm going to push today's patch to beta first for a day or two. |
Lots of annoyances fixed in the patch, some minor, some major. |
Come and watch development live Tuesday - Friday 8AM - 5PM (GMT +9) |
I left some mistakes in last nights patch, one of the main reasons I prefer to push to beta in chunks prior to pushing things live. This patch remedies those, and also a number of problems that have been frustrating multiplayer players for a while. |
Fixed another bunch of bugs live during a 9 hour stream =O |
Went through as many bugs as I could today off the new bug/suggestion tracker, all while streaming live on Facebook, YouTube, and Twitch. I'm still figuring out how everything works, but it was actually very motivating and fun to talk openly about what I was doing, knowing that people are watching and cheering me on. |
This patch brings the current live branch up to pace with beta along with today's most recent changes. There may be some new small bugs I admit, I changed quite a bit of code regarding harvesting, and am heading to bed for 8 hours after I post this. But if there are any new bugs they should be small and I should be able to patch them up first thing in the morning. |
I'm very to glad to have heard from several players that the game is running much smoother since yesterday's patch. There were some new bugs and still some old that I'm working on, and will continue to do so this week. |
This patch is going out to beta first with quite a few changes aimed largely at optimizing the general frame rate and trying to keep it steadier while loading in new terrains and objects as you move. Optimization is kind of an unending process, there's always more you can do, but I did find and polish quite a few little dents in the machine. There's still a number of different things I've written down that I'd like to improve, but there's a lot more to be done and I think this was a good pass at things. There may also be some new small bugs due to the Unity upgrade. |
This patch is mostly a number of bugs off of the new bug tracker, I'll push most of these to live in a near future update. |
It's been a weird year, I don't think anyone would argue against that. For me it's also been a weird few months as I fought hard to get the new world generation engine out and working. On top of that it's been a weird couple of weeks here recently. I actually started having trouble swallowing and was unable to eat my dinner without taking a drink with every bite for a couple weeks. After confirming that there's nothing wrong my neck, they told me I'm probably just stressed out of my mind. I've been taking a nerve relaxant for a few days now and dinner has become much less stressful, so I am grateful for that. |
I fixed the map going white bug with this patch, and actually rewrote a good chunk of the map generation removing the need for generating new sprites in runtime. This is a decent boost to map performance, but still only half of the picture. I ran some tests and have a good idea how to implement a further boost that should further remove the need to generate sprites for the icons generated by resource scanners, etc. Not yet implemented in this patch, but I'm hoping it will smooth the map out a lot as some users have reported real problems with opening and closing the map as it currently works, depending on your world settings. |
Small patch to address some of the memory leaks issues that weren't properly coded to work as well on dedicated servers. |
As I mentioned on Saturday, a series of memory leaks came to my attention last week that ended up being quite elusive. This patch addresses 99% of those leaks and some problems with the game hanging in the event of an attempted multi-player connection timing out. |
Sad but true, I've spent all of yesterday and today tracking down a memory leak that has been crashing dedicated servers and causing the game to slow down over time. Memory can be a tricky subject as there are different scopes, or levels, of memory, not all of which you can see and track as "managed" objects. I've identified the majority of the problems and am working on implementing fixes, but wanted to get the word out there first as I know some people have been having the server go up and down frequently this past week as well as the game slowing down when traveling long distances. |
An error in harvesting exp math was brought to my attention that could result in zero exp rewards so I jumped on it as it was something a lot of people would run into very easily. Likewise, boats had a number of problems post 0.6.4 that were never properly addressed. This patch fixes these two problems on both the default live branch and the beta branch simultaneously. |
The default storehouse placement method via the town interface "construct" button, as opposed to using a summoning circle, will now place a "real" structure, that can be altered as normal. This also allows for the placement of crates to manually increase storage as is the new method instead of upgrading the storehouse repeatedly. |
This patch brings in the first steps in a number of different directions, all of which relate to town functionality. |
First of all, my apologies for forgetting to post the patch notes for 0.6.4.40. That is the current version on the live default branch, with the latest patch notes being as follows: |
There was in fact a small but nasty bug with yesterday's patch, so I'm glad I sent it to beta. The character creator wasn't working properly, so I fixed that along with several other reports, and will once again push this to beta for safety before pushing it to the live branch. |
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I've added a post on Patreon mostly asking for input on a few things, but you don't have to be a Patreon supporter to read it and post your thoughts here or in discord, so please let me know what you think! |
Another round of small bug fixes. Again I will push this to beta for a day to make sure nothing unintended was affected. Meanwhile work on 0.6.5 begins! |
I'm going to send this patch to beta first for a test run as there are a number of somewhat wide-reaching changes. |
There seems to be some way in which non-rare resources can register themselves on the map, only to slightly shift position under some condition, resulting in a different rarity roll. I exported this patch earlier this morning as I was pretty sure that I wouldn't be able to find the cause immediately, and sure enough I'm still looking at it under a microscope. |
Fixed a number of problems today thank to bug reports. I was also able to fix multiplayer bag functionality on Saturday, but was able to find the time to patch until today. |
I'm still working on finishing bag handling for multiplayer, meaning this patch only partially enables bag usage in multiplayer. Clicking to drag between bags and inventory slots, as well as right-click should be functioning properly now, though the "transfer all" buttons are not yet working. Still, partial improvement is better than nothing, and this patch also brings in some new music so I thought I'd go ahead and push it today. I should be able to patch the finishing touches to multiplayer bag support tomorrow no problem. |
Fixed a problem where changing the area render distance in game was causing near terrain render distances to also change and to unacceptable values. I've also added a check when the settings are loaded in as the game starts up to make sure that the settings are within normal bounds. |
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It looks like there are still some bugs to kink out, some of which are fine after pushing things to live, there are definitely a lot of benefits to be had in spite of a few small bugs, but one in particular I would like to look closer at, and am running out the door for the weekend right now. So I will hold off the push until next week, after I can take a better look at some of the new reports. |
Announcing a push to live has brought up some last minute bugs =D |
I'm hoping to push this patch to the live branch tomorrow! It's been a long time in the works! There's still a number of multi-player fixes to be had, and... as I type this I'm remembering a bug in creative mode that I don't think I've fixed yet, I'll double check that tomorrow. But overall it should be a much faster, much more stable version of the game than the current live branch. |
I got a bit hung up on this patch, which brings floating islands into multiplayer for the first time. There are now 8+ different possible entry and exit methods from world encounters like caves and floating islands (teleporting from one to another, teleporting from the surface to one, re-joining a server where you logged out at one, etc), and getting them all to work properly using generic terminology, as opposed to writing a custom solution for every scenario, took a bit of trial, error, and rewriting. |
This patch heavily reworks the ways in which caves are generated, positioned, traveled through, and more. The main goal of this is to change the entire "cave" system into a "world encounter" system that floating islands, and other "encounters" in the works can all make of use of instead of trying to setup logic for each new system as they come. This way a procedurally spawned encounter can simply be told to Generate, and it will know what to do with itself rather than all of the manager and resource and travel (etc) systems having to change their logic for different types of encounters. |
Thanks to player screenshots and sharing their worlds with me I've cracked down on a number of stranger bugs in this patch. One of them unfortunately is a small math problem that was causing biomes to grow much larger than they are supposed to be able to making this patch require another world "update" due to possible height changes. |
Farming is now updated for the first time to work in multi-player. |
Took a bit of a "break" from finishing up 0.6.4 today to answer some requests in the Steam forums. |
The last major change to 0.6.4, this patch completes the new biome management system. |
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This is a "small" patch addressing a few bugs. I've actually been finishing up a replacement for the old Unity grass system still being used on the live branch with a threaded (very performant) and beautiful new one. I'm also half finished with upgrading terraforming, but wanted to get this patch on to beta as soon as possible as the town buildings not loading properly is pretty serious. So Sunday night patch it is! |
I got caught up with the Steam Summer Sale, a replacement for beautiful grass, and trying to get get caves to work over the past week and didn't post patch notes for the past couple of small patches. Caves and towers and terrain smoothing are now back in beta for testing. I do believe I've found a good solution for grass and will be implementing it tomorrow complete with a density slider for lower and higher end computers to fine tune things with. |
The Steam Summer Sale event is live! |
Caves have been turned off in multi-player since its first inception. There were a number of challenges to making the cave system work in multi-player that this patch addresses. As expected I had to upgrade quite a few things and had some difficulty with managing multiple players potentially above and below ground. |
I started working on redesigning cave save structures to make them work with the new 0.6.4 structure and with multi-player in mind, but have turned caves as well as towers back off for this patch in order to get the more important fixes patched in. |
There were problems with the new system duplicating things and sometimes erasing things. They turned out to be one and the same problem as structures could duplicate, and then both be trying to update the same save data causing one structure to overwrite it's copy where facilities like storage chests may have been placed. This also explains duplicating building pieces as was being reported. A similar part of the same problematic system was also causing monoliths and animals to duplicate creating sometimes a dozen guards for a single area instead of the usual 2-3, or "ghost" animals that seemed unresponsive. |
This patch should bring multiplayer back to near where it was prior to the first 0.6.4 patch. There are still some minor improvements to be coded for saving speed, and server-side world generation queue priority management, but most things are back to working as they were before. Towns still have some problems, and there are some other minor reports, but I should be able to clear those up tomorrow. |
On Tuesday night I patched in 0.6.4.1 which stabilized the new generation engine, which was having some priority/queuing issues. Finalizing that system brought up a new problem causing certain terrains to not render at all. Unfortunately this took me a long time to figure out, as it's just not something you would run into in almost any other game out there due to the multi-layered terrain system that Solace Crafting uses to "fake" long distance scenery. In short, the distant shader was overriding the near shader causing it to fail and simply not draw the near terrains at all. Two seemingly unrelated systems ended up costing me a lot of effort to fix. |
Beta v 0.6.4.0 |
This patch is an accumulation of fixes that have been implemented on the beta branch over the past couple weeks. There are a few concerns I have related to problems Unity has been patching into their engine lately, but hopefully they won't affect many, and nobody very seriously. The problems in question have a patch from Unity scheduled for later in May, but I want to explain them clearly here should anyone run into them, and if they look to be causing more trouble than expected I will put forth the effort to roll Unity backwards to before the problems were occurring. I should also make it clear that I do not develop using "beta" releases of Unity, I only use the LTS (long-term service) releases that are supposed to be stable.. |
There have been a few players having trouble with multi-player. This is causing the client to server connection to hang while the server to client connection remains active, resulting in the client not being able to do anything. I do not yet have a definite solution as to the cause, though there are a couple of different courses of action I've planned out not only in order to fix the problem, but to improve connection performance and stability in general. |
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I'm back in the driver's seat! My left index finger is still half numb on one side, but my back and shoulder are much better. I'm still going in for therapy every day, but it's only 30 minutes or so. My apologies again for the lost time in development. |
First off, my apologies 0.6.4 has been delayed and there are a couple of problems with the current patch that I have been unable to promptly address. |
As posted on Patreon |
Some more small fixes for a couple reported problems. |
Some more small fixes for bugs that were brought to my attention. Thank you again for the bug reports! |
Here are some quick fixes for recently reported problems with the latest build. |
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This patch is intended to go live pending a short testing period on the beta branch. |
This patch adds in 12 new animals, some passive, some aggrresive. They don't have unique drops yet, though that is certainly the plan, alongside future plans for farming and cooking. |
I'm back to working on some multiplayer fixes and improvements this week. This patch addresses a rare problem that seems to have been stemming from too many dropped items on the ground, and has in general been a requested feature for some time. |
I've taken a successful break from coding multiplayer for a bit, it's an oddly draining endeavor. I gathered a list of the reported problems currently with multiplayer and will be trying to go through the majority of them tomorrow. Today I fixed a major one brought in with the client side only floating point precision fix that was causing resources past 8km to not disappear once harvested. Besides that there are a few small single player fixes. |
This patch adds a "workshop" tab to the structure load interface, where you should find any structures you have subscribed to via Steam Workshop. I've also added a thumbnail selection tool for specifying a thumbnail for structures you upload, as Steam only allows specifying this at the time of upload, not after. So no more adding a jpg of the same name to a folder or any of that. I built a small hard disk navigator so you can go find custom jpg or png files of less than 1Mb size (Steam limits) to upload as a preview/thumbnail image. |
Happy Saturday! Being the weekend I didn't get a ton of hours in today, but I did learn about all I need to in order to finish programming Workshop interaction. I got stuck on properly setting up the thumbnail for uploaded items, as it's something you can't do from within Steam, it has to happen from within Solace Crafting, for whatever reason. So I'm definitely going to have to make some changes to the way that files are loaded and handled as well as the current interfaces. |
Just wanted to chime in. I've got Steam Workshop support enabled and uploading properly for structures and item templates, though I still need to get subscribing and downloading working, so I'm not quite ready to patch it in. |
This fixes up some major problems with the item template editor. You can now select icons for custom item templates, though the available selections are limited to the icons I'm currently using for other in-game items. I plan to add an external sprite importer, though I could also add in a variety of icons that I own though am not yet using if our community is interested in creating new items for adding to town buildings for unlocking, etc. |
Introducing the first iteration of the Item Template Editor. |
Creative mode is now an option beneath single player, in which building, enchanting, and crafting are all free. You can also take no damage. The primary reason for creative mode being to play around with building tools and item creation, which is in the works, though this is definitely just the first step. There is no "item menu" as is common in some other games. You start out knowing all recipes, and everything ignores the requested ingredients so you can simply craft and build whatever you like. And you can go ahead and level up and adventure as normal like that if you prefer. |
I've been putting some things off waiting around for this and that the past few weeks, and it's just turned into a big time sink. I'm working on one last attempt at some outsourcing, that looks promising, but ultimately the real power that isn't being tapped into right now is our community. |
The floating point precision fix for multiplayer clients caused some problems that ended up being different for mutliplayer clients and single player clients, so I didn't catch them all at first. This should fix the last of them. |
The past few days I've been working on a custom system to replace the current world generation system. The current 3rd party tool that I use was built for a wide-variety of purposes and has a number of flaws that have caused some known problems from day 1. I don't want to go too much into it yet as it's still a work in progress, but wanted to make it clear that that's going on. |
This patch updates the Steamworks wrapper which is what the game uses to communicate with Steam. The previous version I was using seemed to have a problem where it required dedicated servers to be connected to Steam when they're supposed to be able to logon anonymously to add themselves to the global server list. This coupled with the fact that Steam randomly closes on both of my Linux headless servers every 1-2 days made the servers often disappear from the server list even though they were still running. The California #2 Beta server is now up and running this patch without being connected to Steam, so mission successful. |
I visited a big outsourcing company in Tokyo last week, looking to get a quote on these buildings pieces. Unfortunately they came back with an entirely ridiculous price for me, but honestly that makes sense. When big companies like Sony and Nintendo want something timely and done right, I could understand that asking for a ridiculous amount of money, even for small tasks, could become a normal thing. |
I visited a big game content outsourcing company in Tokyo yesterday, and requested a quote for 29 new buildings pieces. Trying to expand outward a bit in these ways has slowed down recent patching a bit, but will pay off in the long run. I'm also looking to spend some time polishing and improving some things that have been kind of rushed in over the past six months as mentioned recently, as opposed to rushing into the next thing. There has been an increasing demand for further the multi-lingual support as the system is currently not plugged into everything, I hope to spend time on that next week. |
One of the biggest problems with public multiplayer servers prior to this patch was the fact that resources are incapable of respawning. This meant that the starting area was stripped clean pretty fast, and anyone new trying to join had an increasingly difficult time finding resources to start out with. This patch adds a "respawn" feature for all resources, which will now attempt to respawn 7 days after they have been harvested. This is true for herbs, trees, ore, etc. I also implemented a system where they remember how many times they are respawning so each respawn re-rolls the rarity check to determine the rarity of normal resources. Thus a common ore might respawn as a legendary ore, or vice versa. The default is set to 7 days, and is also so in single player, though this can be adjusted via the console or world settings when creating a new world. Note that respawning only happens when a terrain is "regenerated" so it cannot happen if you stand and stare at the same spot for 7 days. If you leave and come back, a check will be made against the current time, and the time the resource was harvested. A resource will fail to respawn if there are any buildings placed within a 10 meter radius. |
As the New Year approaches we often take time to reflect on the year that has passed, and set goals for the year to come. Setting and refining goals for Solace Crafting however is something I do every week. Instead I am preparing to enter a new phase of development for 2020. I want to share what I mean by that, and make clear the roadmap I'm following towards version 1.0. |
I hope everyone is enjoying the holidays! |
Several fixes for bugs reported over the weekend are addressed in this small Monday patch. Wishing every one happy holidays if that's a thing wherever you may be! |
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The past couple weeks have seen a lot of fixes for multiplayer with a number of small fixes for single player as well. This patch has been prepared for a push to the live branch which I hope to do in a couple hours after some quick testing. I will go deeper into what's up and coming with that post. |
The largest change in this patch is the way that special effects like fireballs and explosion are handled over the network in the case of multiplayer. I still need to make some small adjustments, but it's much more performant than what it was previously. I've also added custom output logging that will start a new log file every 3 hours for dedicated hosts, and turned auto-reboot (6 hours) on for the official BKG beta server. |
A player recently voiced their concern of how I haven't been working on single player recently, I wanted to address that openly a bit. I am planning to continue working on multiplayer for the next two weeks, to try and get it as stable as possible for Christmas. If things go well I will add the multiplayer tags and information to the Steam store page. Single player development, which will from then on include multiplayer development as one, will continue as normal after that. |
It's been less than two weeks since our last live patch, so there's not a ton of new "content" in this patch, but there is a whole ton of fixes, mostly multiplayer, which is still very much a work in progress, and actually afflicted with two pretty serious bugs right now. I will be setting out to fix those right after this! |
This patch is still largely focused on multiplayer though I didn't quite get to finish two major things that I'm working on, mostly the way that map and resource data are transferred to clients. |
Recently I patched into the beta our first original piece of music, made by the duo known as Pixel Noise. You can take a listen to it and read a bit about what they had to say about the track and their vision for future works in regards to Solace Crafting on our Patreon page: |
There was a problem causing the official dedicated server to not save the world files properly resulting in a world wipe with each restart, though client (player) data was saving properly. I have fixed this so buildings and solaces should save and reload properly, though last night's shenanigans were not saved and have been wiped once more unfortunately. |
With the recent update of some of the networking tools I use there was a couple of new bugs making multiplayer unplayable. I fixed a number of them and improved a couple other problems with multiplayer and am going to take a look at some more of the reported problems over the next few days to try and get multiplayer to a more stable situation. |
This patch includes our first original background music track thanks to the two very friendly guys known as Pixel Noise, who found me back when I was just getting started. I want to write more about it and them on Patreon tomorrow, but wanted to first get the track in-game so that beta testers can give it a listen in-game before we share it online. |
A variety of requests from the community, we now have sleeping in beds to "skip" the night, I've increased daylight hours from 6-18(6PM) to 6-20, and we can now farm in planters. Planters not only remove the need to terraform for soil tilling, but allow farming indoors as well as in caves. To go with this you can now gather spores from mushrooms to farm mushrooms for healing potions. I hope to upgrade all farming related systems to make use of tier based soil when we get to cooking which will be adding a variety of new resources. |
I've added a fade out and in effect for sleeping as well as finished upgrading plants and town harvesters so that they will properly calculate for the time that passes, along with a number of bug fixes. |
Beds now offer the ability to sleep in them at night. Night is considered 20 to 5:30, with the sunrise and sunset now being at 6 and 20 instead of 6 and 18. This is still a work in progress in that it just *blips* to the next morning, when preferrably it would do a minor fade out fade in sequence. It also will skip the time as far as farming and town harvesting is concerned instead of properly calculating how long you slept and figuring out what should have been done during that time, which I will add in the next patch. |
Fixed some small bugs with last nights patch. Some reports of watering can problems. If still present, I will check it out! |
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This patch upgrades the game engine to Unity 2018.4.12 which provides some small performance improvements and hopefully fixes the wandering mouse problems on Linux. I've also upgraded a couple of major tools that I use, Mirror for networking, and UMA for avatars. There was a growing problem of the character creator taking a long time to either load or switch avatar sexes. The upgrade did not fix it, but I was able to track down the problem and fix it. |
Temperature is a bit of a fussy subject in game design. As I see it the ultimate goal of any game design is: fun! Which is a complicated subject, too easy is no fun, hyper-realistic if often no fun at all, and so on. Temperature systems are usually added for a bit realism and a bit of progression, but usually end up doing one or two things that I don't like: |
Coal mines, limestone quarries, and enchanted stones have been in-game for a while offering special resources that can only be acquired through towns. This patch adds 3 more town encounters: spider nest (just in time for Halloween!), hornet nest, and scale bug nest, each with it's own specific resource. Each encounter is set in a different biome except for limestone and scale bug nests which are both found in the desert/badlands. This is partly because I hope to add biome specific recipes to town crafters in future updates, giving reason to have at least an outpost in each biome. There are no giant spiders or bugs guarding the nests yet, but I think that would be a fair addition in the near future. |
I've pushed 0.6.0.2 to the live branch ahead of schedule to clear up some bugs that were found in 0.5.6.15 before proceeding deeper into 0.6. |
I've had 2-3 reports over the years of input problems, not being able to jump or mouse sensitivity changing either when inside or when outside of caves. There's nothing particular in the code that should have either of these effects, but these kinds of things happen when you're playing a game on thousands of different computers. I've added a simple input monitor under the F5 key in hopes it can help me track down the cause of the no jump bug a couple have experienced, as even with their saved games I was not able to reproduce the problem on my computer to try and look closer at it. |
This patch brings a new property to items: "material". "Metal Gauntlets" are now just "Gauntlets" and can be made from either Iron or Steel. New resources to back this system up include Silken Thread, Waxed Leather, Steel, and Hardened Lumber, as well as four new resources to craft them with. |
This patch pushes the most recent changes on the beta branch to the live default branch. Building "free" placement mode is definitely the biggest change, giving players the ability to move building pieces freely in 3 dimensions as well as rotate them freely on all 3 axis. During "free" placement mode buildings will not attempt collision checks so they can be positioned intersecting with one another to create asymmetrical designs. |
This patch adds in 9 'color presets' to the crafting window allowing you to save and reuse colors for crafting armor. It also adds RGB value inputs to the interface similar to the storage chest and sign rename interfaces. I also added a color picker to that facility rename interface. |
This update primarily enlarges and improves the solace interface, removing some outdated solace upgrades. |
I had to take a sick day today, but there were a couple one-liner bugs causing problems I was able to patch up. |
Wrapping up the recent set of town upgrades, I consolidated a lot of data and variables into better packages and added a lot more size/detail to the town and building interfaces. You can now shift-click/ctrl-click/shift-ctrl-click resources slots in the storehouse to quick-move them back and forth between inventory and storage (it gives instructions now) and the maximum storage is now per resource instead of one total sum. |
There have been a lot of small bug reports the past week that honestly, I love! It's so helpful for me as a solo develeoper to get specific reports of "when I did this, this happened," so I can go straight to the problem and fix it. I believe that bug fixes deserve priority and I really appreciate all the posts over the past few days from everyone. |
There was a very nasty bug over the weekend emptying storage chests and facilities on the beta branch. I'm sorry I wasn't able to login Saturday/Sunday and catch the reports. This patch should stop the bug. |
I was out of town for a few days recently for a wedding and never really found a good time to make that clear here on Steam. Sorry for the late replies on the forums. There were a lot of small requests, and I have tried to address most of them in this patch. |
Custom town buildings, a feature that was temporarily turned off a while for improvement is now back on. This lets you create your own buildings to summon NPCs into rather than relying on the default plots. This feature is not yet available for all building types as the current method consists of summoning an NPC via the proper facility. Toolsmiths can be summoned from Smithing Stations, Fletchers can be summoned from Woodworking Stations, etc. |
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Hotfix v 0.5.5.6 has been pushed to the live branch. |
A number of small incomplete problems with the new swamp biome and different things like towns and the map interacting with it were found and fixed in this hotfix. If all goes well I will push this live tomorrow and start on the next chapter of crafting updates. |
This small patch fixes a couple of bugs that were spotted today. There are still a couple bugs with floating islands it looks like that I was unable to get to today, but should be able to wrap up tomorrow. |
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A number of small fixes prior to pushing this version to the live branch. Just to be safe I will push it to beta once more. If all goes well this version will go live tomorrow. |
5 new pieces of jewelry have been added to go along with the 5 new precious metals: copper, silver, gold, platinum, and iridium. |
Found a rare bug thanks to a report in Discord that I'm not waiting until Monday to fix! |
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The past few days I've been hard at work on upgrading the way that biomes are generated and handled. |
In preparation for more recipes and resources I have added 15 new equipment slots: jewelry (2 earrings, 1 necklace, and 2 rings), crafting clothes, and harvesting clothes. |
Sorry for the pause in development, but I'm back home after visiting my family overseas, and back on the job! |
Lots of new weapons and shields in this patch along with some fixes to the recent town additions. I have not had the time the past couple days to create unique icons for each of these new items and the new skills, so this will be added to beta for now, where it will have to sit for a while as I am going to be out of town until the 10th. |
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Mostly small bug fixes and a number of upgrades to multi-player connecting, pushed now live from the beta branch. Beta update soon to follow. The condensed patch notes since the last live patch are as follows: |
A feature intended to only affect multiplayer clients was messing with single player causing buildings to be displaced. They are not missing, they're just too far away to see or interact with. Implementing an auto-correct feature would be equally dangerous, and hopefully this has yet to affect too many people (beta only, only past 8km+) |
I started a survey last week that is still and will remain open for a while. If you didn't catch it last week you can fill out here: |
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Due to some extra information that was added to the base Item class for schematic support, item comparison checks were failing causing similar items to not stack properly. This patch addresses that. |
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It's Saturday! But, no rest for us indie devs! |
I've added a "Discord" button to the start menu that will open up a link to the official Solace Crafting Discord server. Also fixed a few things and added in a number of new "words" to the schematic prefix/suffix pools. |
Schematics, now dropping all over, enable the crafting of much stronger than usual equipment. The easiest way to understand them is to see them! |
Some more bug fixes before I push new content to beta! |
Another small patch to both live and beta to fix up some of the latest bugs. |
This patch fixes a bug with loading older saved games that was sometimes causing the town interface to lock up preventing building. |
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New buildings, town fixes, and crafter recipe fixes. |
I've added a new section to the item template system now allowing for anything to be "unlockable" via town buildings. In other words, Tailor I now has the Mage and Cleric armor sets available for purchase. I've tentatively set the price for the 8 armor sets at T1 Uncommon resources. These sets were actually already in-game as drops from champions, but there's nothing in-game that actually tells you that, so I wouldn't be surprised if not everyone knew that! |
WARNING: This patch has two important patch notes: |
I've upgraded a lot to do with towns over the past couple day, but still need to correct a few systems, namely resource scanning, before I can up a patch and so wanted to post a bit about it until then. |
A couple of minor yet very important upgrades to multiplayer adding the ability to lock both facilities and solaces. This means you can lock a chest full of items, a forge full of metal, and the solace leading to your base. A locked solace will not show up on the travel list for anyone but the owner. Note however that the owner of a structure can override locked facilities even if they do not own the facility. So placing and locking a chest in your friends house will still let them (and only them) access the chest. To make something completely private it needs to be on a structure you yourself own. |
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It's been a rough week between learning how to setup a Linux server from scratch and how Steam's server list registration works, but things are... mostly working now. Currently I've switched the dedicated server I'm hosting from the new California Linux server back to the Tokyo Windows server while I work out some Linux specific bugs, but the Tokyo server is registering fine with the Steam servers, and can now be connected via the in-game server list. |
The past few days I've successfully setup a much stronger dedicated Linux server, which is about half the cost of a windows server. After taking a poll in Discord, and reading up on the web, I've positioned the server in California, which is a little pricier than some places, but does offer the best "overall" ping. In the future of course I hope to run more servers in different locations. |
The very first problem we had last week was still a possibility if enough people were running around doing their own thing in different places as particularly monoliths and dropped items were still spawning universally, as well as facilities. This patch fixes that, so that everything is proximity based. |
I can't say thank you enough to everyone that takes the time to point out something that isn't working. It really makes my job so much easier when I can just go straight to a problem and get to fixing it instead of having to try and track them down one by one. |
The dedicated Tokyo server has been running non-stop, besides the last two patches, for two days now without any major problems! Still a lot of small things to repair, and of course a number of multi-player specific features that will need to be added. |
Multiplayer should be pretty solid with this patch. Still a number of things that need work, but nothing game breaking. I'm going to need to redesign the way buildings are handled in multiplayer as well, but I already have a good idea of how to go about it. |
Finally believe I've stomped the problem locking clients up when connecting to the server. Monsters and animals will now only be passed to a client within 150m of them. This will need to be tweaked and expanded to other systems, but is a big enough improvement that it should keep things running no problem. Sorry for the delay, and thank you to everyone on Discord helping me out! |
I've fixed a number of small problems with the dedicated server and client and am currently successfully connected to the Tokyo Server. |
Regarding Multiplayer |
Just wanted to chime in to say that I've been working on multiplayer again this week and it's going well. I took last week off with family for Spring break, or Golden Week as it's called here in Japan, so a bit of an abnormal gap between the last update has developed. |
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I was hoping to push the 0.4.5b patch live earlier in the week, but it turned out there were still a few unsolved problems. This should patch those up and be ready to go live. Still, it's always dangerous pushing something out onto Steam when I'm the only one that's actually play tested it, so I will push it to beta once more, and push it live after confirming that there are no serious problems. Sorry for the delay! |
There's one or two more problems I'm still trying to narrow down to surgically remove, but this is looking like a pretty solid build so far. If all goes well I will push it live tomorrow or Monday, as I tend to take Sunday off. Only 1 hour left until Sunday here in Japan! We're in the future! |
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I tend to make a lot of small patches which is great for keeping everyone up to date on what's happening. The past few days I've been working on a bit more heavy changes that still need a little time to hammer out. The good news is I've already boosted performance a fair amount and added in a number of user experience improvements. |
v 0.4.4k2 - 2019.04.03 |
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Upgrading Unity, which required me to update the majority of the tools that I use, brought in a lot more bugs than I initially noticed, and ended up having to spend quite a bit more time on get everything back in order. |
UPDATE: I've temporarily pushed beta back to v 0.4.4h until I can polish the latest version up more. There were more bugs brought in with the Unity upgrade than it seemed at first. |
I've added a quest journal this patch and all-round upgraded quest capabilities and management. |
Not finished today, but here are some bug fixes for those playing the beta right now. |
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Several small bug fixes thanks to reports on our discord server! More in the works. |
There were problems with saved games that had items with "old" enchants on them not loading properly with yesterdays patch, this patch shouldn't have that. I also fixed/improved a number of interface problems like descriptions and warnings that weren't yet working with the new recipes unlocks. |
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Today I upgraded the map to allow zooming in and out up to 300% and down to 33%. This makes is easier to pin point locations, see the bigger picture, and can also be clicked and dragged for more precise movement now. This required a number of improvements to the way it handles itself, during which I found and repaired a few bugs. To completely repair the resource scanning bugs you may need to revisit an area to allow it to regenerate and repopulate the system with it's data once more. |
v 0.4.4c2 - 2019.03.02 |
Fixed a few minor things, but most of all revamped loot generation as it was very possible to generate treasure chests with nothing in them! Loot will now roll out at least a minimum amount of items for encounters, champions, and heroes. |
This patch is intended as a hotfix for v 0.4.4a and will be pushed to the live branch shortly. Still, just to be safe I'll push it to beta first to make sure something strange doesn't pop up. |
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v 0.4.3h - 2019.02.27 |
There are still two minor cosmetic bugs that I'm aware of (it's very late) but all in all this is looking like a quite stable build. Hopefully I will be able to push this to the live branch tomorrow with only some minor changes. |
Posted a few "patch notes" already, but I didn't take the time to post pictures and explain things over the past few days, so here goes! |
Broke some things on beta last night trying to patch quick before bed. Sorry about that! This should fix the major problems with caves, and adds in cave hero mobs to the end of each cave system. |
v 0.4.3d - 2019.02.21 |
I have completed a mod template import system for enchants with this patch and added in several items to test both the enchant importing and item importing. Ice Golems will drop a Frozen Core at a 100% rate, and players now have the knowledge to craft a Frozen Box from 5 Frozen Cores under Alchemy/Consumables. A Frozen Box can then be used with the "Ice Damage" enchant, which is unexpectedly requiring chest armor, and only actually adds physical damage, but they're just for testing today. |
A few fixes for some of the new systems and changes. |
Several things are still in flux with this patch, namely monster naming and loot allocation, but there are quite a few changes so I wanted to get a patch up for our invaluable beta testers to play with! |
While upgrading cave generation to a deterministic system, partially for multiplayer support, I made a few improvements to them including adding a navmesh generation system so that monsters can now be added in. I also limited cave depth to a maximum of 20 caves, still quite large, which means there is now a known end to each cave. Along with this new location ripe for treasure and the new procedural towers screaming for more rewards I started working on more monsters and more loot. |
I have improved the procedural tower scripts quite a bit and added a variety of extra features. They now will attempt to generate doors to rooftops whenever possible, treasure chests will remain locked until their accompanying hero is defeated, heroes will not respawn after being defeated, and the tower in its entirety will be awarded to the player in the event of all monsters within being cleared. |
Now on beta, procedural towers! Currently they can go up to 50 rooms, with the rarity of treasure inside increasing the higher you go, all the way up to legendary if you can find a really big one! These bad boys are a bit empty at the moment, but it's a great start. By empty I mean, I would like to add a lot more "clutter" as well as traps and hidden rooms, things like that. |
I was going to hold this round of patches off for beta but it ended up fixing enough problems that I turned off the new procedural towers, the main point of sending it to beta first later tonight, and am patching now! |
Fixes for a variety of bugs that were found over the weekend. |
Just a few fixes for bugs reported with the latest update. |
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I spent yesterday and today working on single player as there are a number of new features in the current beta that have not yet made their way to the live build such as stack splitting. When pushed this will upgrade the live version to the server-client framework, where, even in single player the code will be passed around as if the player is "hosting" a single player game. There were a number of changes that needed to happen to make this and multi-player possible, as well as a number of upgrades that made it it along the way. |
I've been working mostly on multi-player, but here are some updates that affect the single player beta as well. |
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This patch upgrades the single-player game mode to a self-contained server to mimic the server to client relation rather than maintain two completely different frameworks for single-player and multi-player. Single-player is forced in this patch so the "change" button next to single-player will not offer any other options. |
Happy New Year! |
For the duration of the Steam Winter Sale, Solace Crafting is 25% off! |
Just now I successfully tested connecting to a dedicated cloud server with my home computer as well as a friend's! Can't stop grinning! =D |
A few new features, and a few fixes while I continue development of multiplayer. |
A few fixes and upgrades to keep everyone from thinking I've forgotten about them! Best of all is the new stack button, a long requested feature. |
The beta branch which was on 0.3.3k has been patched up to 0.3.3l, while the live branch which was on 0.3.3j has also been patched up to 0.3.3l. |
Some bug fixes in-between my continuing work on Multiplayer. Note that this patch is "beta" but is available on all 3 platforms (Win32, Win64, Linux) as it is intended for a live patch. I will let it sit on beta for a day or two to be sure there are no unforeseen problems with it before pushing it live. |
Due largely to a nasty bug found in 0.3.3b, 0.3.3j has now been pushed to the live branch. This primarily brings in 2 new features, world creation settings, and multi-lingual support. |
This fixes the bug I posted about earlier today, as well as a couple other player reported problems. If all looks well I will push this version live tomorrow. |
Warning! |
Multi-lingual support has been furthered to include building and crafting. Three cheers and big thanks to those that have chimed in on Crowdin helping out with translations! If you've a moment to help correct any Google misses, please join us at: |
I spent most of today working on multiplayer! Wee! It's going to be a while until it's full fledged Solace Crafting Multiplayer, but hopefully I will be able to do a limited test server sometime next week or so. |
Warning to beta players! |
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I've been working on multi-lingual support for a few days now and it is working well. There's a fair amount of "manual labor" left to do, but once one language works any language will work. |
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I've added 37 new commands to the console to tweak game world settings. I am almost done with a visual interface for them as well. Some more severe commands (not included yet) will only be able to be applied via the start menu interface when creating a new world. This is not a complete list of planned settings, though please let me know if there's something you'd be interested in. |
A number a balance changes and a couple of small fixes. |
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Added in three new crafting auras: damage, speed, and armor. They go up to 10% increase at level 5, and will show their benefits as a separate stat row during crafting. |
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A quick fix for a couple of reported problems. |
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Due to a number of small problems there have been a number of large problems for a handful of players over the past week or two. I implemented several safeguards against data loss, but had sort of a eureka / duhh moment today and have implemented a better safeguard for most cases. Problems and bugs can still happen, but this should localize them to their own business instead of making a broken bed sending everything into chaos. |
More bug fixes for the weekend. |
Some more bug fixes. |
Some quick fixes. I should be able to get more out later today. |
A variety of decorations have been added in this patch including carpets, a chair, tables, and some things. None of them are functional yet, for example you can't sit in the chair, yet. |
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Patching in a couple small fixes early in the day before moving on to bigger things. |
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Towns are intended to provide many benefits during our adventures such as: unlocking new recipes, providing stat boosting hot stew, remedying powerful ailments, and awarding us important quests. It is from here our story and class quests will begin eventually leading us even to other dimensions, where setting up a safe haven will be even more important compared to the quite placid world we start out in. |
Quick fix for a possible game breaker and a small bug. |
Just a few bug fixes today for the latest version. |
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There are a number of minor bugs on the beta, but this one was major so I'm patching it right away. |
This patch brings in fluids and fluid containers, specifically water and buckets. There is no well yet, so you have to actually go to water to get water, for now only used for farming. It's much more of a nuisance that just unlimited water from your watering can, but this is just a step. Once wells are in you won't have to teleport around with buckets in your inventory to keep up a large sized farm. |
This patch mainly upgrades farming with a "get seeds" button for all vegetables. One vegetable gives one set of seeds, which grows into three vegetables. |
Two "major" things added with this patch. |
I made a mistake in last night's patch that I need to explain a bit so players on the beta branch can understand what kinds of problems it might bring up even after fixing it. |
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I ended up turning off most of the recently added multi-threaded/coroutine functions intended to improve terrain generation speed. They were causing more problems than good. |
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Though sometimes it would be nice to start things over from scratch if we had all the time, patience, and stamina in the world, that's rarely possible! One of the lingering internal problems, or rather shortcomings, of Solace Crafting has been upgraded with this patch. Multi-threading is still turned off as it needs it own array of tests, but all runtime save data is now completely controlled in memory, making it entirely safe for multi-threading. |
I started upgrading several areas of performance with beta v 0.3.0c though was honestly trying to do the bare minimum amount of changes mostly for time constraint reasons. All in all that caused more harm than good and the current beta build is quite unstable. |
I've reduced the spikes that occur during terrain generation a bit with this patch. To get more in depth I would need to enfore a world wipe and nobody likes that =] It'll have to happen someday. We'll get some more things in before then though. |
I added in a number of new enchants and herbs for their recipes today. There are a few problems that I will be fixing up tomorrow, like, they don't have icons for the inventory, they're using a silly shader that isn't accepting shadows, and midnights touch doesn't seem to be rotating properly to fit cave walls. The run speed enchant as well as the luck enchants will not yet work either, though you can go ahead and enchant them getting ready for tomorrow if you like. |
Now pushing 0.3.0a to the live and beta branches, along with another small fix. |
Upgrading Unity is always a risky operation and there were some left over bugs brought up by players in yesterdays patch. This should fix those I'm aware of, specifically the cursor not locking properly which is a really big problem in windowed mode. |
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Some minor improvements and bug fixes before pushing 0.2.2 to the live branch. Thank you everyone for the bug reports and feedback! |
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This patch most notably changes tool and resource toughness math. The Strong harvest skills now do more damage per level, but they take up 1 point that would otherwise be spent on basic harvesting strength. This is however now easily counteracted with harvesting enchants. There will probably need to be some tweaking over time, but with the new harvesting enchants I don't think we'll be seeing any problems at higher levels. |
v 0.2.2f3 - 2018.08.12 |
Apparently Unity 2018 does not automatically remove spaces from the executable file name making the new executable "Solace Crafting.exe" while Steam has been told it is "SolaceCrafting.exe" as Unity 2017 would remove the space. This caused Steam to return a "missing executable" error. I have renamed the file and data folder to fix this and will fix the Steam command with the next live branch update. |
Please backup any worlds you are planning to play, if there's anything in them you can't afford to lose. There may be a rare bug causing terrain files to be overwritten improperly I will be looking into tomorrow. |
Back from my short overseas excursion with some fixes. Before I update to a newer version of Unity, always a dangerous operation, I'm going to push what I've got in so far today. This will correct a number of bugs with the cave generation/management system currently on the beta build. Why upgrade? Increased performance and engine bug fixes aside, there are some tools that I want to make use of that don't work with the older version I'm still working with. |
Seems to be some infrequent bugs with caves in Steam that aren't in Unity, more so with some than others. I've added some simple console outputs that should say "Going underground" "Generating cave #4 for terrain 25, 12" etc. Unfotunately I'm heading out now and can't test this further on my own. Best wishes to everyone while I'm away! |