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Now live v 0.3.2
Farming brings in several new items: Hoe, Watering Can, Well, and seeds for most harvestable plant types. The process involves, flattening land using terraforming, tilling soil using a hoe, getting seeds from a wild plant, planting seeds in tilled soil, and watering them until they grow. One seed will yield 3 produce, while trees once grown can continue to produce fruit no matter how many times they are picked. Seeds will reduce their tier to match the soil they are planted in if planted in lower tier soil.
Two forms of containers are now available for crafting: Bag, and Bucket. Buckets, like watering cans can be used to hold and transport water. Currently buckets are bit useless but will be placeable in future updates. Bags can only store stackable items meaning no armor or weapons, facilities, things like that.
Enchanting and crafting interface now have "practice" buttons on them that allow increased experience gain for crafting without the production of an actual item or enchant. This allows you to level up for example tailoring without having to repeatedly create and destroy clothing just to level up.
Using a transmogrifier it is now possible to increase and decrease the rarity of resources. For example 1 elite resource can be reduced into 10 rare resources, or 10 rare resources can be increased into 1 elite resource. Next stop, Town improvements! I've already started working on gatherer NPCs actually gathering resources. After which will be crafting NPCs, guards, merchants, and a long list of Town and Solace improvements. Thank you again to everyone participating in Early Access, and I'm sorry I haven't done a better job of advertising Solace Crafting. Nevertheless my dedication has not faltered and I'm very excited to be moving forward with Town and Solace improvements, after which it's on to multiplayer!
Farming - Hoe added to Smithing -> Tools. Cannot be "equipped" but "used" from inventory (for now) - Use a hoe to till a flat section of land into farmable land - "Use" seeds to engage planting mode and plant them in tilled soil - Water soil to make plants grow, or wait for rain (water is free for now) - Vegetables will grow through germination -> vegetation -> maturity -> old, 900 seconds per stage - No penalty for "old" plants yet. - Water will dry up at 1 per 10 seconds - Plants will mature even when you are no where near them, though they can't yet understand if it's raining if you aren't near them enough for them to be loaded. - Added "Watering Can" under smithing -> tools - Added equipment slots for the hoe and watering can on the harvesting equipment tab - Added a "Till Soil" general skill for initiating tilling mode (recommend putting it on a hotbar somewhere) - Added all herbs and vegetables to farming except mushrooms - Midnight's Touch cannot be grown in any environment (yet) - Frozen Demise can only be grown above 1,475m - All other plants can only be grown between 800m and 1,475m (800m is sea level) - Pumpkins now spawn in the grass biome - Added "Well" under Masonry -> Facilities - Wells and ground torches can now only be placed on ground - You can now "Fill" fluid containers with water when standing near a well - Added lemon and orange seeds - Lemon and orange seeds can now be planted to grow lemon and orange trees - Trees take up one full plot per tree - Trees take longer to mature, but will regrow their fruit after it is picked Containers - Added a container: bag - Containers cannot be put inside other containers or storage devices - Added a fluid container: buckets - Watering Can is now also a fluid container - Watering soil will now require water in the watering can - You can transfer water between fluid containers by clicking to drag one and right-clicking it on another - Buckets and bags can now be placed in trashbins (even if they have things in them!) Crafting - Added "Practice" buttons to crafting and enchanting - Practice crafting will award 150% experience but no item - Practice enchanting will award 200% experience but will not enchant the item - Added tooltips to practice, craft, and enchant buttons that show how much exp will be awarded - The enchanting and building interfaces will now increase level/tier at +/- 100 when holding control+shift - Added "Transmogrifier" under Masonry -> Facilities - Crafting and enchanting ingredients can now be set to match recipe rarity or not. For example the rare version of the Melee Speed enchant now requires a rare Bear Fang, but only a common Frog's Tongue (which is an herb), because there are no rare Frog's Tongues. - Added a toggle next to "Practice" in the enchanting and crafting interfaces that automatically turns off every time you close the interface - Enchanting can now be practiced without adding an item to the table - Removed the category display on enchanting and crafting detail interfaces, widening the profession, level, and exp displays - Fixed a bug causing crafting and enchanting exp to level being higher than intended (This may cause one or more professions to level up) Harvesting - Added the ability to "auto-harvest" with control+interact. Looking away from the resource or pushing control+interact again will stop it. - Strong skills can be used without breaking auto-harvest - Turned off "huaa!" during vegetable and herb gathering - Animal specific drops (claws, etc) are now the same rarity as the animal - Added the ability to bind a key to Auto-Harvest (none by default) Building - Fixed structures not placing properly underground - The structure (start a new structure) interface now allows ctrl+shift for raising/lowering tier by the 100s - Stone and wood foundations (newly placed) will now clear grass (note that one grass patch is 8m^2) General - Fixed the radial menu not working in some instances (boats for one) - Added weather intensity controls in settings - Added weather collision quality controls in settings - Moved the console to be the first thing that loads when a game is started to better capture errors - Added an item selector (yellow border) to show which item's details are currently being displayed - Added an open container (orange border) to show which containers contents are currently being displayed - Fixed secondary weapon set adding stats when equipped You may need to restart Steam for the update to begin.
[ 2018-09-21 01:32:36 CET ] [ Original post ]
With v 0.3.2 several new features have been introduced each of which I will go over briefly. For a more complete explanation please read the condensed patch notes.
Farming
Farming brings in several new items: Hoe, Watering Can, Well, and seeds for most harvestable plant types. The process involves, flattening land using terraforming, tilling soil using a hoe, getting seeds from a wild plant, planting seeds in tilled soil, and watering them until they grow. One seed will yield 3 produce, while trees once grown can continue to produce fruit no matter how many times they are picked. Seeds will reduce their tier to match the soil they are planted in if planted in lower tier soil.
Containers
Two forms of containers are now available for crafting: Bag, and Bucket. Buckets, like watering cans can be used to hold and transport water. Currently buckets are bit useless but will be placeable in future updates. Bags can only store stackable items meaning no armor or weapons, facilities, things like that.
Practice
Enchanting and crafting interface now have "practice" buttons on them that allow increased experience gain for crafting without the production of an actual item or enchant. This allows you to level up for example tailoring without having to repeatedly create and destroy clothing just to level up.
Transmogrification
Using a transmogrifier it is now possible to increase and decrease the rarity of resources. For example 1 elite resource can be reduced into 10 rare resources, or 10 rare resources can be increased into 1 elite resource. Next stop, Town improvements! I've already started working on gatherer NPCs actually gathering resources. After which will be crafting NPCs, guards, merchants, and a long list of Town and Solace improvements. Thank you again to everyone participating in Early Access, and I'm sorry I haven't done a better job of advertising Solace Crafting. Nevertheless my dedication has not faltered and I'm very excited to be moving forward with Town and Solace improvements, after which it's on to multiplayer!
Condensed Patch Notes v 0.3.1a - 0.3.2
Farming - Hoe added to Smithing -> Tools. Cannot be "equipped" but "used" from inventory (for now) - Use a hoe to till a flat section of land into farmable land - "Use" seeds to engage planting mode and plant them in tilled soil - Water soil to make plants grow, or wait for rain (water is free for now) - Vegetables will grow through germination -> vegetation -> maturity -> old, 900 seconds per stage - No penalty for "old" plants yet. - Water will dry up at 1 per 10 seconds - Plants will mature even when you are no where near them, though they can't yet understand if it's raining if you aren't near them enough for them to be loaded. - Added "Watering Can" under smithing -> tools - Added equipment slots for the hoe and watering can on the harvesting equipment tab - Added a "Till Soil" general skill for initiating tilling mode (recommend putting it on a hotbar somewhere) - Added all herbs and vegetables to farming except mushrooms - Midnight's Touch cannot be grown in any environment (yet) - Frozen Demise can only be grown above 1,475m - All other plants can only be grown between 800m and 1,475m (800m is sea level) - Pumpkins now spawn in the grass biome - Added "Well" under Masonry -> Facilities - Wells and ground torches can now only be placed on ground - You can now "Fill" fluid containers with water when standing near a well - Added lemon and orange seeds - Lemon and orange seeds can now be planted to grow lemon and orange trees - Trees take up one full plot per tree - Trees take longer to mature, but will regrow their fruit after it is picked Containers - Added a container: bag - Containers cannot be put inside other containers or storage devices - Added a fluid container: buckets - Watering Can is now also a fluid container - Watering soil will now require water in the watering can - You can transfer water between fluid containers by clicking to drag one and right-clicking it on another - Buckets and bags can now be placed in trashbins (even if they have things in them!) Crafting - Added "Practice" buttons to crafting and enchanting - Practice crafting will award 150% experience but no item - Practice enchanting will award 200% experience but will not enchant the item - Added tooltips to practice, craft, and enchant buttons that show how much exp will be awarded - The enchanting and building interfaces will now increase level/tier at +/- 100 when holding control+shift - Added "Transmogrifier" under Masonry -> Facilities - Crafting and enchanting ingredients can now be set to match recipe rarity or not. For example the rare version of the Melee Speed enchant now requires a rare Bear Fang, but only a common Frog's Tongue (which is an herb), because there are no rare Frog's Tongues. - Added a toggle next to "Practice" in the enchanting and crafting interfaces that automatically turns off every time you close the interface - Enchanting can now be practiced without adding an item to the table - Removed the category display on enchanting and crafting detail interfaces, widening the profession, level, and exp displays - Fixed a bug causing crafting and enchanting exp to level being higher than intended (This may cause one or more professions to level up) Harvesting - Added the ability to "auto-harvest" with control+interact. Looking away from the resource or pushing control+interact again will stop it. - Strong skills can be used without breaking auto-harvest - Turned off "huaa!" during vegetable and herb gathering - Animal specific drops (claws, etc) are now the same rarity as the animal - Added the ability to bind a key to Auto-Harvest (none by default) Building - Fixed structures not placing properly underground - The structure (start a new structure) interface now allows ctrl+shift for raising/lowering tier by the 100s - Stone and wood foundations (newly placed) will now clear grass (note that one grass patch is 8m^2) General - Fixed the radial menu not working in some instances (boats for one) - Added weather intensity controls in settings - Added weather collision quality controls in settings - Moved the console to be the first thing that loads when a game is started to better capture errors - Added an item selector (yellow border) to show which item's details are currently being displayed - Added an open container (orange border) to show which containers contents are currently being displayed - Fixed secondary weapon set adding stats when equipped You may need to restart Steam for the update to begin.
[ 2018-09-21 01:32:36 CET ] [ Original post ]
Solace Crafting
Big Kitty Games
Developer
Big Kitty Games
Publisher
2018-01-16
Release
Game News Posts:
416
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(776 reviews)
The Game includes VR Support
Public Linux Depots:
- Solace Crafting Linux [2.77 G]
Background
My name is Kyle Postlewait (35) and I got into game development years ago because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is NEVER ABANDONED. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability, and maintain all intellectual rights, never selling power to sponsors, publishers, or anything that could endanger continued development.
Early access ends when there is enough content to constitute selling the game without the above warning. Even after we leave early access the game will continue to be improved and expanded on, and has a long list of planned features post early access including other dimensions and multiplayer.
All features listed on this page are undergoing constant improvement and are subject to change.
Short description
Solace Crafting is a crafting and building heavy survival RPG focused around player crafting, building towns, and summoning NPC townspeople. With an open class system, open-recipe crafting, customizable enchanting, modular building, defensive structures, town management, distance-based difficulty, and an infinite game world, players are free to move and level at their own pace. With an uncapped leveling system you can try to push further than anyone ever has. You can try and make the ultimate sword, staff, or anything, thanks to complete control over all recipe settings. Build massive towns full of NPCs not limited by physics-based construction. Seek out rare enchants and exotic resources.About the game
SurvivalSolace Crafting starts out much like similar survival games: you need to make clothes to avoid freezing to death, you need to find food to keep from starving to death, and you should build shelter from the dangers of nightfall.
Crafting
Once you are surviving it's time to evolve. Build resource processing and crafting facilities to create improved weapons and armor. Leveling up your professions levels up your recipes and allows you to unlock new recipes and crafting abilities. Our crafting system is quite unique, allowing even the creation of custom sets. I definitely recommend you watch the getting started video available above.
Role-Playing Game
Once you're armed and ready it's time to push back against evil and it's minions. Level-up and develop your character using an open-class system of evolving skill trees. Mix melee, ranged, magic, and heals however you like. Skills are being designed with fun and visual uniqueness in mind, not minimalism and strict balance.
Solace Crafting
Crafting and placing a solace will allow you to instantly return to it from any other solace in the world, letting you create your own points of interest. Be careful though as the further you travel in any direction, the more difficult everything becomes. In order to level up a solace you'll have to defend it from waves of attackers that will try and stop the procedure. Build static defenses to help protect your solaces during upgrades.
Town Management
An upgraded solace allows you to summon townspeople. In order to summon higher level NPCs you'll need to push deeper into the wild, setting up towns of various sizes as you go.
Astral Travel (not yet under development)
When the time is right you will find your way to the Elemental Planes. Most heavily affected by the infectious anger and hatred, these have becomes dimensions of extreme danger, both environmental and sentient. You must find out where the hatred stems from and find a way to put an end to it once and for all. The Elemental Planes are also the birthplace of all resources mundane and exotic alike. Only here will you find the purest, most powerful resources for crafting and enchanting equipment worthy of a hero.
Developed by a gamer
I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:- No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
- No metered progression
- Level any and all professions freely, no arbitrary caps
- Minimal sub-ingredients, minimal crafting and refining timers
- Completely open, point and level based branching skill trees
- Multiple, incremental skill points every level
- Classic roles, not forced balance. Some classes may be harder than others.
- Unlimited player levels
- Completely open physics-based world, no off-limits
- No "realistic" building physics that destroy everything
- Unlimited access to parallel realities (alternate seeds)
- Shape and color your avatars freely instead of using preset races
- Allow alternate characters in the same world
I know how to, and will accomplish everything written here. It's only a matter of time. If the game sells I can hire help with what I'm bad at and focus on what I'm good at.
I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!
Multiplayer, and all of its many features will absolutely be implemented when a much more content rich single player experience has been achieved. Multiplayer like single-player will be PvE oriented and grief prevention/anti-cheat will always take top priority. Turning single-player towns into multiplayer guildhalls complete with defense quests and special achievements is something I very much look forward to, and have quite a few plans for.
Unix and Mac support will be tested and released soon.
The best is yet to come!
MINIMAL SETUP
- OS: Ubuntu 12.04+
- Processor: Dual Core 3 ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 680
- Storage: 8 GB available space
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