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Hotfix v 0.4.1h

Fixes for a variety of bugs that were found over the weekend. Error Reporting Recently it was suggested that the anonymous error reporting Solace Crafting uses (a built-in service of Unity), was not being made clear enough, so I have made some changes in attempting to improve that. The reports are extremely useful to me and most of the fixes in today's patch were found in thanks to that system. Just to be clear, reports are only sent if something goes wrong, and they do not contain any personal information like IP addresses or Steam account information.The option to turn error reporting off was added to the in-game settings back in the Spring of 2018, shortly after the system was turned on, and now also exists in the start menu settings. A warning that the system exists and is on by default will now appear the first time Solace Crafting is run on any machine/user account. Procedural Dungeons Over the weekend I built a robust "dungeon" generation system that can create deterministic (purely seed based) towers and complexes of any size. This is intended to replace the current towers, a static design, with procedural vertical dungeons full of monsters, traps, and treasure. The current system is only using placeholders, but windows, balconies, special room types, monsters, decorations, and anything else can be brought into the generation.
One of the problems with multi-player than I ran into was how to go about recreating caves on client machines. Currently the cave generation system uses a lot of random numbers to create an organic feel. Unfortunately those random numbers cannot be reproduced and need to be saved, meaning the cave layout would need to be sent to each client in it's entirety after the server generates it. The seed based approach I've built the procedural dungeon generator to use creates absolutely everything, down to monster and torch placement using only a single integer. This way, only the integer and any changes (monsters defeated/etc) will need to be sent to clients for them to be able to reproduce the same dungeon. I will very shortly be "upgrading" the cave generation to use a similar approach, have successfully added monsters to caves, and more! v 0.4.1h - 2019.01.28 - Added a warning to notify that anonymous error reporting is on by default when the application is loaded for the first time on any machine or user account - Added the option to toggle anonymous error reporting from the main menu settings - Improved tree collider and rarity particle field sizing, which includes cacti and fern - Increased ore and stone rarity particle field size - Removed the outdated "Summon Trainer" button from facility upgrades - Lumber can now be used in forges and campfires as fuel - Fixed some furniture throwing an error when "Place" was clicked - Fixed Mud Skin, Clarity, and Flame Glyph using energy instead of mana - Fixed Meteor, Comet, and Lightning Strike throwing errors - Fixed the "Split" button and input not always turning off when no items are selected - Fixed right-clicking with a stack selected attempting to add to it's original location instead of a new location - Fixed right-clicking a stack until empty not resetting the item details interface - Fixed crafting amount buttons throwing an error when no recipe is selected - Fixed a rare error when interacting with objects - Fixed a rare error when dropping items You may need to restart Steam for the update to begin. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!


[ 2019-01-28 04:07:55 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
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

Survival
Solace 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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