This patch brings in a number of new features including tutorials, coal mines, and the enchanting recipe tree. It also adds a few visual improvements such as GPU instanced grass and anti-tiling shaders for distant terrains. But more importantly than anything, bug fixes! There was a lot of small polish that went into the more recent patches that should clear up a lot of small errors both old and new.
One big change was an upgrade to the Unity engine. We went from 2018.2.2 to 2018.3.9. This meant a lot of new systems and changes to code that should produce a slight improvement in performance for everyone. It's always an arduous task to upgrade a project to a new Unity version, but cursor lock was completely broken in the version we were using and it was causing a lot of player headaches. This should fix that once and for all. Note that the mouse is still not confined to the window when the cursor is enabled, for example when looking at the menu or inventory. If an option for enabling cursor confinement is needed I can certainly add one in!
The tutorials that have been added in required a quest system to be built from scratch, and so I created one with, as usual, modding in mind. In the future it will be possible to add quests into the game without too much effort, though a system of quest givers has yet to be added, so we're not quite ready for that.
Building snapping was a favorite addition among many players that allows building and pre-made structures to be placed "snapped" to a world grid, so that other buildings and structure can be placed in perfect alignment.
Coal mines have also been added in, though their true purpose is still just around the corner as I move on to adding more crafting progression content to open up the next phase of adventuring progression!
As always a huge thanks to everyone suffering through my mistakes and mishaps on the beta branch, all while diligently reporting bugs. And to everyone in general joining us in open-beta!
Note that this patch will require you to "update" older saved games via the update button on them. This will reset map data, encounters, and resources, and will attempt to reposition buildings if the area they are in has changed due to changes in world generation. This may also cause a solace inside of a cave to end up in a void of empty space due to changes in cave generation. It's best to start a new world, but the update option is there so no one is forced to wipe their world and start over from scratch.
The condensed patch notes are as follows:
v 0.4.5c3 - 2019.04.18
Quests
- Added a quest journal via the J key (not built-in to key binding menu yet)
- Added a branching series of tutorial quests
Building
- Control keys can now be used to "snap" buildings and facilities positions to a 1 per meter grid
- Control will also "snap" rotation of facilities and town buildings to the nearest multiple of 22.5 degrees
Enchanting
- Enchants are now unlocked via skill points rewarded for leveling enchanting
- Added minor and major versions of attribute enchants
Map
- Map markers are now stored in a specific compact format, rather than attempting to make use of resource and encounter data
- Resource scanning (and all map markers) can now display from all known terrain, not only those loaded during the current session
- Added "Town Encounter" and "Small Encounter" toggles to the map
- Added coal mines and monoliths to the map
Environment
- Added GPU instanced grass and settings under the in-game video settings
- Grass will now automatically be removed beneath foundations (not around them)
- Reduced smoothness of most terrain textures
- Trees no long use the "forest" method of simulated placement, now using perlin noise
- Improved distant terrain texturing
Towns
- Harvester NPCs can now be summoned from the facilities if they are in a closed room and certain building and furniture requirements are met (WIP)
- Towns now know what biome they are in
- Town Crafters now require 50 metal and 50 of the resource they specialize in to construct
General
- Upgraded Unity to 2018.3.9 (Fixes cursor lock problems)
- Added an animation toggle to the character creation screen
- Added a music toggle to the character creation screen
- Added a tooltip system, currently only used on the facility upgrade screen
- Having less than 10 hydration now makes you thirsty, stopping energy and mana regeneration
- Having less than 10 fullness now make you hungry, stopping health regeneration
- Hunger, Starvation, Thirsty, and Dehydration, will now display effect icons in the upper right
- Added Light as a player stat, increased via enchanting, that increases the range and intensity of the player's illumination
- Skill tiers not yet unlocked for purchase are now greyed out
- Crafting and building can now pull resources from bags in your inventory
- Added ragdoll to crystal and obsidian golems after death
- Added "final" stats in parenthesis next to the base numbers in skill detail windows that factor in player attributes and equipment (where applicable)
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!
[ 2019-04-18 07:13:34 CET ] [ Original post ]
🕹️ Partial Controller Support
- 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!
- 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
[ 6089 ]
[ 3241 ]