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Beta v 0.5.2.3
This patch also adds signs to most town buildings, though I still want to give each building a more unique look as far as the shape and designs go. This also adds the "harvesting" tab to harvesters which will be used for more in the future, but for now allows quarriers to be assigned to local limestone quarries, and miners to local coal mines. Assigning a harvester to one of these resources is the only way to attain them.
Finishing up a rule-based addition to the terrain generation I started a while ago it's now possible to add encounters with a single line of code, as was the case with the new limestone quarry (once the extremely low quality model was finished, sorry it's not more interesting). Encounters can now be assigned to a specific biome, and as such coal mines are now only found in the mountains, including the snow biome, while limestone quarries can be found in the desert. Note that if playing on a old save, areas that you have previously visited may have saved coal mine or limestone quarry locations on the map that are no longer there (if they were in the wrong biome).
I've also finished upgrading a step forwards in equipment management that now allows a percentage of bonus armor, speed, and or damage, to different equipment recipes. For starters I have added an extra +10% armor to all of the recipes available for unlocking on the armor crafters, as well as a recurve bow recipe on the fletcher with +10% damage. Mostly for testing purposes at this point. If all goes well I will add a variety of recipes to all of the crafters locked behind increasingly higher levels of resources. Eventually we'll want to have enchanting recipes, armor sets, and much more available for research and unlocking at towns, and other town buildings not yet added. v 0.5.2.3 2019.06.24 - Added "Open Journal" to keybindings - Added the Limestone Quarry town encounter to the desert biome - Added Recurve bow to the Fletcher (initial test) - Quarriers can now be assigned to harvest from local limestone quarries - Miners can now be assigned to harvest from local coal mines - Recipes bought from town crafters now produce 10% extra armor or damage (initial test) - Upgraded town encounters to be biome specific (Coal Mines are mountain/snow) - Removed the leaves from the beach/underwater terrain texture - Fixed procedural towers setting their terrain location to 0,0 causing teleporting to solace place on cleared procedural towers to send the player to terrain 0, 0 - Fixed monster drops attempting to save with claimed procedural towers throwing errors after reloading - Fixed a bug making procedural towers spawn even when premade towers should be - Fixed the chat interface locking controls in certain cases - Fixed not being able to use Strong hit on "basic" cave resources (boulders/stalactites) - Fixed the Steam client attempting to restart when returning to the menu - Fixed UMA throwing an error in multiplayer - Fixed an error when receiving resource data for an already disabled terrain - Fixed town encounters shifting twice as much as they should on the map - Fixed an error that could spam per frame when a targetted solaces data can't be found - Fixed death and revive animations not always working in multiplayer You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
[ 2019-06-24 13:31:06 CET ] [ Original post ]
I'm working to stabilize the current beta build as much as possible while adding a few finishing touches to the new town features so that I can push a stable build live tomorrow. This patch addresses a number of small bugs and semi-rare problems.
Town Signs
This patch also adds signs to most town buildings, though I still want to give each building a more unique look as far as the shape and designs go. This also adds the "harvesting" tab to harvesters which will be used for more in the future, but for now allows quarriers to be assigned to local limestone quarries, and miners to local coal mines. Assigning a harvester to one of these resources is the only way to attain them.
Encounter Spawning
Finishing up a rule-based addition to the terrain generation I started a while ago it's now possible to add encounters with a single line of code, as was the case with the new limestone quarry (once the extremely low quality model was finished, sorry it's not more interesting). Encounters can now be assigned to a specific biome, and as such coal mines are now only found in the mountains, including the snow biome, while limestone quarries can be found in the desert. Note that if playing on a old save, areas that you have previously visited may have saved coal mine or limestone quarry locations on the map that are no longer there (if they were in the wrong biome).
Equipment Upgrades
I've also finished upgrading a step forwards in equipment management that now allows a percentage of bonus armor, speed, and or damage, to different equipment recipes. For starters I have added an extra +10% armor to all of the recipes available for unlocking on the armor crafters, as well as a recurve bow recipe on the fletcher with +10% damage. Mostly for testing purposes at this point. If all goes well I will add a variety of recipes to all of the crafters locked behind increasingly higher levels of resources. Eventually we'll want to have enchanting recipes, armor sets, and much more available for research and unlocking at towns, and other town buildings not yet added. v 0.5.2.3 2019.06.24 - Added "Open Journal" to keybindings - Added the Limestone Quarry town encounter to the desert biome - Added Recurve bow to the Fletcher (initial test) - Quarriers can now be assigned to harvest from local limestone quarries - Miners can now be assigned to harvest from local coal mines - Recipes bought from town crafters now produce 10% extra armor or damage (initial test) - Upgraded town encounters to be biome specific (Coal Mines are mountain/snow) - Removed the leaves from the beach/underwater terrain texture - Fixed procedural towers setting their terrain location to 0,0 causing teleporting to solace place on cleared procedural towers to send the player to terrain 0, 0 - Fixed monster drops attempting to save with claimed procedural towers throwing errors after reloading - Fixed a bug making procedural towers spawn even when premade towers should be - Fixed the chat interface locking controls in certain cases - Fixed not being able to use Strong hit on "basic" cave resources (boulders/stalactites) - Fixed the Steam client attempting to restart when returning to the menu - Fixed UMA throwing an error in multiplayer - Fixed an error when receiving resource data for an already disabled terrain - Fixed town encounters shifting twice as much as they should on the map - Fixed an error that could spam per frame when a targetted solaces data can't be found - Fixed death and revive animations not always working in multiplayer You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
[ 2019-06-24 13:31:06 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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