There are still a number of upgrades and improvements being made to the new town building functions, but there were a few bugs on the live branch that make it worth pushing this patch live even if it's imperfect. If there are any problems, please just let me know and I should be able to tidy them up within 24 hours.
Note that this will wipe town buildings, wells, and ground torches for players that have not been playing on beta but on the live (default) branch as changes had to be made to the way some things are saved and loaded.
I also added in a number of crafting skills for each profession, but have turned them off for this patch and will turn them on tomorrow with the next beta patch.
With a number of new town building types in and working, I can now add recipes for "purchase" to all professions. With the crafting skills I'm working on I can also now add them as unlocks for reaching certain levels in crafting professions, for example. I for one am looking forward to lots of new armor, weapon, and enchant sets.
I want to spend some time further upgrading multiplayer, and then hope to start working primarily on the new villagers systems next.
The condensed live patch notes are as follows:
v 0.5.2.4 2019.06.26
- Added bonus armor, speed, and damage as possible variables to item templates
- Harvester town buildings now generate per hour instead of per day
- Added "Open Journal" to keybindings
- Added the Limestone Quarry town encounter to the desert biome
- Added Recurve bow to the Fletcher (initial test)
- Added Limestone and Coal as items (to be mined via towns, WIP)
- Added Mason, Engineer, Arcanist, Arable Farmer, and Pastoral Farmer town buildings
- Town building deconstruction now refunds 100% of the costs of the most recent upgrade
- Player buildings and building upgrades now refund 100% of their cost
- Added crafter buildings: Tailor, Leatherworker, Armorsmith, Weaponsmith, Toolsmith, Woodworker, Fletcher, Artificer, Stoneworker
- Added unlockable recipes to tailor, leatherworker, and armorsmith
- Added carpenter building that crafts wooden construction supplies needed for Hamlet+ buildings
- Resource scanners are now craftable items that can be placed on ground or buildings
- Storehouses can no longer be deconstructed while other town buildings are present
- Solaces can no longer be deconstructed while town buildings are present
- Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches
- Changed the way that town buildings are saved, forcing a wipe of all town buildings
- Added town building placement obstruction and underground checks
- Initiating town building placement will now place the "dummy" 6m in front of players close to the ground
- Servers now properly updating their player count
- Server list temporarily not showing player count, ? instead, server details will show player count when selected
- Facility owners can now lock facilities they own preventing others from interacting with them
- Solaces can now be locked making them not show up for other players on the travel list
- Added an automatic unstuck attempt post teleportation if the player is found to be underground
The latest v0.5.2.4 patch notes are as follows:
v 0.5.2.4 2019.06.26
- Fixed limestone quarry and coal mine interfaces not refreshing their details
- Changed item template bonus armor and damage from a percentage increase to a flat integer
- Fixed storehouses overflowing past their storage limit
- Harvester town buildings now generate per hour instead of per day
- Fixed the crafter town building "crafting" button not working
- Interacting with a non-building material crafter town building will now go straight to upgrades
- Fixed construction supplies recipes secondary ingredients not remaining at tier 0 as they are intended to
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!
[ 2019-06-26 14:21:57 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
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