Schematics, now dropping all over, enable the crafting of much stronger than usual equipment. The easiest way to understand them is to see them!
Above is a very basic schematic. It's tier 0 meaning it was found within the first 5km of the starting area, and it's also quality 0 which is equivalent to "common". It has a prefix and a suffix though in actuality common and uncommon schematics will only drop with one or the other, though it makes the explanation easier to follow.
The first row of stats for the schematic is the bonus that the schematic itself applies to the equipment when crafted. Meaning this pair of leather gauntlets will have a bonus +2 levels of armor when compared to a normal pair of leather gauntlets. In other words even if you crafted them to be level 0, they would have the same armor as a pair of level 2 gauntlets.
The second row is awarded by the prefix "Lesser Sturdy" which doesn't roll of the tongue very well, the words are a work in progress. Lesser means the prefix itself is quality 1. Qualities being: minor, lesser, nothing (ie: just "Sturdy"), improved, and major. You can see the suffix, the third row, is +4 levels, because it is "Improved" or quality 3.
This schematic is the same schematic, but quality 3. Notice though the schematic bonus has improved, the word bonuses remain the same. This is because the schematic quality is independent of the word quality. Schematic quality is however the most important factor, as it is used to determine how many words there are (1-2), and what quality they are.
This schematic is the same schematic but from a T10 area (50-55km). The stats overall have gone up using a multiplier, meaning higher quality schematics and words are more affected by the tier than lower quality.
Notice that even this T10 Q3 schematic can still be crafted at level 0, tier 0, rarity 0. This is only a schematic and can still be customized just as with normal crafting recipes and enchanted as normal.
Schematic drop rates are (monsters/chests):
Quality 0: 5% common
Quality 1: 10% common, 10% uncommon (champions, monoliths, chests)
Quality 2: 20% uncommon, 20% rare, 9% elite, 1% legendary (heroes, chests)
Quality 3: 40% rare, 50% elite, 10% legendary (rare high tower chests)
Schematic word count rates are:
Common: 1
Uncommon: 1
Rare: 50% 1, 50% 2
Elite: 25% 1, 75% 2
Legendary: 2
Schematic word quality rates are:
Common: 90% minor, 10% lesser
Uncommon: 50% minor, 50% lesser
Rare: 10% minor, 40% lesser, 50% normal
Elite: 30% lesser, 30% normal, 40% improved
Legendary: 30% normal, 40% improved, 30% major
I don't have a ton of words in yet, but the system is completely modular and can be added to with ease. The data stored on schematics and items is also not hard numbers, but references, meaning any changes to the system will be reflected on anything already owned. This will also allow for players to tweak the settings once I make accessible command to do so with.
In time I hope to have set words, "unique" schematics, etc. Lot's of ways to expand on this and other upcoming systems!
v 0.5.3.0 2019.07.04
- Added crafting schematics as general drops to all monsters and chests
- Reset known enchants
- Enchanting point and spent points should now auto-correct themselves if they do no properly reflect how many enchants have been unlocked on the enchanting skill tree
- Fixed some resources not properly applying the resource multiplier settings
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!
[ 2019-07-04 12:55:00 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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