The summer survey results were quite clear, people love to craft! So that's what I've been focusing on and this update has a lot of new content for non-beta players.
There are a total of 34 new weapons and shields to be found on the skills trees and crafting NPCs, as well as 3 new types of jewelry with 5 new jewelry slots to equip them in, each able to be crafted from any of the 5 new precious metals. These first 15 Jewelry recipes do not have stats of their own, but do provide extra slots for enchanting. Slots for crafting and harvesting clothes have also been added, though the recipes for which are still being worked on.
Town NPC had been turned off for some upgrades, and were sorely missed. Now back in-game, there's still a lot more planned for them and their buildings, including a system to allow the building of custom structures to summon villagers into, as well as a way to connect villagers from one town to another.
Enchanted Stones are in with this patch and are the third "Town Encounter" along with Coal Mines and Limestone Quarries. Unfortunately this system is not entirely obvious in-game yet, and we get a lot of questions about it in Discord. I will definitely work to try and make how these things work more apparent in-game, but in short they are called "Town Encounters" because you need to build up a town nearby them to make use of them. A Miner can mine coal from a Coal Mine, and so forth. These then allow you to upgrade your towns and town buildings further with the higher "tech" building resources they are used to make.
The next major update with this patch has to do with biomes. The new swamp biome is in with a new resource (silver), but the entire biome generation system has been upgraded to make way for many more biomes to be added along with future updates. This new system makes it possible to specify the minimum and/or maximum level of certain biomes, or even to specify certain locations with specific biomes. Using this the starting area is now specifically set to the grass biome with the nearest neighbors being set to desert, mountain, and ocean. Meaning you will need to travel at least 8km to reach beyond these four starter biomes before you have a chance to run into any swamp or other biomes added in the future.
Because of these changes old saved games will need to be updated. The upgrade system is an imperfect tool but the alternative is to force everyone to start a new world, which I have tried to avoid from day one. You may end up with some buildings in weird places as they try and adjust their positioning to the new biomes, but it's still better than just wiping everything clean.
Thank you to everyone participating in Early Access, all our active members in Discord, and especially to our supporters on Patreon! I have some ideas for making Patreon more engaging we've been talking about on Discord I hope to reveal very soon.
Lots more in the works with storage and organization, crafting clothes, tools, facilities, solaces, and more!
The condensed patch notes are as follows:
Crafting
- Added 34 new weapons/shields learnable via town crafters and crafting skill trees
- Added 12 new crafting skills (stats/icons are a wip)
- Added Copper, Silver, Gold, Platinum, and Iridium and their ores (only copper (caves) and silver (swamps) can be found so far)
- Added Earrings, Necklaces, and Rings, for each of the new precious metal types
- Increased minimum armor of non-simple armor to 1
Towns
- Town NPCs are spawning again
- Added Enchanter I - IV (WIP)
- Added Enchanted Stone town resource to mountain biome
- Added Magical Siphon and Siphoner town buildings to Magical Essence gathering from enchanted stones
- Changed town building snapping to step 1m at a time instead of 3m
General
- Added swamp biome
- Changed desert biome topography, rocks, and added circling vultures (just an effect, don't try to build a giant tower to catch them)
- Changed biomes to generate in 8x8 chunks with 2km blending somewhere within the 6km of the south and eastern edges
- Added defense and offense ratings to adventuring stats
- Changed the player icon on the map to display player direction
- Added the ability to turn with the keyboard (default Q & E) while the map is open
- Added harvesting clothes, crafting clothes, and jewelry equipment slots (WIP)
- Added crafting professions stats window
- Changed two-handed weapons to apply double the speed reduction from any applicable crafting skills
- Changed all terraforming changes to be slightly lower than listed to keep buildings from sometimes spawning a millimeter beneath flat ground
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!
[ 2019-09-10 14:30:49 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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