This patch is an accumulation of fixes that have been implemented on the beta branch over the past couple weeks. There are a few concerns I have related to problems Unity has been patching into their engine lately, but hopefully they won't affect many, and nobody very seriously. The problems in question have a patch from Unity scheduled for later in May, but I want to explain them clearly here should anyone run into them, and if they look to be causing more trouble than expected I will put forth the effort to roll Unity backwards to before the problems were occurring. I should also make it clear that I do not develop using "beta" releases of Unity, I only use the LTS (long-term service) releases that are supposed to be stable..
The biggest problem has been with caves locking certain computers up. I was able to narrow down the problem to an engine-side method related to shadows, and have subsequently added the option to disable shadows completely. If you run into caves locking up on you, please try turning shadows off before you enter, and I will update the engine as soon as the patch is released.
The second problem seems only related to certain Radeon graphics cards and has cause a big stir among the Unity community the past couple weeks. This can cause a "d3d11" and/or "vertexBuffer == NULL" error, the former of which can cause a crash. This too is said to be fixed in the patch due for a May 20th release, but again if it's causing frequent crashes for anyone I'll roll the engine back until I can confirm it's fixed.
Besides all that, a lot of the fixes in this patch are related to Multi-player, which I was hoping to let sit for a bit longer while I focused on getting 0.6.4 ready for beta, but there were some debilitating bugs making the game unplayable in certain situation. There's still a lot of small upgrades I now know will become important in time for multi-player performance, but 0.6.4 for improved world generation is also very important not just for single player but for multi-player as well.
This patch also includes the reskinned interface, and adds some small "feedback" sounds to a lot of the interface buttons. Fishing, a new music track, and sound effects for monsters and animals are also underway, some of which will be included in the first 0.6.4 patches.
Big thanks to everyone supporting development via Patreon!
Once again, please be safe, wash your hands, and stay positive!
v 0.6.3.23 2020.05.09
- Updated Unity to 2018.4.22
- Reskinned UI
- Added video setting options for anisotropic filtering and shadows
- Updated inventory, equipment, and wardrobe network synchronization methods
- Non-dedicated multiplayer hosts will now also output server logs
- Fixed large player buildings over 15kb in data not transferring properly across the network
- Fixed torches always turning off when clients connect to multi-player
- Fixed town buildings not placing properly past 8km for clients in multi-player
- Fixed shadow settings not saving between sessions
- Fixed returning to the main menu from in-game causing UI buttons to not respond
- Fixed the crafting interface not including crafting skills into equipment stat previews
- Fixed resource scanners not saving range properly
- Fixed ice spikes spell not working in caves
- Fixed some spells playing audio twice immediately
- Fixed town citizens sometimes not loading properly when loading into a cave beneath them
- Fixed summoning circles causing "unable to spawn" errors on multi-player clients
- Fixed a common server side RightClick on inventory slots bug
- Fixed a multi-player client split bug
- Fixed a multi-player client right-click into facility bug
- Fixed interacting with furniture in multi-player
- Fixed swamp animals spawning in the snow (and not in the swamp)
- Fixed multiplayer town data not compartmentalizing itself across networks
- Fixed the chat window minimize button going too far down
- Fixed ladder popup text and interaction
- Fixed containers dropped into tombstones upon death becoming unusable
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!
[ 2020-05-09 14:11:21 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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