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This patch brings the current live branch up to pace with beta along with today's most recent changes. There may be some new small bugs I admit, I changed quite a bit of code regarding harvesting, and am heading to bed for 8 hours after I post this. But if there are any new bugs they should be small and I should be able to patch them up first thing in the morning. Long story short, I want to get the live branch caught up with the current changes to beta before the Steam seasonal sales start up as there are some pretty obvious improvements to performance. I also recorded a short video today detailing what I've been up to the past few days and where I'm taking all of this (testing new cam/mic... don't think I'll be using them): [previewyoutube=64EiNeUwukk;leftthumb][/previewyoutube] Basically, there are still some client side optimizations that I'm working on, but there are also a variety of developer side upgrades that I'm working on while I move towards adding new items and recipes in. With this most recent patch I've rewired the HarvestableObject class that used to be spread out to HarvestableTree, HarvestableThis, HarvestableThat, etc., with lots of ifs ands and buts into a single smooth flowing script with exposed variables so I can setup each type of harvestable object as detailed as I like. While doing this I've added a number of new items such as feathers, fur, chitin, and others, which don't actually yet have icons for them so you will get a temporary question mark icon for some of the newer items, but again, I will link those up tomorrow. I'm simultaneously working on some monster AI updates to better control what they're capable of dropping and am looking forward to adding in a few new mobs this week as well. After cleaning up and improving the AI scripts a bit I'm hoping to add some basic skills like a snake bite or a fire ball, with the ultimate goal of adding more flavor to combat before proceeding forward with new types of encounters, locations, and monsters. Also, if there is an influx of new players on the BKG server it might crash as I have an ongoing theory there isn't enough RAM to support more than a couple players. If that proves to be the case, and it crashes this week, I will look into upgrading it. Condensed live patch notes: v 0.7.0.8 2020.11.25 - Upgraded pathfinding navmesh generation system to prevent a variety of pathing problems - Increased resource respawn check to collide with towns and encounter instead of just player buildings - Revamped all harvestable resources to a new system of management - Fixed object spawning giving priority to objects alphabetically (causing wolves to be rare for example) - Upgraded to Unity 2019.4.14 - Enabled incremental garbage collector - Disabled network object proximity checks for clients/single player - Added a random offset to network object proximity checks to keep them from happening all at once - Increased near and far terrain pixel error forgiveness considerably - Spred building loading out across frames - The default storehouse town building now uses an actual structure that can be modified after placing which allows for the placing of crate boxes to increase storage - Town "ranks" are now upgraded by a specific building for each rank - All town buildings can now be built custom and assigned with summoning circles - Facilities are no longer used to assign custom town buildings - Town population limits removed - Several new town buildings are still works in progress with no current functionality - Town buildings are now capable of requiring an amount of inspecific funiture - Town buildings are now capable of requiring specific pieces of furniture - Town buildings are now capable of requiring other town buildings built first - Structures now require a minimum number of building pieces to be assigned as custom town buildings Latest beta patch notes: v 0.7.0.8 2020.11.25 - Upgraded pathfinding navmesh generation system to prevent a variety of pathing problems - Increased resource respawn check to collide with towns and encounter instead of just player buildings - Revamped all harvestable resources to a new system of management - Fixed rain collision - Fixed some instances of building pieces colliding with acceptable pieces preventing building them - Fixed town hall not building - Fixed the anonymous error reporting toggle in the main menu not loading the saved setting (though the setting was saving properly) - Fixed settings scrollbar on main menu settings not working - Fixed the current resolution text not updating after changing resolutions - Fixed a multi-player specific error related to swamp mushrooms You may need to restart Steam for the update to begin. Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Take the Solace Crafting Fall Survey 2020 Check out the bug / suggestion tracker
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