Yesterday I patched in 21 new items, consolidated a number of overly specific drops into more generic forms, and removed a couple of unused drops that have been lingering around for a while. Most of the new drops come directly from the now six types of world encounters: Caves, Goblin Dungeons, Undead Dungeons, Lava Caves, Water Caves, and Floating Islands. Each encounter has two unique monsters along with a unique "boss" or rare monster.
It also introduced a new material "Mirrenium," which has thread, leather, metal, lumber, and stone versions. The recipes for these are a little special and so a little off right now, I should be able to fix that up tomorrow though.
This patch introduces 31 new enchants, all available for purchase on the Enchanter, one of the highest tier town buildings. I still want to improve the current interface used for unlocking things from townspeople, and the new enchants do not yet today have icons to represent them. It's getting late though and I wanted to get this up as is, and can definitely get in icons for the new enchants tomorrow.
I also want to change the current unlock costs that exist in a number of different spots where they may for example ask for a "T1 diamond," which is frustrating when you've got a bucket full of T5 diamonds, but no T1 diamonds. I think it's fair to just have the costs be something like "T1+" meaning anything at least T1 or better, but I also don't want to have such systems automatically eat up whatever is in your inventory. For example if you only have a T10 Legendary Diamond in a bag in your inventory, it would be a waste to use that to pay for a T1 Uncommon Diamond cost. I want to try some different methods, but might just end up adding a "pay with anything" check box that will try to find the lowest quality yet still acceptable method of payment.
I wanted to also point out that the math for all of the sockets and pretty much everything in game are going to be reworked shortly when we move on to version 0.8. There are currently some stats in these new enchants, such as minion damage, that are not actually beneficial under and currently possible circumstances. There are a number of new stats also not yet added to actual items that I want to add in this week as runes to generate a better use of stone, such as life steal, fire damage, and so forth.
v 0.7.7.6 2021.09.27
- Added 31 enchants to the Enchanter
- Consolidated all types of claws, fangs, and nails into shared generic types
- Increased the number of mobs capable of drops claws, fangs, and other items
- Changed a variety of guaranteed rewards to common rewards for fully harvesting an animal
- Improved town building recipe unlocks to be able to list multiple costs
You may need to restart Steam for the update to begin.
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[ 2021-09-27 14:31:42 CET ] [ Original post ]
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- 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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