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This patch fixes up some problems with the newer cave systems, the lava caves and the water caves, as well as the way the temperature system works. It used to be a contact based system where getting too close to the lava in lava caves, which were rares caves in normal systems, would trigger "hot 2". Now, lava caves are their own separate system and will no longer spawn in normal cave systems, and all encounters will incur a temperature change as soon as they are entered. Currently there are two level of temperature, hot/cold 1, and hot/cold 2. Caves, Goblin Dungeons, and Undead Dungeons are all cold 1. At hot/cold 1, all regeneration pools stop, meaning you will no longer regenerate health, energy, nor mana over time. Temperature effects are mitigated by wearing underwear. Hot/cold 1 require only normal underwear. Floating Islands, Water Caves, and Lava Caves are hot/cold 2, and require silkenthread underwear to survive in. Hot/cold levels 2 and higher (though 2 is currently the maximum) will not only stop regeneration, but will also incur 3% maximum health damage every 2.5s. Temperature changes will also now show a "effect" being applied in the upper right, as well as give a warning on the right such as: "You are freezing cold!" when you first enter the zone. I'm going to add an indicator, like a mouseover, when you start walking into the entrance to an encounter to show something like "Warning, temperature level: Hot 2," as well, but wasn't able to get that in today. As talks of perhaps outside help being brought in move forward, I have developed a couple of test scenes this week. One is for cycling through and checking animal and monster animations and sounds. The other is for spawning encounters in which I can change their seed and spawn another one over and over to make sure that everything is generating properly. I've also fixed a couple of unintended mistakes that combined to create a weird scenario wherein after harvesting a rare animal, leaving the area, then returning, the animal would appear to have respawned, it's sparklies visible from far away, once you got within 150m of it, triggering it's AI to switch on, it would realize that it should not have yet respawned and would disappear. This was a source of frustration for players chasing sparklies at night, only to watch them poof once they got closer. Hopefully this accounts for 100% of these experiences and we won't be seeing that anymore. I've also improved the town interface a bit to make the costs of town buildings a bit easier to understand, and to have the interface show how much you have in your inventory and to grey out rows of ingredients that you are not carrying, etc. PS: If this patch goes well, probably with some small fixes over the weekend, I'd like to push this live at the start of next week. v 0.7.7.8 2021.10.08 - Changed temperature to change immediately when entering or leaving an encounter - Changed the way town building required resources are displayed to show amount available - Storehouse now costs Lumber instead of Timber to make - Fixed Crasc AI - Fixed Fire and Water elementals not spawning - Fixed water cave water positioning problems - Fixed the map solace toggle not working - Fixed lava and water caves not toggling with large encounters on the map - Fixed an animal AI problem that could cause rare animals to respawn too early, then disappear when approached 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. Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker
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