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Now Live - v 0.7.8.0
The current skill trees in-game are the four main Archetypes. Each Archetype is planned to branch off into two different Jobs at a minimum level of 10, with each job then branching into 2 different classes at a minimum level of 30, like so: Squire - Guardian - - Knight - - Paladin (*Priest) - Fighter - - Warrior - - Duelist (*Adventurer) Scout - Adventurer - - Rogue - - Bard (*Magician) - Archer - - Marksman - - Ranger (*Spiritualist) Apprentice - Magician - - Summoner - - Enchanter (*Archer) - Scholar - - Wizard - - Spellsword (*Fighter) Disciple - Spritualist - - Shaman - - Druid (*Scholar) - Priest - - Cleric - - Monk (*Guard) The Classes listed with a starred job next to them are hybrid classes that require a certain amount of points to be added into a different skill tree before they can be unlocked. For example Paladin needs: 1. 40 points spent in the Squire tree and player level 10 to unlock Guardian/Fighter 2. 80 points spent in the Guardian tree and player level 30 to unlock Knight/Paladin 3. 40 points spent in the Disciple tree to unlock Spritualist/Priest 4. 20 points spent in the Priest tree Bear in mind that a player gets 6 skill points per level, so at level 29 (counting level 0), you've earned 180 points, making 40+80+40+20 the exact amount you need to start spending skills in the Paladin tree at level 30, if that's what you're aiming to do. At least that's my plan. And if you were wondering you'd need to reach level 520 to fully unlock all of the skills. Due to the infinite procedural nature of Solace Crafting the current iteration of skills allows for infinite skill point spending. The problems with this are numerous and I do not intend to uphold this system with the coming changes. I am still considering adding a certain type of passive skill at the end of each Class tree that would allow for the continual improvement of a skill tree. For example if a player wanted to remain a "pure" Wizard, not spending points outside of the Wizard trees, but had already spent every skill point possible in the Apprentice, Scholar, and Wizard skill trees, they would keep earning skill points as they level but not have anywhere to spend them. Having a general "Wizard Power" sort of uncapped general magic damage buff skill at the end of the tree would let a player remain "pure," but there is some math I need to finish up before I can really decide if that's a fair way to approach things. Ultimately the goal is always fun more than it is realistic/fair, so we'll see.
Similar to what I was talking about above, the current attribute and combat math systems increasingly scale up to numbers and methods that slowly fall apart. For example, if a level 1 sword does 4-6 damage, then you craft a way better level 1 sword and you're doing 14-17 damage, the change is drastic and obvious. But at level 50 that looks more like 400-600 upgrading into 410-623, and you hardly notice the difference. This is true for all statistics, not just damage. The general way around it is to just use bigger and bigger numbers, scaling exponentially rather than linearly so the changes look bigger and bigger, and you quickly get into doing 1,000,000 damage and monsters have a billion hit points, and so on. Add that to the fact the we have had players go above level 1000, and the math actually starts to go beyond what 32-bit numbers are capable of. Switching all of the math to 64-bit would of course "work," but again we're talking about monsters with hundreds of billions of hit points, and I really just think that's silly and much more difficult to understand than what it could be. I've designed and am propsing a new approach. As it is new it will be different than what people are used to, and I'm sure for a lot of people it will seem a bit confusing at first, but ultimately I think it will actually be easier to understand and make combat math make a lot more sense regardless of what level you are. Put simply all numbers will carry a "level" with them, instead of an arbitrary hard value. These levels will then be weighed against whatever counterpart they're being used against to determine final results. In short, a one-handed weapon will always deal 100 damage to it's target, IF the level of the damage and the level of the target are the same (prior to armor mitigation). To better understand the differences, let me compare the "normal" way of doing things, to the way I'm looking to change it (made up numbers just for example): Normal Level 50 Sword vs anything, deals a base 500 damage Updated Level 50 Sword Versus level 45 monster: 170 damage Versus level 50 monster: 100 damage Versus level 55 monster: 45 damage The concept of reducing or increasing damage due to level difference between a player and a monster is not new, but this is basically taking that to the extreme, making level be the only factor. One of the benefits of this is that all monsters can now have 1000 hit points, regardless of level. A champion can easily stand out from normal monsters by having a full 2000 hit points and slightly better stats, etc. This also means that players can also always have a base hit point count of 1000. That's assuming though that you've spent your six attribute points per level evenly every level, and you're not gaining any stats from skills or equipment. If at level 50 you socket a level 50 stamina gem, your stamina goes up, and your hit points go up with it. Likewise of course with damage and every other stat, so that level 50 sword could actually be a fully socketed tier 11 legendary sword dealing 250 (level 50) damage. You're still trying to make all of your numbers go up, but every level that you gain your numbers will now be weighed against a likewise increasingly difficult set of monster stats. Another way to look at this would be to imagine the current system as always measuring numbers against a level 0 foe. That's why the numbers just get bigger and bigger and bigger. Instead we'll be weighing numbers against our own level (assuming we're fighting equal level enemies) so the numbers will always be using a similar scale, regardless of whether we are level 5 or 5000.
Up until now monsters have only been able to run at you and punch. It's time we up not only their AI, but their arsenal of weapons as well. Bear roar debuffs, poisonous spider bites, fire elemental fire balls, earth elemental stuns. There are a lot of ways to add a little flare to monster attacks, but ranged attacks and spell effects are what I'm most looking forward to. This also opens the door for damage types to be brought into the game which makes for more interesting random champion/hero mobs, enchants, and much more. All in all, it's definitely a lot of work to do, but a lot of 0.8 is actually more about content than it is about new code and features. Meanwhile, bug fixes and new recipes/weapons are always on my plate as work continues towards version 1.0. Condensed patch notes 0.7.6.5 -> 0.7.8.0 2021.10.10: - Added /admin password & /moderator password commands - Added smoothing to camera mouse movement reducing the "spin" from lagg spikes - Added "Use any acceptable" button to recipe unlocks - Improved the town crafter recipe unlock interface - Added 31 enchants to the Enchanter - Added 21 new items, including a new material - Added 11 new monsters - Added constructing your first solace manually as the unlock for achievement solace level 1 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! Check out the bug / suggestion tracker
[ 2021-10-11 05:16:42 CET ] [ Original post ]
Now pushing all of the recent changes from beta onto the default live branch!
We've got two new locations, 11 new monsters, 21 new items, and 31 new enchants.
This finishes up the 0.7 branch and I'll be starting tomorrow on 0.8 which is primarily focused on combat, player skills, monster abilities, as well as an in-depth overhaul of combat math. I thought I'd go over the planned changes a bit and offer a chance here for input, though I do encourage you join our Discord server and post in the #ideas-discussion channel.
Player Skills
The current skill trees in-game are the four main Archetypes. Each Archetype is planned to branch off into two different Jobs at a minimum level of 10, with each job then branching into 2 different classes at a minimum level of 30, like so: Squire - Guardian - - Knight - - Paladin (*Priest) - Fighter - - Warrior - - Duelist (*Adventurer) Scout - Adventurer - - Rogue - - Bard (*Magician) - Archer - - Marksman - - Ranger (*Spiritualist) Apprentice - Magician - - Summoner - - Enchanter (*Archer) - Scholar - - Wizard - - Spellsword (*Fighter) Disciple - Spritualist - - Shaman - - Druid (*Scholar) - Priest - - Cleric - - Monk (*Guard) The Classes listed with a starred job next to them are hybrid classes that require a certain amount of points to be added into a different skill tree before they can be unlocked. For example Paladin needs: 1. 40 points spent in the Squire tree and player level 10 to unlock Guardian/Fighter 2. 80 points spent in the Guardian tree and player level 30 to unlock Knight/Paladin 3. 40 points spent in the Disciple tree to unlock Spritualist/Priest 4. 20 points spent in the Priest tree Bear in mind that a player gets 6 skill points per level, so at level 29 (counting level 0), you've earned 180 points, making 40+80+40+20 the exact amount you need to start spending skills in the Paladin tree at level 30, if that's what you're aiming to do. At least that's my plan. And if you were wondering you'd need to reach level 520 to fully unlock all of the skills. Due to the infinite procedural nature of Solace Crafting the current iteration of skills allows for infinite skill point spending. The problems with this are numerous and I do not intend to uphold this system with the coming changes. I am still considering adding a certain type of passive skill at the end of each Class tree that would allow for the continual improvement of a skill tree. For example if a player wanted to remain a "pure" Wizard, not spending points outside of the Wizard trees, but had already spent every skill point possible in the Apprentice, Scholar, and Wizard skill trees, they would keep earning skill points as they level but not have anywhere to spend them. Having a general "Wizard Power" sort of uncapped general magic damage buff skill at the end of the tree would let a player remain "pure," but there is some math I need to finish up before I can really decide if that's a fair way to approach things. Ultimately the goal is always fun more than it is realistic/fair, so we'll see.
Combat Math & Attribues
Similar to what I was talking about above, the current attribute and combat math systems increasingly scale up to numbers and methods that slowly fall apart. For example, if a level 1 sword does 4-6 damage, then you craft a way better level 1 sword and you're doing 14-17 damage, the change is drastic and obvious. But at level 50 that looks more like 400-600 upgrading into 410-623, and you hardly notice the difference. This is true for all statistics, not just damage. The general way around it is to just use bigger and bigger numbers, scaling exponentially rather than linearly so the changes look bigger and bigger, and you quickly get into doing 1,000,000 damage and monsters have a billion hit points, and so on. Add that to the fact the we have had players go above level 1000, and the math actually starts to go beyond what 32-bit numbers are capable of. Switching all of the math to 64-bit would of course "work," but again we're talking about monsters with hundreds of billions of hit points, and I really just think that's silly and much more difficult to understand than what it could be. I've designed and am propsing a new approach. As it is new it will be different than what people are used to, and I'm sure for a lot of people it will seem a bit confusing at first, but ultimately I think it will actually be easier to understand and make combat math make a lot more sense regardless of what level you are. Put simply all numbers will carry a "level" with them, instead of an arbitrary hard value. These levels will then be weighed against whatever counterpart they're being used against to determine final results. In short, a one-handed weapon will always deal 100 damage to it's target, IF the level of the damage and the level of the target are the same (prior to armor mitigation). To better understand the differences, let me compare the "normal" way of doing things, to the way I'm looking to change it (made up numbers just for example): Normal Level 50 Sword vs anything, deals a base 500 damage Updated Level 50 Sword Versus level 45 monster: 170 damage Versus level 50 monster: 100 damage Versus level 55 monster: 45 damage The concept of reducing or increasing damage due to level difference between a player and a monster is not new, but this is basically taking that to the extreme, making level be the only factor. One of the benefits of this is that all monsters can now have 1000 hit points, regardless of level. A champion can easily stand out from normal monsters by having a full 2000 hit points and slightly better stats, etc. This also means that players can also always have a base hit point count of 1000. That's assuming though that you've spent your six attribute points per level evenly every level, and you're not gaining any stats from skills or equipment. If at level 50 you socket a level 50 stamina gem, your stamina goes up, and your hit points go up with it. Likewise of course with damage and every other stat, so that level 50 sword could actually be a fully socketed tier 11 legendary sword dealing 250 (level 50) damage. You're still trying to make all of your numbers go up, but every level that you gain your numbers will now be weighed against a likewise increasingly difficult set of monster stats. Another way to look at this would be to imagine the current system as always measuring numbers against a level 0 foe. That's why the numbers just get bigger and bigger and bigger. Instead we'll be weighing numbers against our own level (assuming we're fighting equal level enemies) so the numbers will always be using a similar scale, regardless of whether we are level 5 or 5000.
Monster Skills
Up until now monsters have only been able to run at you and punch. It's time we up not only their AI, but their arsenal of weapons as well. Bear roar debuffs, poisonous spider bites, fire elemental fire balls, earth elemental stuns. There are a lot of ways to add a little flare to monster attacks, but ranged attacks and spell effects are what I'm most looking forward to. This also opens the door for damage types to be brought into the game which makes for more interesting random champion/hero mobs, enchants, and much more. All in all, it's definitely a lot of work to do, but a lot of 0.8 is actually more about content than it is about new code and features. Meanwhile, bug fixes and new recipes/weapons are always on my plate as work continues towards version 1.0. Condensed patch notes 0.7.6.5 -> 0.7.8.0 2021.10.10: - Added /admin password & /moderator password commands - Added smoothing to camera mouse movement reducing the "spin" from lagg spikes - Added "Use any acceptable" button to recipe unlocks - Improved the town crafter recipe unlock interface - Added 31 enchants to the Enchanter - Added 21 new items, including a new material - Added 11 new monsters - Added constructing your first solace manually as the unlock for achievement solace level 1 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! Check out the bug / suggestion tracker
[ 2021-10-11 05:16:42 CET ] [ Original post ]
Solace Crafting
Big Kitty Games
Developer
Big Kitty Games
Publisher
2018-01-16
Release
Game News Posts:
416
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(776 reviews)
The Game includes VR Support
Public Linux Depots:
- 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!
MINIMAL SETUP
- 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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