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Patch v 1.0.2.13 & Roadmap Update

Regarding recent player controller changes


Had some problems with new characters not properly assigning the basic attack to skill slot 1 upon creation, along with no sort of click to engage auto-attack, causing fully understandable frustration for some players. This patch, among other things, fixes the "Basic Attack" skill (found under the general skills tab) not being assigned for new characters, but also adds the ability to simply right-click on targets within range to engage auto-attack. I've also fixed auto-run as well as Q and E for keyboard turning. The player controller overhaul was a huge undertaking, and I ended up releasing it a bit early causing us to take on some pretty nasty reviews due to the bugs. Hopefully this patch cleans up the majority if not all of the player controller related bugs, but I also take solace in the knowledge that we shouldn't have any hurdles from here on as far reaching as a player controller update is.

Looking forward


I also wanted to share a bit about what we've lined up for the near future: - A new procedural dungeon generator to improve the current undead and goblin dungeons and make adding new dungeons quick and easy. - New and revamped small encounters, adding variety to what are currently only the stone elemental guarded monoliths. - Improved enemy combat AI. - Monster classes & abilities. This system is already implemented on a few mobs, for example some rock elementals spawn as a ranged class and throw rocks. I have laid out a plan for around 36 new monster abilities, including hero specific area attacks to be implemented to animals and monsters. - Monster equipment randomization. Some monsters will randomize their equipment when spawned based on their class to increase variety. - Monster champion & hero damage and health rework. - Improved loot tables, including adding sockets to global loot. - Runes. Several new types of sockets attainable as loot. These may also be dropped as recipes using the Masonry profession instead of Enchanting to add more use for stone and Masonry in general. - Full controller support. Work on this started today and aims to make menus, crafting, hotkeys and all functions within the game possible with a controller. - Further town capabilities, including resource transferring, trading with currency, and food production. - Nutrition system & improved cooking. I have planned out a simple yet pretty deep set of systems designed to compliment one another for nutrition and cooking, and have only to implement them into the game. Note that these will only be beneficial, offering a way to further increase a characters performance through their food and drink. - Fishing. - NPC towns. The spawning and randomization of these is already mostly implemented, but I want to add more functionality to these NPC towns before we switch them on, such as trading and possibly questing. - Revising the multi-lingual support. There are a lot of holes in the current multi-lingual system that for the most part simply need to be added into the current, working system, along with some organization to make the game fully multi-lingual. I also paid for some work on building piece revisions and prepared 9 new textures to expand upon the current wood and stone, but unfortunately the work was very low quality and pretty much unusable. I was hoping to get some of that up for the Base Builder Fest, so ongoing, but they really need to be redone properly. So I've pushed work on that area to the side for the moment, but I will definitely be adding more building textures, and likely the ability to color buildings freely, along with some other building and town building specific upgrades in mind. There are a number of other things on the back burners, but I don't really want to blab about things that may or may not be scrapped. For the most part, all of the functions mentioned above are things we're actually working on and hope to have ready for testing in the near future!

How to report bugs


I also wanted to real quick mention fast that this is still primarily a solo developer project, massive though it is. I have some paid freelancers working on the things I tell them to, but it is not part of their responsibilities to monitor customer support, and I cannot yet afford hiring someone to manage things like that and social media and marketing and 7-8 other things. It's up to me to find, verify, and organize bug reports, and that can be very time consuming sometimes. If you do run into something that needs my/our attention, the best way is to either add it to the bug-tracker, linked at the bottom of this and every news post, or to post in the #bug-discussions channel in our Discord server, also linked at the bottom of every post I make. More important than where though is how. If you run into an error, opening up the console with F1 will show a print out of what caused the error. Often a screenshot of this is enough for me to go straight to the problem and fix it. If you can further provide the following details it often makes fixing the problem much much easier for me: - What version were you playing - Did it happen in single-player, or as a multiplayer client, or as a multiplayer host. - What were you doing and what did you expect to happen - What happened instead of what you were expecting And honestly any other details can sometimes provide a massive clue into what happened. It is and always will be in my highest interest to find and repair any and all bugs as soon as I can, but sometimes it takes hours just to figure out what really went wrong. That's the price of such a big project being developed and run by so few people (mostly just me! XD ), but solid bug reports are a serious godsend, and are always very much appreciated.

Patch notes


v 1.0.2.13 2023.01.24 - Enabled right-click to target enemies + engage auto-attack - Updated a number of tutorial steps - Improved Blink skill - Disabled small encounters, monsters, and hostile animals from spawning in the starter area (250m radius by default) - Fixed autorun immediately cancelling itself - Fixed Q and E (default keys) not turning the player properly - Fixed the quest helper not engaging automatically when tracking a quest or starting a new character - Fixed weather particle generators not initializing collision quality properly - Fixed several harmless startup errors client side when connecting to a server - Fixed a multiplayer client specific undead & goblin dungeon bug - Fixed Charge and Jump Back skills not working with new controller - Fixed new characters not properly starting with basic attack in skill slot 1 You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it. Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker


[ 2023-01-24 13:23:37 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
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

Survival
Solace 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
GAMEBILLET

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