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Hotfix v1.0.4.36
Last year I hired a programmer to help improve some of the world generation code that takes up a lot of processing power while players are running around. Unfortunately a bit of timing got messed up where the Noise Manager, which handles biome math, was running its warm-up math before world save data had been properly loaded. This caused all game worlds to be treated as if all of their biome frequency settings were at 1.0 regardless of what players may have changed them to during world creation.
This patch fixes that, so that the warm-up math is now being executed properly, after the world save data has been loaded. However, if you've been playing with a world save file that had altered biome frequency that were not loading properly, and now they will suddenly start loading properly, there will unfortunately be noticeable differences. If the world you've been playing in did not have altered biome frequencies there should be no change.
When biome math changes distant mountains can suddenly turn into swamps, and vice versa. The problem arises when we talk about player placed objects, such as buildings and solaces. They save their position in 3D, which means they know how high or low they are compared to sea level. If suddenly the mountain you had built a base on becomes a swamp, you're going to have those buildings floating high in the sky above the swamp. There is a feature implemented long ago to attempt to repair this kind of behavior by marking all player building for a "height check" making them try to re-attach themselves to the ground when they next spawn, but this can cause problems if they end up on a steep hill for example.
1. If you want to play with a world save file you've been using with altered biome frequencies in spite of the changes but do encounter problems such as floating or sunken buildings, you can load into world, open the console (F1) and use the command /forceworldupdate, and then it will ask for confirmation which you would need to then type /y to. 2. If you want to play with a world save file you've been using with altered biome frequencies, as is, and just reset the biome frequencies to the default settings that the bug was causing them to be treated as, I've added the following console commands to alter biome frequencies within a loaded world save: /grassbiomefrequency /swampbiomefrequency /mountainbiomefrequency /desertbiomefrequency /oceanbiomefrequency These will let you reset your frequencies back to 1.0 if you encounter changes to a world you've been playing on and want to reset the settings to default. If you type any of the commands in once it will show you what the current setting is, and you can alter the current setting with for example: /grassbiomefrequency 1.0 Please do note that in most cases these commands should never be used =D Once a world is created and the biome math is properly set in motion, as mentioned above, mountains and forests and deserts can all be completely rearranged if the biome math changes. I only added these in to try and help correct any problems that players might run into due to the fixing of the bug. Again, if you world save file did not have altered biome settings, you should notice no changes to world generation at all. Having said all that to try and mitigate a headache or two in case anyone runs into this; I'm hoping to get some new stuff up on beta today, so this patch has been hotfixed directly to the default branch. Thank you for the reports from everyone in Discord and on the bug tracker! Those are the main ways that I figure out when something has gone awry! Happy Gaming! v 1.0.4.36 2024.02.26 - Fixed the escape menu blocking input sometimes - Fixed hold to walk not properly applying to left and right movement - Fixed journal text growing small instead of large for some non-english languages - Fixed some enemy debuffs stacking improperly - Fixed most enemy debuffs actually buffing stats - Fixed world loading biome math triggering too early, overriding custom settings in many cases 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
[ 2024-02-26 23:31:14 CET ] [ Original post ]
I readied this patch yesterday, but wanted to wait until morning to push it as there is one kind of "dangerous" fix within it.
What happened?
Last year I hired a programmer to help improve some of the world generation code that takes up a lot of processing power while players are running around. Unfortunately a bit of timing got messed up where the Noise Manager, which handles biome math, was running its warm-up math before world save data had been properly loaded. This caused all game worlds to be treated as if all of their biome frequency settings were at 1.0 regardless of what players may have changed them to during world creation.
What's fixed?
This patch fixes that, so that the warm-up math is now being executed properly, after the world save data has been loaded. However, if you've been playing with a world save file that had altered biome frequency that were not loading properly, and now they will suddenly start loading properly, there will unfortunately be noticeable differences. If the world you've been playing in did not have altered biome frequencies there should be no change.
What will change?
When biome math changes distant mountains can suddenly turn into swamps, and vice versa. The problem arises when we talk about player placed objects, such as buildings and solaces. They save their position in 3D, which means they know how high or low they are compared to sea level. If suddenly the mountain you had built a base on becomes a swamp, you're going to have those buildings floating high in the sky above the swamp. There is a feature implemented long ago to attempt to repair this kind of behavior by marking all player building for a "height check" making them try to re-attach themselves to the ground when they next spawn, but this can cause problems if they end up on a steep hill for example.
What can I do?
1. If you want to play with a world save file you've been using with altered biome frequencies in spite of the changes but do encounter problems such as floating or sunken buildings, you can load into world, open the console (F1) and use the command /forceworldupdate, and then it will ask for confirmation which you would need to then type /y to. 2. If you want to play with a world save file you've been using with altered biome frequencies, as is, and just reset the biome frequencies to the default settings that the bug was causing them to be treated as, I've added the following console commands to alter biome frequencies within a loaded world save: /grassbiomefrequency /swampbiomefrequency /mountainbiomefrequency /desertbiomefrequency /oceanbiomefrequency These will let you reset your frequencies back to 1.0 if you encounter changes to a world you've been playing on and want to reset the settings to default. If you type any of the commands in once it will show you what the current setting is, and you can alter the current setting with for example: /grassbiomefrequency 1.0 Please do note that in most cases these commands should never be used =D Once a world is created and the biome math is properly set in motion, as mentioned above, mountains and forests and deserts can all be completely rearranged if the biome math changes. I only added these in to try and help correct any problems that players might run into due to the fixing of the bug. Again, if you world save file did not have altered biome settings, you should notice no changes to world generation at all. Having said all that to try and mitigate a headache or two in case anyone runs into this; I'm hoping to get some new stuff up on beta today, so this patch has been hotfixed directly to the default branch. Thank you for the reports from everyone in Discord and on the bug tracker! Those are the main ways that I figure out when something has gone awry! Happy Gaming! v 1.0.4.36 2024.02.26 - Fixed the escape menu blocking input sometimes - Fixed hold to walk not properly applying to left and right movement - Fixed journal text growing small instead of large for some non-english languages - Fixed some enemy debuffs stacking improperly - Fixed most enemy debuffs actually buffing stats - Fixed world loading biome math triggering too early, overriding custom settings in many cases 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
[ 2024-02-26 23:31:14 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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