Jul 12
Solace Crafting - Malkere


Thank you to everyone joing us in early access!

Frost nova is in! This was a really fun skill to get in, and is quite functional! It, along with the most of the new skills will continue to be tweaked over the next few days, but I have almost all of the major "types" of skills in now. Tomorrow I will be working on the Scout and Disciple archetypes, which I already have planned and, and which will primarily use types that are already coded in.

We're going to need more hotbars!

Dodge, parry, block, and resist are back in with improved math. There aren't any spell casting monsters yet, but that's sure to change soon. Generally you will find youself somewhere betwee 3% and 30% chance to dodge, block, or parry, based largely on your attributes and enchants. They can then be suplimented with certain skills (some on the Scout tree planned for tomorrow), and in time we will have more specific enchants.

v 0.2.1h - 2018.07.12
- Reintroduced dodge, parry, block, and resist with updated math
- Armor, dodge, parry, block, and resist will now show their estimated chance for success when moused over in the stats interface
- Attributes will once gain add to armor, dodge, parry, block, and resist
- Physical, ranged, and magic skill are in once again, though magic is not yet using the stat
- Monsters can now be frozen
- Frozen monsters will break free if damaged
- Fixed a bug causing mana to reduce when spending energy
Added new Apprentice skills:
- Frost Nova, sends out a freezing wave from the caster
- Mud Skin, increases armor and magic resist
- Flame Glyph, area based damage over time
- Clarity, increases mana regeneration
- Fireball, projectile that explodes on impact

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. The beta is only available to Windows 64-bit users.
Jul 11
Solace Crafting - Malkere
Finished several more "types" of skills and improved some others. We now have dots (Damage over Time), short-lived buffs, passive effects, and the first movement effects.

v 0.2.1g - 2018.07.11
- Added new Squire skills:
- Dashing Strike, runs towards enemy and attacks (15m)
- Shout, temporarily grants increase max hitpoints
- Thrust, causes damage over time
- Guard, temporarily inceases armor
- Staggering Blow, reduces enemy attack speed
- Battle Cry, temporarily grants bonus strength, stamina, and agility
- Charge, rushes towards enemy and stuns them (25m)
- Triumphant Heal, heals for a percentage of your maximum hitpoints after each experience rewarding kill (pigs don't count)
- Ice Missle now slows monsters 50%
- Fire Burst now causes damage over time
- Meteor, Comet, and Lightning Strike now work indoors and only hit enemies near the point of impact

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. The beta is only available to Windows 64-bit users.
Solace Crafting - Malkere


Just some fixes before lunch for bugs that were brought up.

v 0.2.1f - 2018.07.10
- Skills work on demons now
- Demons now have health bars
- Heal is fixed from doing about 1/4 it's intended healing
- Fixed Meteor, Comet, and Lightning Strike not casting properly in certain situations

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. The beta is only available to Windows 64-bit users.
Solace Crafting - Malkere
A lot of under the hood work today that unfortunately doesn't reflect too much into gameplay. I reworked a lot of the skill systems shared functions and inheritance structure to a much more modular approach as well as locking most of the math into only a few variables that will make tweaking and tuning much easier.

I've also changed how enemies are targeted when it comes to melee attacks. Previously they were targeted using the cross-hair whether in first person or not which is counter-intuitive for most players, and caused a lot of "misses". This approach was originally taken on because of the problem of aiming spells like fireball while in third person. I hope to move that system back to a "from the player" approach as well, tomorrow, as the current approach of launching from the camera can cause spells to hit walls behind the player.

Stuns are in as well and everything seems to be working fine. There were a few problems with Fridays patch, but I believe I have ironed them out. I will fix meteor and comet so that they work indoors like ice spikes do now, then be adding slow to ice, burn to fire, something to lightning (debuff? stun?), and of course more skills for the all trees in general, now that things are working as intended.

v 0.2.1e - 2018.07.09
- Skill damage and costs are now based on cooldown, skill tree, and tree tier, with exceptions for AOE/Utility skills
- Melee type attacks now pull targets from a 2m long 90 degree cone originating from the player, prioritizing distance over angle
- Ice spikes will now climb/lower themselves up to 1m from the last spike
- Monsters/animals can now be stunned with shield bash (no visual indicator yet)
- Added stomp graphics and audio
- Fixed new characters throwing errors
- Fixed the character select window hiding the "create" option when enough characters exist
Solace Crafting - Malkere
It's Sunday! I try to use Sunday for study and planning, but this was a not nice bug.

v 0.2.1d3 - 2018.07.08
- Fixed harvest strength upgrades not accepting points

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. The beta is only available to Windows 64-bit users.
Solace Crafting - Malkere
Fixed a number of problems introduced with the new skill system. Unfortunately because I hadn't named Lightning Strike this will once more reset skills and attributes.

Thank you for the reports on what wasn't working!

v 0.2.1d2 - 2018.07.07
- Fixed disciple and apprentice skill counts showing backwards
- Fixed mining speed icon using the skinning speed icon
- Fixed recall not working
- Fixed harvesting skills not loading properly
- Fixed skills with a maximum level being able to go over it using shift(+10) or control+shift(+100)
- Fixed heals not showing their healing amount on use
- Fixed heals not updating the player health bar instantly
- Reduced the x/z positioning noise on lightning strike

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. The beta is only available to Windows 64-bit users.
Solace Crafting - Malkere


I have upgraded all of the old skills (expect for lucky strike) and added some new ones in complete with sounds and explosions! I ended up picking some of the hardest ones first. We've now got a "wall" type spell that aligns to the ground, as well as two meteor type spells that will fall and deal damage to an area of monsters (probably won't work very well indoors!)

All-in-all I didn't get at all as many skills in as I wanted to in the whole span of this one day, but adding sounds and even just a few more skills to the apprentice class has made it a lot more fun. What we really need after more skills is slow and burning effects and stuns, there's just never enough time in the day!

I've tested things a bit at high levels, they're not horrible, but they're not really where they're supposed to be and I'll be adding in some balancing tricks as well as of course tweaking things over time to player feedback.

Tools and resource "toughness" have been altered a bit as well with harvesting speed upgrades now stronger, but capped at a maximum of 20. These two I wasn't able to test thuroughly today, and will most likely be changed again tomorrow.

Little wonky of a patch, but I think it's worth it for beta! Skills and attributes should automatically reset.

v 0.2.1d - 2018.07.06
- Complete rework of the skill and attribute system
- Added several new skills to the apprentice archetype
- Jobs and classes are now locked until implemented
- Skill tree tiers unlock at 8 points per
- Changed tool stats and resources toughness
- Old items with enchants on them no longer still take up multiple slots

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. The beta is only available to Windows 64-bit users.
Solace Crafting - Malkere
The past two days I've been upgrading skills to a much better system.

Skills themselves are now handled using a Unity type called a scriptable object. Rather than writing a script for each skill, the scriptable object approach lets us define the skills settings on a single asset and let the system handle the rest. In other words I can copy and paste an ice spell, rename is to ice2, up the damage, and it's good to go in 5-10 seconds. Of course we want our skills to have different names, icons, effects, and so forth, but the system is really that easy now that it's all setup and working.

To go with that, I have upgraded the skill unlock interface so that almost everything is now automatic. This is important for how many skills I plan to get into the game over time, but also for mod support. This way anyone with a copy of Unity (which is free) can download a script package I will make available in the future, create some skills, and just putting them in the right folder will make them accessible in-game.

Generally most skills will fall into one of several categories: single target, projectile, aoe, buff, heal, etc. There are a few expections however such as the basic attack skill or strong harvest skills which check to see what you are weilding or what you are harvesting and performs the appropriate action. Setting up these special cases has used up all my time for today, but I'm hoping to get at least 10-20 new skills in tomorrow. Just wanted to chime in rather than let another silent night go by.

Looking forward to lightning and explosions!

Solace Crafting - Malkere
A couple of small fixes causing big problems at higher levels.

v 0.2.1c2 - 2018.07.04
- Fixed a bug causing difficulty to continue scaling beyond 100% past level 35
- Fixed a bug not applying attribute bonuses to melee/ranged/magic damage

Additional: There is a bug where old enchants on equipment still look as if they are using the old math, but they are actually using the new math. Only the inventory display is incorrect.

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. The beta is only available to Windows 64-bit users.

Solace Crafting - Malkere
The Great Rebalance!

Combat and equipment math prior to todays patch had several serious flaws with it. Todays patch seeks to remedy those problems and make things much easier to tweak and tune over time. This is the first step to adding in more skills.

Several important changes simplified:
- Medium armor will generally take 100% damage. Heavy armor can offer generally up to around 50% damage reduction. Light armor tends to take around 150% damage. No armor can cause a player to take up to 600% normal monster damage. Please don't run around naked at night.

- Medium skills (Scout and Disciple) will generally do around 100% base skill damage. Heavy skills (Squire) will generally do around 60% base skill damage. Light skills (Apprentice) will generally do around 140% base skill damage. These are of course subject to balance over the next few days of testing.

- Medium and heavy armor penalties to healing and magic are temporarily off and will be back tomorrow.

- This new system no longer stores armor, damage, and speed directly on equipment. That means that once equipment has been upgraded (brought into the new version) it will no longer be useable in older versions. Please back up your files if you plan to play on both the beta and the live branch.

v 0.2.1c - 2018.07.03
- Complete rework of combat, skill, equipment, potion, and enchant math
- Combat "skill", Dodge, Parry, Block, and criticals temporarily turned off
- Adventuring skills now add damage on top of weapon damage
- Attribute bonuses are now displayed in the attribute upgrade interface
- Monsters now scale from 50% difficulty to 100% between levels 0-35
- Enchants now take 1 slot regardless of rarity
- Fixed the available ingredients count in the enchanting interface not differentiating resource rarities
- Added health, energy, and mana regeneration rates (per 5s) to the adventuring stats window
- Added backpack slot count to the recipe details interface when crafting a backpack
- The help menu / getting started will now be enabled at startup by default unless "Show on startup" is toggled off
- Attributes and skills can now be upgraded x10 by holding shift or x100 by holding control and shift while clicking upgrade
- Added Tabula Rasa potion to allow resetting of adventuring skills
- Added Void potion to allow resetting of attributes
...

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