Around 80% of owners are playing on the main branch and are not getting a accurate view of the currents games progress. So, I will be updating 0.1.2.035, which is currently on the main branch, to 0.1.2.049 on Friday July 8th.
There has been a lot of changes! So, your saves for that version will, unfortunately not work on the new version.
If you have any thoughts on the transition, let me know.
This update only affects the "beta" branch. I will be updating the main branch soon so that new players are no longer reporting issues for the very old version of the game.
Here are the patch notes.
Fixes
Fix issues when holding onto grips (and possibly other items) would cause fps drops over time.
Fix to when purchasing a combination of items from the Expedited Delivery Service would cause some of the items to not be delivered.
Fixes and rework of heating and cooling down metals on forge.
Fix issue where pressing “E” on walls with window blueprints will spawn the window shutters.
Fix to how some sounds are not muting, when all sounds are set to be muted.
Addition/Changes
Re-added outline when looking at interactable objects.
Added heating progress bar for metals.
Minor update to backpack UI.
Picking up large objects (using the “V” keyboard shortcut) will remove the original, making it easier to adjust and place down.
Here are the patch update notes. This update only affects the "beta" branch.
Fixes
Fixed missing tooltip label for bundle of logs.
Remove possible issues with delivery crates respawning after saving and loading.
Fixed issue with purchasing a tool from Muhammed, where the delivery crate doesn't save all the values properly. So on loading, the tools head is missing.
Fix to alloyed weapons in smelters not being registered as alloys.
Optimized textures in order to improve texture streaming. This should also help solve some loading, crashes and fps issues.
Fixes to melting down alloys into ingots.
Fix to collision issues with Temple walls and entry ways.
Fix to separating tools purchased from Mohammed.
Fix to being unable to grab spawned or respawned grips.
Removed duplicating texts when dropping ingots out of players' backpack.
Text displaying how much is needed to build a blueprint structure should no longer show up when loading into a game and you are not near the structure.
Added missing tooltip names for building structures.
Fix to placing new blueprint structures not being aligned with other connecting structures.
Fix to being able to select a save file when save overwrite confirmation popup appears.
Possible fix to ore and crates blocking 3d menu interactions.
Additions/Changes
Autosaves will only save over itself, to save having to manage all of your autosaves.( Will implement option to toggle creating new autosaves or overwriting autosaves, in future)
Added tree and flowers seeds to backpack pick up list.
Disembarking from the wagon will position the player on either side of it as long as there are no obstacles.
Updated building structures and added 2 more parts.
Add some sounds to wagon and camera transitions
Change Drinking coffee text from refreshed to energised.
More patch fixing for a few more issues that were brought up.
This update only affects the "beta" branch.
Here are the update notes.
Fixes
Fixed to beds showing white cubes
Fixed for advanced smelter not removing components that were smelted into alloys.
Advanced smelter now smelting down ingots correctly.
Heat needle on basic smelter should display current heat levels properly.
Fuel is processed first, in the basic smelter, before checking if there is ore is in the smelter.
Fixed for The Adventurer weapon not able to be removed by the player when the weapon has a Hero Hilt.
Fixed critical issue when saving game - objects randomly appearing and disappearing when loading into game, as well as their positions not being saved correctly.
Fixed issue with crystals having the wrong color when swapping tools.
Fix to the crystal FX when loading in for player and adventurer.
Fixed Adventurer weapon and shield durability not transferring.
Ores, crates and lanterns should no longer disappear in Misty Forest cave or when the player is too far away from those objects.
Additions/Changes
Refactored all weapon/tool heads to function with new crystal FX
Added visible version numbers on the save file slots.
Added a small delay for each item spawning too avoid crashes.
Tweak to Horse wagon movement; removing rapid vertical movement and rotations while riding over rough surfaces.
Added a bellow to basic smelter, to add more functionality.
Advanced Smelter can move only when there is no physical ores/objects inside, excluding firewood or coal.
Locked ore in basic smelter when being smelted to prevent issues.
Finally, the long awaited update has finally dropped. Thank you everyone for your patience.
As always, there will be many issues with this build since there was not enough testing done but please continue to submit your bug reports. As well as your suggestions. I did my best to get all of the major issues while still adding new content. Also, I did some major changes to the prices of ingots, so let me know what you think of the changes. Also, take note that your old saves might (most likely will) be obsolete. So you'll need to start a new game. I'm sorry for the inconvenience.
This update only affects the "beta" branch.
Here are the update notes.
Additions/Changes
Updated to Unreal Engine 4.26.
Changes to in-game bug reporter. (Will continue to work on this)
Changed Skill book name to Crafting Schematics.
Disassembling a broken weapon/tool will no longer "yeet" the metal head off the map.
Added a item spawn cheat window in Sandbox mode.
Respawn time for trees reduced to 3 days.
Added Shift + Click increase/decrease by 10 to Order Sheet .
Large Shop revamp.
Some sound fx added and small changes to some environmental sounds. I will continue to change and tweak these.
Geoffrey's and all other shops will rotate displayed items. You can no longer force items to spawn by leaving and returning to the shop.
Set Instant Deliveries at the order sheet, to a timer. (Will increase the timer in the future when the skill training for it has been added.)
Remove sprint- movement lock when beside anvil.
Reduced the prices for almost everything.
Added Durability to almost everything you can use ( Customers will not look at these values).
Quality will now increase the price of items by 1 copper per quality. (Will continue to tweak based on feedback)
Determination increases quality by 1 per level put into determination. (Will continue to tweak based on feedback)
Charisma increases price by 1 per level put into charisma. (Will continue to tweak based on feedback)
Sharpening minigame changes.
Players will lose quality every time they repair a broken tool.
Mining ore no longer requires you to have the right pickaxe but instead will require you to have the skill unlocked.
Any pickaxe can mine any ore now, so long as you have enough durability, otherwise, it will break.
Transitioned several left click interactions to "E" instead. Hoping to condense and simplify interactions. (Also pave way to other interactions that won't work with old system)
Training in Strength, Agility and Metallurgy skills can now be done by visiting Mohammed in Northelm.
Wood workbench displays available items without needing to place a plank or log.
Made changes with placing moveable objects.
Customers will have difference reactions and dialogue based on your reputation. (Still needs work)
New text notifications when you level up and unlock stuff.
Changed and added dagger orders to the "Workers" customer group.
Removed sword orders from "Farmers" customer group.
The Adventurer's level should increase gear quality by 2 every level. (Will adjust in the future when armor is added)
Pressing "I" will let you view your equipped tool.
Removed first person body when entering water.
Changed pushing other characters to work only when you don't have a tool equipped in your hand.(Help to avoid accidental pushing, which can sometimes lower your reputation)
Player can snap log or plank bundles to their horse cart.
Small rework to signs.
You will no longer gain xp when digging.
Reduced price for upgrading the anvil.
The new smelter, among other things, is available for purchase at Muhammed's. As a result, you can now have more than 1 Smelter. Let me know of any issues you encounter with the new smelter.
Moved Armor workbench and made it a purchase only at Muhammed. No longer requires a reputation unlock.
The anvil upgrade has also been moved to Muhammed.
Reduce the price of Schematic books.
Lowered the service cost for converting gem fragments to hardening solutions.
Lowered prices for buying tools from Muhammed.
Lowered prices for purchasing leather armor.
Temporarily Disabled Easy and Hard Difficulty. This is in hopes to get a more focused discussion on progression. I will open up the other difficulties afterwards when i've gathered enough data to make the right changes.
Added the missing Hero hilt to Geoffrey's purchase item table.
Changed grip required to complete forest puzzle. (Hopefully will make the puzzle slightly easier)
Added food vendor at the Inn and Tavern in Northelm.
Update tutorial text to use user custom keybinds.
Added invitation from Muhammed to give awareness to skill training.
Added missing shelf names.
Reduced butterflies spawned.
Player can swim up and down using the Ctrl and Space bar keys.
Added new version of chest to the game, replacing old ones.
Added Crossbows, Bolts and Crossbow Quiver with Bolts. Not craftable at the moment.
Added Leather Merchant. Exchange leather scraps for leather armor and purchase crossbows.
Removed old mining helmet for new leather one.
Added equipable Backpack. View and remove your equipped items. Pick up small usefull items and view your inventory.
Updated leather armor visuals.
Reduce coffee fatigue recovery amount.
Added 3 animals to hunt for leather.
Removed Deers from Kaldessia Forest. They will be moved to Kaldessia Fields instead.
Added cooking, cooking pot, food ingredients. Food only enhances your character stats.
Fixes
More fixes to moving workstations/items.
Purchasing larger shop fixes.
Fixed issue with Gems and Solvents not saving their state.
Fixed issues with planted trees not spawning back properly.
Fixed an issue where placing down a workstation and quickly cancelling the placement would cause the workstation to disappear.
Fixed issue where grips don't factor into sale prices.
Falling through ground fix.
Fix to customer queues.
Player character loading in will no longer fall through the ground when standing on terrain.
Auto-depositing coins should no longer default to No.
Gems and Solvents will no longer transform into something else when loading back into the game.
Fixed a shop exploit.
Fixed Angel Ring Guard not being interactable.
Armour stand orientation no longer depends on the box orientation.
Opening crates should hopefully no longer spawn workstations with weird rotations.
Possible fix to being unable to fix old binding issues with the mouse.
Fix to repaired items not having the correct stats information.
Bloom brightness being too bright especially in Nexus.
Removed Northelm snow storm effect inside of buildings.
Fixed issue with weapons/tools sold registering only grips after save/load.
Fixed Items freaking out when disassembled.
Fix to having multiple customers waiting outside. They should come to your door only if another customers has left.
Fix to issues around unbinding the mouse Y axis.
Fix to phantom trees from planted seeds.
Fixed hollow pickaxes.
Fix for the message "You are too tired to run" not going away when you drink Coffee.
Muhammed tools should show the proper durability after you've purchased them.
Anvil Upgrades visuals will update when loading back into the game.
Job crates not giving correct prices for each item placed inside.
Repairing polearm weapons not giving coins for weapon head repairs.
Missing hammer head meshes.
Fix to selling items to customers that give you less cash then the parts you purchased.
Fix to Snow fx not being triggered when the player is riding the wagon.
Fix for Metal armour prices not factoring leather prices.
Update to shields prices to be determined by quality as well.
Fix to being able to re sharpen a weapon after changing its shape on the anvil.
Fixed popup elements text in a few places like saw table, mannequin etc.
Bandits not going away or being deleted.
Fixed a hole on the side of Northelm castle.
Fixed player death count not being saved.
A bunch of minor bug fixes I forgot to write down.
Dropping by again to deliver more progress reports.
Progress had been going slower then I had planned for the past couple of months but I still manage to get a lot of work done in the last month, thankfully. Most bugs have been fixed but there are a few that still need more work and might not be fixed in the coming update. Good news is, a lot of additions have been implemented and just need to be tested before being considered complete. I will be aiming to release an update to the beta branch late February to early March 2022.
Here are a few noteworthy additions.
Crossbows
Crossbows can be used in a variety of situations. The most notable is hunting. The final version will have you creating crossbows for customers as well as yourself, along with the bolts. For now, they can only be purchased.
Hunting
Deer's have been tweaked to run away from you. This means that you can hunt them down for their precious leather. More animals will be implemented with different qualities of leather.
(These animal models are not final )
Leather Armor
You were previously able to wear leather armor without any benefits but now they provide defense against monsters and bandits. Leather armor can be created by bringing your leather scraps to the Leathersmith. In the future, the leather quality will contribute to the metal armor you create, allowing you to increase how much money you can make from your customers and increase the armor value for the adventurer to help tackle more difficult dungeons.
Bandits
Bandits have been tweaked to now respond to you defending yourself with a shield or by wearing good quality leather armor. Additionally, bandits will no longer instantly find you when you are close to them. A notification will show above their heads, warning you, that you are too close, giving you a chance to avoid capture.
That's all for the time being. Let me know what you all think of these additions.
I wanted to drop by and give an update on what's going on with the development of the game.
Tool Inspection
In the next update, you'll be able to inspect the tools you made or found. This will be pretty cool when modding support is implemented, allowing you to share your own 3d models with other blacksmiths so they can inspect and admire your creation.
Nasty Golems
Although combat is something I don't believe is necessary in a game about blacksmithing, I do want there to be some element of risk, danger and consequences. These little golems will be spread around the world. Some will be peaceful, while others will be protecting valuable resources. So, prep your pickaxes and get ready to defend yourself.
New Smelters
New smelters will be added in the next update. The current one is pretty broken and I have been meaning to fix it but it also was in desperate need of some rework. The small smelter, which is a more simplified version of what you all know and love, will replace the current one while the larger one, with more advanced features such as molds, will require a purchase (in-game, using coins).
Fine Cuisine
Any chefs here? In effort to help you be a better blacksmith, mix and match different fruits, vegetables and meats to create dishes that give you bonus' to your stats. You'll be able to find ingredients in the wilds or at the grocer in Northelm. Not eating won't hurt you but instead, you only loose the buff after the timer runs out. The better the dish, the better the bonus'.
There is much more I am working on including bug fixes as always.
The next update will take some time as I'm also working on a major overhaul, including the addition of a skill tree. I will make another post on the overhaul in my next dev blog.
Let me know what you all thing of these additions, as I do love reading your comments.