I made a number of bug fixes, mostly multi-player last week that I never quite got up and ended up holding onto them for the several days that it took me to finalize these bigger changes which revolve around updates to the map.
The short version is that the map can now generate any of the data that it wants to, besides monoliths, without actually generating that entire area to determine what's there.
Previously everything was reliant on the area generation methods firing and determining what all needs to spawn there based on the biome, the height, the level, etc. This meant that resource scanners would only be able to produce map data for areas that you have "loaded" into the game at least once, as the important data would then be written out to disk.
Instead, a standalone system now generates large encounters, town resources, and rare resources, in that order, using a very lightweight series of methods that doesn't require the whole terrains biome data be generated for example. This keeps the map fast, while at the same time awarding other systems access to that data in runtime. The maximum range of a scanner is 20 kilometers (roughly 12.4 miles), which amounts to around 314 square kilometers (121 square miles). Attempting to cover that distance is no longer necessary. Unless of course the scanner picks up what you're looking for, in which case you can now head straight for it.
This meant rewiring a lot of different systems, the map, trees, animals, spawning methods, saving methods, network methods, and so on. I've tested things out a bit myself, but it's always difficult to try and really exhaust all possibles by myself for every change that I make. Hopefully I haven't overlooked anything though.
There is still one problem with multi-player in where the destruction of a rare resources is not yet being reported to client maps, so even though a scanner may pick up a rare resource, if another player beats you to it and it has yet to respawn, it may not actually be there, but will still show up on the map. I will fix that tomorrow, but wanted to get this up for testing first.
v 0.7.5.3 2021.05.26 - Large encounters and town resources can now be seen anywhere on the map (previously was only visited areas) - Rare resources can now be scanned anywhere on the map (previously was only visited areas) - Resource scanners now work in MP - Rare resources and town resources are now generated on a per terrain, deterministic system - Added tooltips to the encounter and town resource map icons - Home solaces can now be set in multi-player on a per player basis - Added a number of safety checks in case someone tries to recall in a world where their home solace has been destroyed or all solaces are locked, etc. - Fixed spending crafting skill points in MP causing points available to be reduced by twice the amount - Fixed raw fish not going into campfires - Fixed the unspent points available ! not managing itself properly in some instances - Fixed not being able to select a structure via a solace in MP - Fixed "show hidden" on the solace travel list showing locked and unowned solaces - Fixed locked and unowned solace showing up on the map
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.
I started off just making something that looked a little bit like a cannon, but as I added to it and modified the model little-by-little, I eventually had the idea to give it a face. I think that face adds a lot, and am pretty happy with it. If you've got a name suggestion for this guy, let me know in the comments!
And here's some footage of actually playing the level.
Replay System Improvements
This week was when I realized that I finally needed a comprehensive solution for recording things in the replay system. For some background: The initial version of the replay system only recorded the player character, not anything in the environment. Eventually I added in the ability to record the position and rotation of objects in the world, which meant that any level where scenery moved could record properly. After that, I added a way to record whether something was activated, to support things like rings, Jackpot Pegs, etc. This system only supported things that stayed on once they were activated. After that, I added a way to record a change in a decimal value, which let me support things like the scoreboards in some levels. And so on and so on. You may have noticed a pattern here: I was adding support for each type of thing individually, instead of making a comprehensive solution for all the things that could be recorded.
While working on the level teased above, it became pretty clear that I needed a way to record arbitrary data in replays, and that mix-and-matching a set of predefined types wouldn't cut it. I could have gotten away with using the "track positions and rotations of objects" logic that I used for previous levels, but it would have bloated the replay file size for this level, possibly by 50x! I was not okay with that, so I implemented a system which allows me to record arbitrary data along with a replay. The actual implementation is similar to that of the earlier replay features, so it wasn't too difficult to do, and it seems to work well.
This lead me to a little bit of a dilemma: Should I port all of the old levels to the new system? My current plan is to just use the new system for new levels, and not mess with the older stuff, in part because I want to make sure I don't break old Leaderboard replays. Eventually though I might decide to clean up the replay code, and at that point I will probably rework the old levels to use the new system. I think I can do that in a way that won't break anything, but I won't know for sure until I try it.
Welcome to all the new players who've joined us since the free DLC launched last week! We hope you're enjoying the game — we've already published a couple of updates over the weekend for some of the bigger issues, and today we've released another patch.
Thanks to everyone who's been sending us bug reports! If you find a bug, please report it in-game using the button in the Options menu. That way, we get your savedata, logfiles and other useful information that helps us solve the problem faster.
If you haven't done it already, please remember to leave a review for the game on Steam, it really helps other people discover it!
Here's the changelog for the latest patches:
1.1.3
Changes
A trek member now always gets only 1 Loyalty for being promoted
Increased the price of the items for "Unpredictable Conditions" from 15 to 25
Reduced the Sanity cost of Glowing Maggots to 5
The Jellyfish's "Gatherer" perk now kicks in more frequently
Items from the Jellyfish's ability will now be given at the end of the trip instead of during it (which could cause you to be overburdened during a trip)
When all dice and rerolls are used in combat, an "End Round" button appears instead of "Choose a Dice" prompt
Items that are part of the Unpredictable Conditions Director Mode Modifier can no longer be dropped or traded
Malin can no longer be sent into the Cenote location
Club Inspector will no longer ask to stay at a village
Lemonade can no longer ever be on sale
Animal Scent can now be used to add a dice when attempting to tame roaming wildlife
You can now skip the tutorial as long as you've started it once (you don't need to finish it)
Reroll Retaliation glossary entry now mentions that Stunned characters won't retaliate
Fixes
Fixed Fog Infected status not being curable at Avalon
Fixed not being able to loot a Shrine Altar Room sometimes
Fixed abandoning game during first expedition allowing you to continue playing after Hall of Fame
Fixed Egg of Corruption not being properly exchanged for Fame during Triumph
Fixed Egg of Corruption being able to remove objective-relevant locations
Fixed Shrine aftermaths sometimes blocking off the only path to the objective
Fixed being able to open Manage Trek while travelling
Fixed objectives not being properly setup when using Restart Expedition Death Consequence and restarting the same expedition
Fixed data from Club Competitions that have ended being used
Fixed some levels of corrupted equipment not having the new corrupted effect
Fixed Corrupted equipment being able to apply the Fog Infected status to invalid characters
Fixed the extra teeth that the Taxonomist gets after combat not being given at the correct time
Fixed being able to give a Native Trinket to a character without loyalty
Fixed characters without loyalty being able to be Mercurial
Fixed standing not being revealed when appropriate in some rest events
Fixed characters sometimes floating in the tavern after recruiting the Mercenary
Fixed standing-related achievements not being possible to get in Director Mode
Fixed inventory & back button sometimes being hidden in Manage Trek screen
Fixed missing mousewheel icon in map zoom tutorial
Fixed making an offering at a Stone Statue while being Followed not having the correct effect
Fixed combat item cooldowns not being properly decremented when getting a Free Round in combat
Fixed wrong or no item infobox being shown when cooking meat sometimes
Fixed Annie Oakley's perk causing non-hostile zones to be bigger (eg butterflies)
Fixed bad cropping of character portraits in Leader Selection screen
Fixed not always getting treasure when completing the "The Guardian and the Treasure" expedition
1.1.2
Fixed game not starting sometimes after posting a score to the Hall of Fame
1.1.1
Fixed not being able to finish expeditions when the Club Inspector is not in the party sometimes
Fixed characters losing their perk levels when becoming Pale Masks
Greetings survivors, It's time to announce our 2021 roadmap. Check out everything we've planned and help us to improve and build a better world together! Share with us your ideas on what ability cards, weapons, classes and monsters you want to see next! Feel free to leave your comments and feedback in the discussion!
One of the latest content updates (Patch 0.5.30 Codename: Brimstone and Bones) brought with it a spacious region to explore, the most prominent part of which are the Smolderbone Flats. Players who took the 'Pilgrims of the Wasteland' standalone story for a spin surely recognize this place, as it was an important location in that story. And yet you will find that much has changed since your last visit, with 10 years passing, allegiances shifting, and new threats rising.
Companionship
One of the most important additions is a new companion you can hire to serve in your comitatus. It is none other than Skornar, the kingpin and former marauder who ran a gang of smugglers in 'Pilgrims of the Wasteland'. What trouble did he get himself into? You will have to find out for yourself.
Skornar is a stout man who can take quite a beating despite his age, but he can also dish out one. His shield and armor allow for a defensive play-style enhanced by his ability to retaliate against attackers. He's also a veteran traveler, marauder captain, and lover of tall tales. He'll most likely fit right in.
Avernum
Avernum itself is home to the private army called the Avernus Legion and its master, the Prefectus. Although Imperial in name and culture for the most part, the city has always been fairly independent. And with the sources of attainable ore in this metal-starved world, as well as the blacksmiths to work it into weapons and tools, Avernum has become a power in its own right, overshadowing all but the greatest of Imperial cities.
Should you not be drawn to the metallurgists and forges, worry not. Avernum has other services and attractions for enterprising travelers, such as the Carpenters' Guild's headquarters, the Imperial arena, or the odd but certainly very powerful mage who set up shop here decades ago.
The Sadirar
A peculiar tribal people, the Sadirar are made up of several tribes, each worshiping the Great Spirits that embody the elements. They are masters of the western deserts and on the whole are a relatively peaceful folk. In this build, you can visit the village of the flame-worshiping Utvorar and the oasis of the water-worshiping Vitrar. Their shamans deal in special goods and services that might interest any industrious vagrus.
Paths To and Fro
There were quite a number of story-lines that led to this very region and most of these can now be concluded or at least continued. Have you undertaken a job for House Venari or are you looking for the Invisible Arena? Or perhaps you are interested in stories that begin here? Bounties, investigations, errands, and quests will present themselves to those that look.
It is a good time to return to the Riven Realms if any of these grabbed your attention. With Brimstone and Bones, the main campaign's size grew considerably and we are now very close to adding the final zones to round out the map. But that is not the end of the story content - we'll be working on companion quests and longer, more complex questlines, too.
Wanna see the full game released as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
Included in this patch are 65 new building blocks to help you design your base. A new trip wire block to help with early warning, anything that go through the wires will sound the alarm. The new Advanced metal works station is where you craft your metal blocks, I also added a very large metal gate to close off your vehicles and prevent them from being attacked by the infected.
Here’s an FAQ with everything you need to settle into the cosy town of Hokko!
What is Hokko Life? Hokko Life is a cosy, cute life-sim game! Design, craft, fish and make the town of Hokko, your own!
Why Early Access? By bringing the game to Early Access first the developer can continue to develop and improve the game, along with the support and input from the community. During Early Access we'll be getting you involved to help shape the world of Hokko, delivering updates and improvements over the coming months!
Approximately how long will this game be in Early Access? Hokko Life will continue to be in Early Access until it is deemed to be a complete and solid experience, and one that the community enjoys!
How much will Hokko Life cost? $19.99/£15.99/€19.99.
Will there be controller support? Hokko Life has partial controller support - currently there is need for keyboard and mouse when typing in names of things, and changing the settings etc, this is something we aim to address in the future!
Is there key rebinding? Yes!
Is there a Discord server? There is – you can join here!
Can you have multiple saves? Not currently!
Is it possible to change my character's appearance after the character creation? Yes!
Is there a demo? There are no plans for a demo.
What languages will Hokko Life support on Early Access launch? English, French, Italian, German, Spanish, Russian and Traditional Chinese.
What languages are coming during Early Access? Simplified Chinese, Polish, Brazilian Portuguese, Korean, Japanese.
Is Hokko Life multiplayer? The game has been built as a single-player game from the beginning, and as a result does not have multiplayer. The game will however, support sharing of user-creations such as furniture and clothing!
Is Hokko Life coming to Mac or consoles? Hokko Life is Steam only for Early Access!
Do villagers spawn randomly? Your starting villagers are randomly generated!
How many villagers can you have at once? Once they’re all unlocked, you can have all of them in your town if you want to!
How many villagers are there in total? 24, but we’ll be looking to increase this throughout the Early Access campaign
How does time work in game? In Hokko Life, time progresses at its own pace and isn't tied to the real time. You can sleep to advance time to the next day, for example.
What can you customise in Hokko Life? You can change the colour of your: eyes/hair/skin, either choosing from presets, or there will also be a set of red-green-blue sliders for you to play with too. Clothing wise you can change your top, bottoms, shoes, hat and face/head item (like glasses). You can also customise the wallpaper and roofing for houses, furniture and even the town square!
Will there be a physical release? There are no plans for a physical release currently!
What are the system requirements for Hokko Life? The recommended requirements are: OS: Windows 10 Processor: Intel Core i3 3.2GHz or similar Memory: 8 GB RAM Graphics: GeForce GTX 970 or similar DirectX: Version 11 Storage: 3.8 GB available space
Will there be seasons? Yes! And weather, which changes daily!
What does Hokko mean? Hokko is a ‘mash-up’ of two Japanese terms: hoko (being warm and feeling good) and hokkori (warm and fluffy/soft)
Will Hokko Life have Steam workshop support? There are no plans for this!
Is there terraforming? No!
Will there be mod support? There are no plans for this at this time.
Can you craft multiple items at once? Yes, you can!
Can you choose your pronouns? Dialog currently in the game doesn't refer to the player using pronouns, and as such there's no need for this yet. If there were to be dialog added that needs personal pronouns, the default would be "they/them". A system for customizing your pronouns could be added in future though!
We hope this helps and that you're excited to visit Hokko 💖