- Updated models for crafting bench and research bench - Updated snow footstep SFX - Updated sand footstep SFX - Cleaned up shop policy screen - Added new icons for many items - Added the ability for certain AI to start out with randomized weapons - Added new button UI SFX - Added new trash bag model and flies VFX - Added new salvage scrap texture - Crafting stations now refund building materials when canceling an item from the queue - Updated Bamboo Seed model - Explosions (red barrel, Bellstalker attacks) can now damage buildings
Fixes
- Fixed customers endlessly sitting down at chairs even when their patience is high - Fixed rare issue where customers not leaving when their patience reaches 0 - Increased framerate by 2% by optimizing a contain check - Increased framerate by 3% by reducing null check frequency for networking - Increased framerate by 3% by optimizing world cell index get operation - Increased framerate by 2% by optimizing getter functions - Increased framerate by 1.5% by caching AI visibility check volume sizes - Increased framerate during long play sessions due to NPC shop not unbinding from a delegate - Fixed certain unique enemy types failing to spawn in the snow area - Fixed hold offsets for certain items - Fixed attack trails on several items - Fixed display containers not showing items for clients - Resolved issue where client clothing sometimes doesn't generate the first time they use a character - Fixed missing meshes for some hair colors - Fixed AI sometimes being stuck under the ground - Fixed mesh colliders for some rocks - Fixed issue where a player's global skill tree and recipes can be out of sync - Fixed issue where some items were unlocked by default unintentionally - Fixed rare issue where terrain chunks weren't loading in - Fixed issue where due to new weapon randomization system, enemies didn't have any items equipped
We have a Brand New FRIGID VR DEMO for you. This demo is packed with Full Body Physical character, where hands and body interact with the environment and bring realism to the game. You will interact with your new physical backpack, and store physical items and use physical weapons for survival.
We have been busy working so much we did not have time or resources for promotion. We apologize for that, but this means we can hit our deadlines and bring the game faster to release. As you may have noticed, we have changed our game release to Early Access to account for a quicker release aimed for this year!
NEW DEMO SCREEN SHOTS
Play the game sooner, support development, and get a discount below (click picture for link)
Some tweaks to rebalance between gameplay smoothness and weapon weight feeling, player will have less laggy feeling when engage into weapon clashing and sliding.
Hello, we are Team EARTH WARS. This is Team EARTH WARS.
We have just made the following update. ---------------------------------------------------------------------------------- - Fixed a bug that caused the keyboard display to disappear in key configurations. ----------------------------------------------------------------------------------
Changes: - Kings/Queens gain crowns instead of valor from killing mobs, based on the mob's level divided by 50. - Bandit raids no longer affect castles and siege camps.
Fixes: - Inactive bandit towns not being capturable by other players. - Players appearing as Kings/Queens even though they're not a kingdom leader. - Banner being able to be built inside a settlement's borders for a split second.
A quick fix to the Demo build to resolve a few issues users have reported. Keep them coming at https://discord.gg/Saleblazers!
Changes
- Updated models for crafting bench and research bench - Updated snow footstep SFX - Updated sand footstep SFX - Cleaned up shop policy screen - Added new icons for many items - Added the ability for certain AI to start out with randomized weapons - Added new button UI SFX - Added new trash bag model and flies VFX - Added new salvage scrap texture - Crafting stations now refund building materials when canceling an item from the queue - Updated Bamboo Seed model - Explosions (red barrel, Bellstalker attacks) can now damage buildings
Fixes
- Fixed customers endlessly sitting down at chairs even when their patience is high - Fixed rare issue where customers not leaving when their patience reaches 0 - Increased framerate by 2% by optimizing a contain check - Increased framerate by 3% by reducing null check frequency for networking - Increased framerate by 3% by optimizing world cell index get operation - Increased framerate by 2% by optimizing getter functions - Increased framerate by 1.5% by caching AI visibility check volume sizes - Increased framerate during long play sessions due to NPC shop not unbinding from a delegate - Fixed certain unique enemy types failing to spawn in the snow area - Fixed hold offsets for certain items - Fixed attack trails on several items - Fixed display containers not showing items for clients - Resolved issue where client clothing sometimes doesn't generate the first time they use a character - Fixed missing meshes for some hair colors - Fixed AI sometimes being stuck under the ground - Fixed mesh colliders for some rocks - Fixed issue where a player's global skill tree and recipes can be out of sync - Fixed issue where some items were unlocked by default unintentionally - Fixed rare issue where terrain chunks weren't loading in - Fixed issue where due to new weapon randomization system, enemies didn't have any items equipped
As always we are extremely proud and excited with the progress that is being made with Carth. We want to once again keep you all up to date as we move forward. We also apologize for the long wait from our last Development Log. Without wasting too much time lets jump into it.
Studio Growth
A lot of things have been happening here at Deidre Reay Studios. Some things we still are not at liberty to say, but most we can. We have added some serious talent to the team and could not be happier. Focusing mainly on the open world these new environmental and graphical experts are going to take Carth over the top.
Harvesting
Many of you were able to play a very Pre Alpha version of Carth last year. During the initial demo we showcased the ability to harvest from your surroundings. Be that trees, rocks, animals, bushes, or even from fallen enemies. We spent a lot of time trying to perfect the harvesting mechanics and ensure multiplayer functionality. You will soon be able to take down a large tree, but over time see small sapling take its place and grow back over the years into that tree. Beyond that every harvested item will be saved through out your persistent games ensuring you do not return to find a rock in the middle of your newly built home.
Underdark
As many of you remember from our demo you could find numerous entrances to the Underdark below your feet. These sprawling network of cave systems, lakes, and dark secrets are being expanded to give a terrifying new aspect to the game. We really feel this adds immense areas to explore and get lost inside. Also giving some of us a true place to call home
Combat
Combat has moved forward in a few great new ways. Having a system similar to the likes of the witcher or assassins creed for us all to enjoy. The enemies however have also gained similar abilities depending on who you find across your blade. Abilities now for enemies to use tactics, Similar fighting styles, ability to change how they fight, and of course magic will certainly keep all of us on our toes when coming across new and unique enemies and groups.
Portals
To stay true to the lore of Carth we had to figure out a way for the true evil to come forth. This comes from the tearing of the weave the Gods caused during their final engagement. As night falls upon the land you will have chances of coming across portals shattering into our lands. What comes with these rips in our world will be unique to that one, and certainly nothing to turn an eye from.
In Closing
As always we want to thank you all for the engagement, support, and kind thoughts as we continue to make a game we all care so much about. Without you all none of this would be possible. Sincerly, Deidre Reay Studios