In this latest update, we did a huge overhaul to how the game looks! Let's dive into the features for update 0.6.0a:
The GUI is now completely updated. It looks more modern, is easier on the eyes (like a dark mode), and is centered on the screen for easier reading.
There is a new Encyclopedia (Codex) feature so you can look up little bits of information about the lore of Wholesome Monster Girl Academia and even religious terms you might be having trouble with!
Check out CGs that you've unlocked while you were reading on the Title Screen with the new Gallery!
Hope you enjoy the new graphical overhaul! Let me know what you think!
<Features> Rooms with matches in progress are also displayed in the list. L Elapsed time from the start of a match is indicated
<Bug fixes/QOL changes> Get Steam name (You can temporarily change the name by typing it in. 12 character limit is set.) Fixed a bug that player level (experience gauge) does not increase. Fixed a bug that the ready button is not selected after a rematch when using a controller. Fixed a bug that the player can move while accumulating charge attacks. Fixed a bug that Ready of other players is not synchronized correctly. Fixed a bug that the client rematches when the host leaves the room while the host is waiting. Fixed a bug that AimAssist will point to the exiting player if the player exits the room during a match. Adjusted the position of the close button in the room search. Fixed a problem that the win direction is not visible depending on the ratio of the win direction. Fixed a bug that the controller type returns to the PlayStation setting. Fixed a bug that the stamps that were present from the beginning are not displayed correctly on the home screen when the game is launched for the first time. Adjusted the sound of crates breaking.
Temporarily disabled mirrors in loading space to reduce its heavy load.
Bug Fixes
Fixed an issue in the Quest version that caused the application to crash when the web video player was played for a long period of time.
Fixed an issue where the local stream camera API would not work in the environment of a player who entered a room with a local stream camera already in existence.
Web
Changes
The acquisition of library assets has been sped up.
Bug Fixes
Fixed a bug that the URL "x.com" could not be registered in the embedded contents field of the product information.
Fixed a problem where the shadow of the asset viewer was becoming completely black compared to previous versions.
Fixed a bug that caused an unexpected error when setting the same video URL multiple times.
Fixed a problem on the Asset Edit page where thumbnail images were applied even if Cancel was pressed after taking a thumbnail from the preview.
Fixed a problem that when uploading a new asset, if you upload and register the thumbnail image, it will not appear to have been applied.
Fixed a problem where the active status of yourself, even when logged in, is always shown as offline.
Streamers found an issue with using Hero Ups and getting Encore on the bard class. The issue has been found and patched so please make sure to update before you play again!
I've added some life into the non-player characters in the game, as well as added procedural towns to the game world. There's still a lot of work and content I'd like to add on to both towns and NPCs, but this is a nice start.
NPCs will now notice you and others in-game, look at you, and often give a bit of dialogue. I've also added some animation changes to them, so they can randomly play a different animation here and there rather than just standing still all the time, but I do need to add more animations onto their capabilities still.
What I really want is to get them wandering around a bit, but this has its ups, its downs, and its dangers. For example if town NPCs can just wander freely all over the place, you might not know where your fletcher is when you need him/her. We already have it setup that interacting with a town buildings sign-post provides the same services, but there are a number of things like that that I am weighing against one another to figure out the best way to let NPCs move around at least to some degree; especially so for procedural towns.
Procedural towns are a new variable in world generation, so things may shift around a bit, but it would be very unlikely for a town to spawn somewhere you've already been building, for example. For safety still, I will push this to beta first and work some things out before I move it to the live branch.
I've also removed the math that makes enchants decay as players level up. The conversation was basically that a legendary enchant really isn't legendary after you've leveled up a few levels, which isn't a very difficult thing to do when you're actively out searching for resources in the big wild. There's also definitely some drop math regarding some of the components for certain enchants that I am looking into.
So, lots being worked on! Fishing also won the vote for what's next, though I am openly discussing how to best go about that as I'm honestly not much of a fishing fan myself. I have received some great input already though.
v 1.0.5.0 2024.03.11 - Added randomly generated NPC towns - Added head tracking for friendly NPCs - Added chat bubbles for friendly NPCs - Added random animation logic to friendly NPCs - Removed enchant stats decaying based on player level - Fixed the near terrain draw distance setting button in the main menu - Fixed Strong Harvest skills not displaying a hotbar cooldown
You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.
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.
After receiving a lot of feedback from Reddit, we've made some minor adjustments to the visuals of the game for better readability and clarity.
We've added a spot of color to enemies so you can easily tell them from the projectiles and power-ups, increased font sizes, and boosted contrast. You can turn off the colored enemies in the options if the original monochromatic look is more your style.
As usual, we're always listening to feedback, and we aim to do this even more when our demo is released in about a months time! Stay tuned!
Frequent updates to add or fix features will happen throughout the early access! To get more insights on our development progress, join our Discord Server!
Fixed Chat Profile Picture being incorrect
Fixed Loot Notification sometimes not being shown
Fixed some holes in the Forest Dungeon
Fixed Steam sessions not being destroyed when stopping or leaving a multiplayer session
Updated Training Grounds to spawn different types of mobs
Updated Gunslinger default weapon on spawn to Handgun
Moved NPCs to their correct locations
Alt Mouse Mode can now be closed by pressing Alt again