- bones and rubber ducks will reset their positions on load unless they were used to progress "their quest" - soccer balls now no longer save their position unless you've completed their individual net quest - if you haven't completed it, the ball will reset on each load - slight wall jump improvements to make it harder to do them accidentally - made it a tad easier to cling to a wall for a wall slide - improvements to ledge climbing overall -- ledge climbing onto a thin ledge will now no longer force you to keep moving forward and drop off the other side - you will now stop - precision jumping visuals are now a bit more accurate and will "snap" to the legde if you can ledge climb to give you more of a visual indicator for success - added a visual paw indicator feedback when it snaps - updated the precision jump dot lines to be more accurate - fixed birds getting stuck on you if you caught one and immediately got scared - doggo balls will now reset to their spawn position on loading if they haven't been put in the hole - the blue rooftop bin and the conv store fan will now reset their positions on load if they havent been used to complete their quest - after the quest is complete, they save their position - fixed being able to get a prompt for crawling while pulling a bin - lots of collision updates, fixes and improvements - fixed a case where the construction yard failsafe for hiding the blue bin wasn't working - fish now reset their position on load unless they are eaten - fixed not being able to get on top of the kyoto style house - fixed the aim paws not aiming off of tall drops - if you precision onto ivy, you'll now auto cling/climb - fixed a bug that caused the game to play slowly if you caught a bird and tripped a human right after - fixed not being able to pull bins in non-english languages - kitty will pause when sneaking now when you stop moving instead of transitioning back to an idle state
The day has come. After a long development process, we are ready to release our very first game in Early Access release of. Taora: Survival is a project we have been dedicated to for nearly 2 years, shaped by the feedback you provided. We are grateful for the contributions of our players that have brought us to this point.
We extend our gratitude to the community that has stood by us throughout this journey. Your feedback, suggestions, and support have made our game much better already. We look forward for more help from you during the Early Access stage as well so we can develope amazing game all together.
We will soon share the roadmap with you. Remember to follow our Steam and Discord pages during this process. You can always reach out to us for any questions, suggestions, or feedback.
Thank you once again to everyone who has been with us on this journey.
Henry controls an All Terrain Vehicle specializing in crossing a multitude of wild environments, especially the more snowy type that we can expect to encounter in ICEBOUND. Affectionally called "The Beast" by its owner, clearly referring to its enormous size and intimidating appearance, is still indeed a beast when crossing the icy ravines and forested mountains of the northern Appalachians. Connected to the tractor, which serves as Henry's de facto living space, is the cargo section of the vehicle. This section provides ample space to help Henry deliver supplies to those in need and to store what he might need on his journey.
The ATV offers some limited amphibious abilities, with which will aid us in crossing treacherous, ice-covered swamps ribboned with narrow, post-glacial lakes, dark coniferous forests, as well as rocky passes of low and medium mountains.
The Beast won't have an easy task ahead of it, and it has most certainly seen better days. Henry will be the only person around to perform even the most basic maintenance, such as replacing broken tracks and worn, under-performing engine components. Repairing mechanical damage to the body, chassis and electrical subsystems will prove to be a constant problem, interferring in our mission. It's a good thing we'll have the opportunity to visit the occasional abandoned mechanic shops and to scavenge certain encountered vehicles.
To perform repairs Henry needs to be in a good shape himself. The biting cold certainly won't make things easier and keeping the engine running, and thus heating, will make the difference between keeping your only friend - The Beast - in a working condition and protecting you from both the cold and the fauna, and making a mad dash to the closest place of opportunity. Remember, that should you choose to get there on foot, you might encounter not just wolves...
Height of the 'pillar' of flame for both Molotov and Incendiary grenade now decreases over time
Reduced the terrorist team award when bomb was planted but defused from $800 to $600, to decrease the impact of the first-round on subsequent rounds
Reduced the price of the M4A4 from $3100 to $3000
Minor adjustments to first-person camera movement
Added explicit "switchhandsleft" and "switchhandsright" console commands
Deathmatch bonus weapons are now the same for all players regardless of loadout
Incendiary Grenade
Adjusted the explosion and flame visual treatment
Reduced duration
Reduced area covered by spreading flames
Reduced price from $600 to $500
[ RENTALS ]
When players open a Kilowatt case with a key, they will have the option to rent the entire Kilowatt collection (i.e., every weapon in the case, excluding the rare special item) for a week instead of receiving an item from the collection
Equipped rented weapons will be replaced with the stock version of the weapon when the rental period expires
Rented weapons cannot be modified (e.g., via stickers or name tags), traded, or sold on the Steam Community Market
[ HUD ]
Fixed a bug where the MVP player name displayed incorrectly during bot takeover
Fixed a bug where the Refund All button in the Buy Menu would only refund a single flashbang grenade
Fixed a bug where the ESC menu scoreboard during end-of-match didn't match the TAB scoreboard
Fixed a bug where the Loss Bonus scoreboard tooltip would get stuck on-screen after closing the scoreboard
Blocking stranger Steam avatars will now block other user-generated content such name tags and sticker placements
[ CHICKENS ]
Chickens have a few new animations
Chickens can now walk up hills
Chickens can now turn right while walking
[ UI ]
Various performance improvements to the Warehouse main menu and item inspect background scenery
[ DEMOS ]
The demo playback timeline now show indicators for kill and death events
Demo playback can be toggled into "highlight mode" which will show only kills and deaths for the active player
Various minor demo playback UI changes
Fixed a demo playback crash
[ MAPS ]
Vertigo:
Added catwalk by bombsite A, connecting to back of A
Removed connector between back of A and elevators
Opened up passage between elevators and scaffolding
Slightly tweaked size of bombsite A
Tweaked spawn timings slightly
Changed Wingman layout to feature bombsite A changes
Baggage:
Fixed movement hitch on lower conveyor
Lowered height of central conveyor tray to help open sniper view
Office:
Fixed a case where a player could shoot through multiple walls
Mirage:
Fixed bad collision on certain props
Fixed some sticky collision around windows in palace
Today's update includes some love for the CT economy, with price cuts to the M4A4 and Incendiary grenade, and a bit less cash going to the T's when the bomb gets defused.
In addition to the price cut, the incendiary grenade has gotten a bit of a makeover with a new visual treatment for its explosion and flames, and reduced spread and duration.
And in other gameplay news, Vertigo's A-site has gotten some significant changes--it's now the site featured in Wingman matches, so check it out.
Calling all Kilowatt Collection fans! Now, when you open a Kilowatt case with a key, you'll be given the option to rent the whole collection for a week (excluding the rare special item) instead of keeping a single item. You can play with the weapons as much as you like during that week, but they can't be modified by stickers or nametags.
Lots of other changes in today's update, including some quality of life improvements for demo playback, slightly smarter chickens, and a bit of spring cleaning--good news for fans of 'various bug fixes.'
The day has come. After a long development process, we are ready to release our very first game in Early Access release of. Taora: Survival is a project we have been dedicated to for nearly 2 years, shaped by the feedback you provided. We are grateful for the contributions of our players that have brought us to this point.
We extend our gratitude to the community that has stood by us throughout this journey. Your feedback, suggestions, and support have made our game much better already. We look forward for more help from you during the Early Access stage as well so we can develope amazing game all together.
We will soon share the roadmap with you. Remember to follow our Steam and Discord pages during this process. You can always reach out to us for any questions, suggestions, or feedback.
Thank you once again to everyone who has been with us on this journey.
The Thinite update is almost finished, only bugfixing to do. But in the meantime you can have access to its beta in the Beta area of the Settings via Steam !
Here a list of some of the new things in this beta for the moment:
-the 2950BC start date with the events around the 1st civil war which historically ended the 1st Dynasty(even if we don't really know exactly what happened apart from a division in the royal family) -the 2800BC start date with the events around the 2st civil war(even if it was more likelly a division in two kingdoms for administrative reasons and that one king take a Name of Set and not a Name of Horus) Those events will also happen if you begin with the 3100BC start date or depending of your choices in the previous start dates. -a 6th technique for each domain -an administrative inefficiency growing with your number of scribes -dozens of events around Egypt and its unification and first centuries of existence -changed how you levy your troops -changed many user interface to look better(icons for buildings, full rework of the main menus before you launch the game) and be more readable -many tweaks here and there -many bug fixing with the main one being a bug around the save system
"Svartalfheim's subterranean landscapes are adorned with intricate craftsmanship, showcasing the expertise of its dwarf and craftsmen inhabitants. This phase aligns with early development work, akin to craftsmen constructing the foundational elements of the project with precision and attention to detail."
Following the initial iteration and fixing stage of our closed Pre-Alpha, April 2023 marks the next phase of development. With the foundations laid and hundreds of bugs fixed, we implemented further enhancements and refinements, shifting our focus to improving mechanics, polishing environments and optimising performance
Whilst we are unable to post the details of every change, largely due to the limitations of character count, we wanted to share just a little preview of the work we have done behind the scenes.
0.2.0
May 2023
Overhauled audio, added new biome and horse mechanics, and introduced multiplayer backend support for future implementation.
Expand to read more!
[expand type=details] Audio
Completely overhauled audio system.
Introduced procedural audio for biome detection, tree density, and day/night switching.
Reintegrated ocean audio spline code.
Implemented performance optimisations to splines.
Added new footstep sounds.
Adjusted footstep volume for enemy and animal detection, dependent on speed and surface.
Added player sound when in foliage.
Effects
Added idle, walk, and sprint camera shake effects.
Implemented new UE5 Niagara system for footstep effects.
Added new effects for snow and mud.
Added motion blur to smooth frame rate.
Added procedurally spawned effects.
Level and Environment
Added new landscape biome, rocky shore.
Added out-of-bounds teleportation back into the game world.
Added new mud texture and grass layer utilizing photogrammetry textures.
Added new broadleaf forest texture and grass layer utilizing photogrammetry textures.
Added a new broadleaf leaf material function controlling colour variations and light scattering.
Updated pine tree view distance increased from 1km to 3km.
Updated broadleaf tree view distance increased from 1km to 4km.
Updated collectable stones to spawn only on forest biome layers.
Reduced tree spawning slightly in the Nordic pine forest biome.
Updated interact collision on broadleaf bushes, giving berries.
Increased berry drops when harvesting bushes in Norway and Skye.
Skye: Reworked landscape using improved LiDAR data, resulting in 2x terrain accuracy.
Skye: Increased view distance by 3x.
Skye: Added new WP, resulting in 4x data optimisation.
Norway: Added new WP, resulting in 4x data optimisation.
Norway: Increased size and access by removing edge blockers.
Norway: Updated in-game map to represent new open bounds.
Norway: Increased view distance by 3x.
Norway: Increased the number of landscape LODs for optimisation.
Norway: Reduced landscape draw distance outside of the visible range for optimisation.
Items and Storage
Added wood, stone, and metal repair kits to primitive workbench.
Repairable tools and weapons now require a repair kit based on core resources.
Added loot container respawn toggle and duration.
Locked chests now consume keys on opening, allowing for chest-specific keys.
Added berry bushes as an alternative food source in the Skye broadleaf biome.
Mechanics
Single-player crafting instant and skips in-game time.
Multiplayer crafting continues to use the old arbitrary timer system.
Added new horse code base and animations.
Implemented horse jump, attack, and rear actions.
Enabled smooth speed increase and animation blending when holding the 'shift' key.
Added the ability to call the horse within a set radius.
Added horse auto-navigation to the closest map waypoint using '#'.
Made horse mechanics multiplayer-ready.
Added a whistle to call the horse.
Enabled the use of weapons and menus while riding.
Implemented horse data-driven footsteps for fast surface types and effects.
Updated the behaviour when dying on a horse, correctly detaching the player.
Derived playable classes from a new parent class with riding logic.
Improved horse IK and implemented slope head tracking.
Multiplayer
Reinstated main menu code for multiplayer (backend) session loading and saving.
Integrated advanced Steam sessions.
Added Steam subsystems and net drivers.
Added Aurora Game Studios dedicated server support code.
Added client-side navigation support in anticipation of multiplayer.
Player
Implemented vertex texturing for dirt when walking on mud.
Added hunger and thirst mechanics that damage health when drained.
Added player footstep particle effects function.
Stamina regeneration stops so players remain tired during recovery from 0% to 25%.
Improved foot inverse kinematics (IK) using new dedicated trace channels.
Updated the player's sliding behaviour to end in a crouched position.
Consolidated all player code into a combined base player class.
Moved character inputs from the player to the controller.
Reduced hunger, thirst, and stamina penalties on skip time.
User Interface
Added backstory text before Dream Sequence instead of Norway.
Added HUD active quest toggle icon that only shows if active quests are available.
Reintroduced damage screen effects.
Added a new HUD icon for oxygen.
Foliage now shows an interact prompt.
Camera depth of field changes when aiming a bow.
Warning message appears when attempting to fast-travel while mounted.
Available quest icon appears above character states.
Status effects now display in the top left and adjusted based on active quest visibility.
Updated the "Exit to quit to desktop" option for improved usability.
Quick select bar is now bound to the inventory screen instead of permanently visible.
Faction, religion, season, rest, and temperature state information in the character sheet.
Status icons on the HUD have been updated.
Input key tips now show temporarily and have been moved to the centre bottom of HUD.
Interact info and prompts moved to the info box on the bottom right of the screen.
The compass bar moved to the top of the screen.
Minimap moved to the top right of the screen.
Status effects now use coloured icons instead of a box.
NDA overlay code removed.
Non-functional DLSS and FSR code removed from the graphics menu.
Loading screens for fast travel extended due to visible pop-in after moving the player.
Main menu UI now uses central anchoring instead of edge anchoring for better scaling.
Other
Added 2 new quests to Skye for testing.
Implemented a new UE5 data layer system to improve performance on Skye.
NPCs now use the same foot IK system as the player.
Updated game engine .ini with new console, system, and render settings.
Adjusted player gravity when fast travelling.
Tearing set to 0 to alleviate "alt-tab" issues with UE.
[/expand]
0.2.1
May 2023
Added new islands and enemy spawn system, along with bug fixes and improvements.
Expand to read more!
[expand type=details] Level and Environment
Skye: Added the Small Isles - Rùm, Eigg, Muck, and Canna - to the Skye map.
Skye: Included 6 new map locations corresponding to areas on the new islands.
Skye: Updated the Skye mainland landscape to fit into map bounds more realistically.
Other
Implemented a new spawn system for enemy AI.
Added internal code to control the use of the time skip mechanic for certain crafting stations.
Bug Fixes
Resolved issue where photo mode was not functioning while riding.
Fixed enemies spawning near the woodsman hut in Norway.
Addressed a fatal error occurring near the burned farmstead.
Rectified environmental issues such as sea flora found on land.
Updated ring fort surrounding terrain.
Removed duplicate building layers around Portree.
Fixed overabundance of fallen trees blocking roads in Norway.
Reworked procedural scatter layers in Norway.
Fixed the river at Lealt Falls not displaying properly.
Corrected fast travel issues spawning players underwater at Talisker and Bla Bheinn.
Addressed floating torches on the Norway map.
Fixed campfire cooking turning meat into burned meat instantly.
Corrected incorrect runtime grids on the Norway landscape.
Fixed third-person equip toggle animations only affecting the upper body.
[/expand]
0.2.2
Jun 2023
Implemented climate-based weather controls, volumetric fog, and new gameplay mechanics, while migrating to Unreal Engine 5.2 and adding multiplayer features.
Expand to read more!
[expand type=details] Atmospherics
Added climate-based controls for random weather per season.
Introduced volumetric ground fog with 3D noise.
Added water effects on the player camera when submerged.
Revised seasonal temperature settings.
Updated directional wind controller for better atmospheric effects.
Enhanced water-related one-shot audio sounds for immersion.
Campfires emit smoke for 1 min after extinguishing to reveal player's location to enemies.
Added new interact and fire effects with corresponding sound effects.
Implemented runtime virtual texturing to blend objects with the landscape.
Engine Migrated to UE-5.2.
Set DX12 as the default RHI.
Integrated Nvidia DLSS 3.0, NIS, Reflex, and Intel XeSS.
Cleaned up project files post-migration from 5.0 to 5.2.
Level and Environment
Added new point of interest: shipwreck.
Introduced procedural wood and stone fences, hedges, roads, and graveyards.
Made overall performance improvements.
Added procedural foam effects.
Implemented a new sound system, including sound occlusion.
Updated ocean visuals and underwater effects.
Revamped ocean audio.
Norway: Introduced the new 256km² map of Mørsvikbotn.
Norway: Added 38 real-world locations.
Norway: Reworked Ravndal and introduced new quests.
Norway: Increased mushroom and fern scales and reduced rock scatter.
Skye: Enhanced shipwreck near starting location with new models and collectables.
Skye: Updated the burned farmstead with new visual effects.
Skye: Added a new grass layer, heather fields, a new POI, and 15 ancient ruins.
Skye: Implemented procedural farm fields.
Mechanics
Added craftable fire starters using twigs and leaves with player animations.
Berry bushes now spawn pickable berries.
Displayed item names in-world when discovered.
Implemented physics-based tree trunk cutting and resource collection from logs.
Added minable cave resources and 16 new cave locations.
Introduced procedural cave states and ores.
Added new stone quarry locations and moved stone mining to foliage-based.
Enhanced longboat assets and boat buoyancy/camera systems.
Introduced variable body temperature mechanics.
Fires affect air and body temperature.
Began reworking the skills system with experience gained from actions.
Overhauled locomotion system and added full-body IK.
Implemented mantling system for vaulting/climbing.
Added player control toggles for camera rotation.
Improved tutorial system with pop-up explanations and a new encyclopedia.
Multiplayer
Added player stats system, accessible with 'F10'.
Enabled multiplayer replicated stats and anti-cheat measures.
Added new achievement screen and integrated Steam achievements.
Implemented a new chat system with full multiplayer support.
User Interface
Added temporary icons to mallet and building menus.
Colour-coded building menu items based on inventory availability.
Reworked map code for multiple maps and fast travel.
Added new journal and encyclopedia screen, accessible with 'I'.
Saved player remapped key bindings on exit.
Interactable items now use an outline system with runtime markers.
Time of day is now saved with player data.
Updated default sailing and player control schemes.
[/expand]
0.2.3
Jul 2023
Added cooking skill progression, new skills system, and fixed various bugs and user interface issues.
Expand to read more!
[expand type=details] Mechanics
Campfires have crafting lists of known foods, replacing the auto-craft system.
Cooking food now increases the cooking skill.
Players can now interact with chicken coops to harvest raw eggs.
Other
Skills moved to a data-driven system for easier addition of new skills.
Reduced experience gained from hitting inanimate objects with weapons from 5 to 0.01.
Added a visual cue to the dream sequence to help players navigate through dust.
Bug Fixes
Clarified tutorial close button text.
Fixed inaccessible terrain around Ravndal.
Boat now simulates physics from a greater distance.
Fixed floating roadside torches in Norway.
Addressed the issue of the Seer's house floating due to incorrect landscape detail.
Resolved phantom collisions around the fishing area of Ravndal.
Chickens are no longer impassable.
Hidden body temperature UI during photo mode to reduce UI clutter.
Skill update UI hidden during the dream sequence for improved immersion.
Disabled all chat function keys during the dream sequence.
Dream sequence no longer allows wait time, inventory, and other elements to function.
Level bar now initialises correctly instead of showing 0/0.
Corrected display issue with the Raider Unique starting weapon.
Player and horse data are now saved separately, fixing some respawn issues.
Pressing "ESC" in the player inventory UI now closes the menu.
Pause menu no longer loses "mouse focus," allowing closure with a key press.
Player now auto-jumps over low objects like fallen trees.
Skills and levels now persist between play sessions.
Fixed grass visibility under the floor of the longhouse in Ravndal.
Foot IK is now correctly disabled when sliding.
Fixed animal spawning on top of building objects in Kyleakin.
[/expand]
0.2.4
Jul 2023
Updated engine with Nvidia Reflex and DLSS 3.0, introduced new gameplay mechanics like archery and fishing, and reworked user interface for better player interaction.
Expand to read more!
[expand type=details] Engine
Nvidia Reflex automatically enabled with DLSS-Frame Generation.
Project default switched to DX11, DX12 now optional in settings.
Mechanics
Farming resources moved to data tables for easier addition of new plants.
New backend and coding for upcoming equipment system.
Added Archery Range POI.
Introduced Arrow Racks and Bow Racks as container types.
New Archery Targets provide higher-ranged experience.
Tool hitting resources yields sub-items.
New resource: Tree Bark for future crafting.
Hitting Trees adds leaves, sticks, and bark without felling the tree.
Hitting Mines adds flint without fully depleting the node.
Resource nodes give different resources based on the tool used.
Groundwork laid for player-built collection structures.
User Interface
Preparation for inspect and interact functionality.
Added secondary interaction to world objects.
Crafting button disabled if missing items for Blueprint.
Archery Ranges and Stables now have map markers.
Bug Fixes
Mantle system issues causing control rotation fixed.
Engine initialisation and DX12 crash resolved.
Rare respawn issue with NPC possession fixed.
Resolved player ID issue on respawning.
Mantle system uses a dedicated trace channel.
Fixed background and tutorial slide warnings.
Addressed landscape deformations.
[/expand]
0.2.5
Aug 2023
Reverted to DX12 and SM6 as default RHI, fixed bugs, and made minor adjustments.
Expand to read more!
[expand type=details] Technical Overhaul
Reverted to DX12/SM6 as default RHI due to huge performance issues from disabling SM6.
[/expand]
0.2.6
Nov 2023
Upgraded to Unreal Engine 5.3, introduced new points of interest and mechanics like fast travel, and reworked the user interface for improved navigation.
Expand to read more!
[expand type=details] Engine
Upgraded to Unreal Engine 5.3.
Added timeline support to components.
Implemented pre-load shader compilation for reduced hitching.
Level and Environment
Added POIs: Guarded and Locked Chests, Bandit and Trader Camps, Wooden and Stone Circles.
Environmental tweaks and placement changes.
Broadleaf forests change colour based on season.
Objects remove grass upon placement.
Bandit camps updated with loot chests, set dressing, and torches.
Introduced bandit camp difficulties: Easy, Medium, and Hard.
Trader camps now feature trading stalls.
Unified world nav mesh for AI.
Norway: Increased verticality by 20% for more dramatic landscape.
Norway: Overhauled architecture and expanded settlements.
Norway: Adjusted biome density.
Norway: All large rocks climbable/mantled again.
Norway: Reworked world partition grids.
Norway: Expanded settlements and POIs with real-world locations.
Norway: Updated Wilbur the Pig.
Skye: Increased mushroom spawning.
Mechanics
Beds no longer spawn points, function for skipping time.
Campfires can be set as spawn points.
Campfires create a safe zone within 15 meters.
Benches allow waiting.
Fast travel speed increased 3x, with catch break for failed travel.
Fast travel advances in-game time.
Added enemy types in Norway bandit camps.
Horse auto-jumps over medium objects.
Laden player can only walk.
Reworked object outlining.
Respawn system reworked for multiple spawn points.
First-person default view mode.
Player state component handles various states.
Fog of war active for all maps.
Meditate/wait ability added to cairns.
Wooden and Stone modular parts use Chaos Physics when destroyed.
Primitive Planning Area renamed to Builders Bench.
Doors and windows added to Builders Bench.
Destroying buildings returns resources.
User Interface
New "Click to start" screen.
Updated intermediate UI look.
Patch notes moved under "Extras".
Version number added to the main menu.
Removed "Knowledge Tab".
Inventory tooltips color-coded.
Bow aiming shows distance to target.
Laden state displayed as HUD warning.
Pause Menu added Photomode and Photo Gallery access.
Dream Sequence: Backstory text removed.
Death Menu: Added ability to load a save game.
Dynamic loading screens.
Removed intrusive introduction pop-ups.
Updated Main Menu landscape textures and added new theme music.
Reworked data-driven UI codebase.
Floating interaction text replacing on-screen UI text.
Unified layout for player inventory.
Added new console commands.
Console returns an error in multiplayer.
"Take All" on container closes UI.
Empty containers displayed on interact UI.
Time, date, season, weather, and body temperature added to inventory screens.
[/expand]
0.2.7
Jan 2024
Optimised NPC behaviour and audio controls, updated levels and environments with new quests, and introduced new mechanics for fishing and farming.
Expand to read more!
[expand type=details] AI and NPCs
Optimised NPC code, removing redundant links to player code.
NPCs now utilise Metahuman code, including ARKit and LiveLink.
Added facial animation, multiple features, and hair variations for NPCs.
All traders now use the new Metahuman setup.
Introduced alternate Fem NPC models.
Added unique NPC, Ravndal Guard, providing location information in Norway.
NPCs can now attack the player with directional hit animations.
Added delay between NPC spawning to reduce hitching.
Audio
Added audio controller with area, biome and combat detection.
Added music pauses/delays and switches day/night ambient audio.
Skye: Expanded POIs and natural landmark locations.
Skye: Reduced large rock scatter to allow more collectables.
Skye: Optimised landscape vertex and world partition loading times.
Skye: Tested extreme view distances.
Skye: Updated biomes for consistent scatter and collectables.
Skye: Updated grassland layers for heather and new rocky ground layers.
Skye: Updated road networks.
Mechanics
Fixed and updated trade lists for all traders.
Implemented a new trade pricing system.
Introduced new trader classes: Miner, Hunter, and Charcoal Burner.
Removed Healer, Food Seller, and General Trader classes.
Introduced basic fishing mechanics.
Added fishing rods and bait.
Included 31 new fishing spots in Norway.
Added 4 types of fish.
Introduced Fishing Rod and Basket of Worms items.
Added map marker for fishing spots.
Players can dig up worms for fishing bait.
Added basic trapping mechanics.
Players can craft rabbit traps.
Chance to catch a rabbit after leaving the area.
Introduced digging mechanics.
Players can craft a shovel.
Digging yields various items based on surface type.
Included farming mechanics.
Players can craft a farming workbench.
Crop seeds and farming items available for purchase.
Various farming-related items can be crafted.
Woodcutting and Mining now have camera feedback effects.
Overhauled swimming and sailing mechanics.
Introduced new Craftable Equipment: Backpack.
Inventory size can be increased by crafting different backpacks.
Adjusted character crafting locations.
Added new crafting stations.
Updated placeable crafting items.
Added new craftables at Millstone Workbench and Press Barrel.
Campfires automatically cook meat, fish, or eggs.
Added Flint as a new resource.
Collecting Roots now provides Grubs and Worms.
Nettles reintroduced as a resource.
Ferns and Berry Bushes can now be collected.
Added new usable torch visuals.
Introduced Advanced Torch item.
Added new crafting components: String, Resin.
User Interface
Reworked Mapping system with new features.
Added Dynamic Markers for player Death Location.
Introduced a new interaction system.
Integrated Facet "Enemies Near."
Updated HUD elements and menu layout.
Other
Added new Console Commands.
Introduced "facets" affecting the player's state.
Eye of Odin now highlights mineable resources.
Player sitting added as an option to pass the time.
Added first "book" test item.
Updated Day/Night Cycle, Hunger and Thirst mechanics.
Adjusted various gameplay elements for balancing.
Reintroduced Camera Dirt mask.
Player now holds food items when eating.
Wooden Circles dedicated to specific gods.
Introduced new animated Crossbow meshes.
Updated various player states and mechanics.
Introduced new Book items and UI.
Third Person view set as default.
Updated map location colour and text size.
Various improvements and bug fixes.
[/expand]
0.2.8
May 2024
Further optimised NPC behaviour, introduced player model customisation, updated audio and environment effects, and reworked user interface for better readability and navigation.
Expand to read more!
[expand type=details] AI and NPCs
Player model now utilises Metahumans.
Basic customisation options added for player model at the start of a new game.
All NPCs exclusively use Metahumans.
Dialogue interaction is temporarily disabled for non-essential NPCs.
Further performance optimization of NPC code.
All human enemies now exclusively use Metahumans.
Entirely reworked AI system.
Audio
Main menu music now loops seamlessly.
Ambient wind sounds are no longer excessively loud by default.
Engine
Updated support for DLSS 3.7.
Environments and Levels
Proper biome added to the ocean.
Increased ocean depth.
Reworked landscape texturing of Skye, Norway, Main Menu, and Dream Sequence.
Reworked landscape detailing for improved balance between detail and performance.
Removed VO from Dream Sequence.
Simplified exposition level in anticipation of new opening Tutorial.
Increased density of points of interest.
Complete rework of POIs in Norway and Skye.
Added Scout Camp POI.
Bandit camps now feature usable crafting stations and campfires.
Mechanics
The first item of equipable clothing is now available in-game.
Building collision updated to allow construction on slopes and large overhanging structures.
Foundations now extend down to the ground when built, addressing issues with floating buildings.
New player footstep system with advanced and realistic sounds.
User Interface
Compass bar size increased, alignment changed, and cardinal degrees removed.
Updated hotbar position and scaling.
Player HUD stats split, with Health and Stamina at the top and other stats at the bottom.
Facets integrated into the top stats bar.
Reworked player crafting screen.
Encumbered / Laden added to Facets and removed from main HUD.
Updated player inventory UI page layouts and names.
Enemy name and health are displayed above characters instead of HUD.
Entirely reworked Main Menu UI and settings menu.
Continue Game button moved to the first page of main menu.
Time from Start Screen to Main Menu halved.
Added Driver outdated warning to the main menu.
Removed Extras Menu.
Main Menu now supports keyboard, mouse, and gamepad.
Multiple new options added to the graphic settings.
Entirely reworked Pause Menu UI code.
Pause Menu now supports keyboard, mouse, and gamepad.
Removed Extras Menu.
Opening the Pause Menu no longer loses game focus.
Active Quest HUD moved to the right-hand side of the screen.
Updated Death Menu UI.
Updated Loading Screen to include artwork.
Other
Dodge Roll moved to "Alt".
Improved Enhanced Input Mapping options for players.
All item, crafting, and building icons replaced with real-world icons.
Photomode and Photomode Gallery fully support Gamepad Navigation.
Player Graphic settings / Audio / Game and Input Mappings now all save correctly.
Barrels, containers, and workbenches now use the new interact method.
Updated: Enemies Near and Combat Audio distance doubled.
Combat Music no longer fades out immediately after combat ends.