We hope you all had a good end to last year and are starting with an even better 2025! We took some time to rest and are excited to be back with another update.
Highlights
Quest NPCs will now come to your shop
Outposts can now send raids after you clear them
You can now ping enemies remaining in an outpost one by one
More outposts now feature rewards for clearing them
Quest NPC Customers (Friends)
Once you complete quests for various NPCs, they can appear at your shop as customers!
These special customers have additional patience for your shop and some fairly large wallet sizes, so accumulating them should give you a small but welcome boost to the quality of your clientele.
Not every quest NPC can be a customer yet, but most NPCs associated with the main quest can. A few of our favorites from side quests will show up, too.
We plan on adding this functionality to more NPCs, so if you have a favorite character you want to see at your shop, let us know!
The NPCs available in this update are:
Tayada
Mayor Yori
Captain Latch
Andrei Barnaby
Aiden Kingsmithy
Jones Fishingman
Freda McQuillan
Chef Pippo
Ambrosia
Cassandra Gale
Samantha Cole
Senhi Hideta
This was one of our earlier ideas when we started implementing the main quest into the game. For various reasons, it didn't make it into the build until now, but we think it adds a nice connection between the story and your shop progress.
If you have already completed the associated quest for these characters, they should unlock automatically when you load your save on this update and start showing up at your store.
Quest NPC Customer Invites
Right now, these special customers can be a bit rare to spawn, but you can change that by asking them to come to your shop!
Once you complete the associated quest for these characters, most will have a dialogue option where you can invite them to your shop.
Once you do, they will show up at the next shop you go to (or choose from one of your shops if you have friends running them in multiplayer).
So if you're ever low on customers, or just want one of these characters to drop by your shop, head over to them and just ask!
Expansion For Outpost Raids (Foes)
In update 14.4.0, we added an experimental feature where you could see your progress for clearing out enemy outposts, receive a reward when defeating all the enemies in the outpost, and see how long until the outpost was reinforced and refilled with enemies.
In that update, we only added this feature to 3 outposts so we could try out the feature and get feedback on it. You all seem to really like that mechanic, and we do too! So, we decided to add it to this update.
Ping Remaining Enemy
One of this mechanic's biggest shortcomings was not finding the last few enemies in the outpost to clear it. To address that, we've added this ping button that will appear once you've cleared more than 60% of the outpost.
Pressing it will ping one of the remaining enemies so you can hunt them down. To ping the next enemy, you have to wait until the previous one is dead and their body has despawned, so you probably can't just spam pings and kill enemies, but this should help direct you to the next group or straggling enemy if you get stuck.
Outpost Retaliation Raids
We also added the ability for the enemy factions to attack you in retaliation for clearing their outposts.
Every outpost that shows clear progress and gives a reward for completing it has a percentage chance to have the faction who owns that outpost send a retaliatory raid. The chance of a raid and the size of that raid depends on the size and strength of the outpost you clear.
If you trigger a raid, you will see this Raid Incoming tag under the outpost UI once you clear it and the reward is spawned.
The raid will come after you in the next few hours in-game, so you can try to prepare wherever you are, or you can go back to your shop or base to hunker down behind some turrets and spikes.
Because this mechanic introduces additional attacks that can target you and your shop, we understand not everyone will want to play with it enabled. So turning off the Peaceful Shop setting will completely disable these raids from spawning.
This setting was previously named Peaceful Nights as it also turns off nighttime attacks from ghouls, but we renamed it this week for these new outpost raids as they can occur during the day.
New Outposts with Rewards for Clearing
With these new additions to our outpost clearing mechanic, we have also added functionality to more outposts throughout the world.
In addition to the 3 original outposts with the mechanic, we're adding 9 more outposts that track your clearing progress and provide rewards (and raids) when completed.
8 of these outposts are Outlaw controlled in the Wetlands. This area should be an even cooler place to adventure and fight with all the outposts concentrated around the environment. We also added the functionality to the small Ronin outpost on the southern edge of the Shepherd Ruins, as new players commonly frequent it.
We hope you enjoy clearing these outposts, reaping the rewards, and fighting off the forces that the Outlaws and Ronin send after you for revenge!
Hold to Confirm Scrap All
We introduced the scrap all button back in update 14.3.0 and have enjoyed being able to quickly scrap loot that we don't want.
However, the downside of this button is when it is pressed accidentally and ends up scrapping gear you actually do want, either in an enemy death box or in one of your own containers.
To help avoid this issue and give you all a little more peace of mind, we've introduced a hold to confirm functionality to this button. You can either hold the button on the UI or the keybinding to scrap the contents of the container you're interacting with.
We tried to dial in the timing so it doesn't slow down quick looting too much but will still give you enough time to stop pressing it if you hit it by mistake.
We made this feature live earlier this week alongside some of the more pressing code fixes in the full patch notes below, so you may have already tried it!
Prologue Lighting Updates
The prologue is the first impression of the game for a lot of players, so we're continually working to improve it and ensure players are smoothly introduced to Saleblazers.
Over the past couple of weeks, we've been working on overhauling the lighting in the prologue level to look nicer, better match the open world, and perform better.
Community Corner
In patch v0.14.8.15, we introduced the long-awaited cosmetic slot options so you can equip something stylish without sacrificing the stats of the gear underneath.
We asked to see some of your character creations using this feature on our Discord, and it's been great to see everyone's outfits.
From left to right, we have characters from Sei, KatVet, eaglescout, and Recette.
if you have a cool character you want to show off, please post it in the #characters showcase channel in the Discord. Thanks everyone for sharing!
New Community Loading Screen Tips
We've got a few new loading screen tips to add to this update. Take note of the knowledge they bring!
Wanna run faster? Equip a pocket knife and drink some coffee! -Anonymous
Stay curious. There might be a rune behind the waterfall. -Anonymous
Dress up with the cosmetic slots! No one knows there is full body armor under your apron. -Anonymous
We also have one more new loading screen tip inspired by some players on Discord, but that is coming as a slightly more official tip.
You can place single items from an equipped stack in your hotbar.
Thanks to everyone who shared loading screen tips and to everyone who is active on our official Discord, giving feedback, grouping up, and discussing the game.
v0.14.9.0 Patch Notes
➡️ Changes
NPCs from various quests will now come visit your shop and purchase items from you
You can now invite NPCs from various quests to visit your shop
Enemy outposts with outpost cleared rewards now have a chance to send a raid after you clear them
After clearing 60% of an outpost with clear percentage players can now ping the remaining enemies needed to clear the outpost
Updated 9 outposts with names, raids, timers, and rewards for clearing, including the outlaw outposts in the wetlands
Added tool tips to explain lobby options when hovered
Scrap all button now has a short confirmation timer before it executes
Reduced the damage for the charged attack on katana weapons
Can no longer sneak attack bosses
Rebalanced prologue level lighting and some art assets to match the rest of the updated game
Updated ambient occlusion to be less visually heavy
Grass now stays down for an extended duration of time
Adjusted all the grass materials in the game for better reactivity
Explosive Mines no longer damage structures
Adjusted the distribution of some lootable items in the wetlands area
Slightly improved the roof textures in Kazai Village
Overhauled the lighting in the prologue level
Characters now automatically get up from being knocked down into water after 3 seconds
⚙️ Optimizations
Optimized electricity wires to improve performance for shops with a lot of electronics and wires
Slightly optimized water ripple effect for NPCs and enemies swimming or wading
Optimized some animal spawners near the Decommissioned Shop Plot in the desert
Minor code optimizations
🛠️ General Fixes
Fixed stick-to-wall placeable items like electricity extension rods/lights not properly saving and loading
Fixed an issue that could cause clients to lose items in slots that had been added by Ambrosia when joining a host
Fixed an issue where skill points would sometimes not save properly for clients who quit the lobby immediately after allocating them
Fixed an issue that would cause some clients in a server to no longer be able to interact with certain doors or crates properly
Fixed an employee pathing problem that caused them to wiggle back and forth while moving, which was reducing their efficiency
Fixed NPC shop stock not randomizing their rarities based on calculated chances properly, resulting in an overabundance of high rarity items in shops
Fixed a case where NPC villagers would talk to no one and become busy when they shouldn't
Cleaned up character creation logic to reduce hiccups
Fixed a case where Josef Heart could spawn twice
Fixed a case where clients could not see the Researcher properly
Adjusted Sketchy Kyle's spawn position and wander radius so he can't end up inside of Zena's Arena
Fixed an issue where some quest rewards are spawned in an unreachable location
Fixed a case where items inside Barry's Bazaar shops get duplicated on save and load sometimes
Fixed restocking employees aren't showing the no proper storage emote above their head on containers that did not pass the category filter setup
Prevented a case where shop vault money could overflow and cause issues above 2 billion dollars
Fixed an early version of the spawner for the outpost revenge raids, sometimes firing endless spawns
Fixed being unable to navigate to cosmetic slots with controller
General stability fixes
Fixed some slight clipping issues in Zena's cutscene
Centered the prologue level to the world origin to fix various shadow artifacts and culling lag spikes
Fixed floating crouch animation
Fixed various collision issues in Kazai Village
Fixed some backend issues with the Boba shop in Kazai Village
Corrected some bad item setups for objects in Kazai Village
Cleaned up some bad objects in the Wetlands
Minor visual polish on the prologue level
Fixed various minor localization issues
Fixed various disconnection issues
📜 Known Issues
Hotfix v0.14.9.1 is out now that resolves this issue. Thank you for your patience! A follow-up patch should be releasing later today with some additional fixes.
Clients sometimes see naked NPCs or NPCs with missing skin when transitioning from the prologue to the open world.
Hi everyone! The macOS version of Lifecraft, supporting both Apple Silicon and Intel is finally here. It should play exactly like before, just on a different system!
If you notice any issue, please let us know on Discord, just like always.
Meanwhile, we’re continuing to work on hatching mechanics to defend against bacteria, boost your defenses by growing them, and prepare for future threats.
In theory, the issue (of the demo not opening) has been resolved! If you still can't open the game, first try Verifying the Integrity of Game Files. If the issue persists, or if you have feedback about the Demo, contact me directly via email at dev.brunoperes@gmail.com
Sorry for the inconvenience! I spent all of yesterday trying to fix this.
Hello! I am still trying to balance out the late game but have made lots of improvements in the meantime that I wish to provide in this update.
Quality of Life
UI
Implemented button for automatic work slot reassignment, automatically reassigns units with the best skills paired to their best job, starting with mineral skills, agricultural skills then to buildings that skills have no effect (Locked work slots will not be affected by pressing automatic sort).
Implemented search function for production options
Implemented toggle for showing all building status in bars floating above them.
Updated battle panel to show more info on top of units (toggle).
Updated overworld resource icons to be more visible.
Added toggle for overworld icons.
Updated fight icon to appear when units are fighting so player knows more intuitively where to click to bring up the fight menu.
Redid Home building UI.
Added Unit List UI.
Edited standard unit menu to include health.
Created loading screen.
Edited help menu.
Updated work building menus.
Added floating red text damage for battles.
Added day counter.
Can hover over battle damage recap to show outline of units that attacked and defended for that entry.
Added Player unit count and Enemy unit count to top of combat UI.
Added dust effect to spawners being destroyed.
Gameplay
Implemented guilds auto training option, upon reaching max skill level of 10, a unit learning from a guild will then seek to swap places with a unit with a skill lower than them, that is occupying a slot using that guild's skill.
Implemented max amount of item allowed to produce option (based upon warehouse storage).
Changed tier 3+ buildings to change tiles beneath them to stone instead of dirt.
Changed top right unit counter to be switchable between several settings (homeless, unemployed, drafted).
Changed overworld to have a larger low tier enemy area.
Market stall queues doubled - market stalls now call more units to them so they don't wander for as long before lining up.
Made roads box select placement.
Added more sounds for different unit actions.
Added different BGM for tier 3 and 4.
Less daily loss of satisfaction if item not bought.
Changed production options to have an output only icon and grid.
Add floating icon to an item finishing in production.
Extended when unit would request a broken combat item to be replaced.
Bug Fixes
Fixed some units waiting outside work buildings and refusing to work after load.
Fixed battle UI would flicker between ongoing battles.
Units will properly capture nodes they are just walking by and not stopping at if no enemy is present.
General
Added medium and large farm versions of the current small farms.
Added ability to reassign and unassign homes.
Decreased speed of berry and flax production.
Added medium and large quarries.
Added Steam Achievements
Implemented repeating technologies.
Added forestry and berry farm buildings.
A lot of the changes were made with letting the player know at a glance what is happening or just making things easier to find or do.
I had avoided adding a forestry building to produce wood because I wanted the player to rely on capturing nodes in the overworld to provide that resource. I could not make this work cleanly in gameplay so decided to add one after all.
Greetings, Warriors! You've asked, and we've listened—now you can enjoy the Digital Collector's Content soundtrack in MP3 format outside the game!
Want to know how to access it? Keep reading for step-by-step instructions in your Steam Client.
Enjoy the tunes, The MechWarrior 5: Clans Team
STEAM In the Steam Client, go to your steam library, right-click on the base game and Manage->Browse Local Files. anyone who has the Digital Collectors Content entitlement should have a "DigitalCollectors" folder in the directory the game is installed.
We’re thrilled to be in the final stretch as we prepare for our launch on January 28th! These past weeks have been a whirlwind of activity as we continue working hard to bring everything together for the big day. It’s been a challenging, intense, and absolutely rewarding process, and we’re so excited to share the results with you soon.
The team is still fully immersed in polishing every detail to ensure the experience meets your expectations. From final tweaks to ongoing testing, we’re leaving no stone unturned. Juggling it all - especially as we navigate working with Steam for the first time - has been a journey in itself! The late nights, early mornings, and countless cups of coffee are all part of the effort to make this launch as smooth and exciting as possible.
Creating this game has been a labor of love, and we’re doing everything we can to ensure it’s ready to deliver joy, challenge, and fun when you step into this world. Thank you for being part of this journey with us - launch day is just around the corner!
NEW ASSIST: Cadence from Crypt of the NecroDancer! · Digs to the front, digs to the back then unleashes a devastating fireball projectile on a beat! The digs bury grounded opponents and spike aerial ones. Try using them to edgeguard or to set up for her fireball!
General
· DI angles now round to perpendicular to knockback when you’re within 22.5 degrees. This allows you to get full DI on any knockback angle. · Pressing the right stick up strong during jump squat now results in a buffered up air. 📢 If you cancel an airdash within the first few frames before it reaches its full speed, speed will be applied as if you cancelled it later. 📢 Fixed bug that prevented pressing the wavedash button on ledge from wavedashing onto the stage (the same input as ledge jump buffered into airdash). 📢 Fixed bug from last patch that caused dash down strong (using strong button) to result in a down tilt. 📢 Assist grabs can no longer grab opponents that are already grabbed. · When a character grabs a ledge, they are now layered below other characters. 📢 KO’d characters are no longer visible. · Holding shield after a dodge roll now properly plays through shield_in before shield_loop. This is a purely aesthetic change.
Online
Desync Fixes · Players with mismatched hitstop shake settings in their gameplay options will no longer cause desyncs.
Menus
General · All sub-menus now let you use the cancel button to back out. · You can no longer have two buttons highlighted at the same time with keyboard and mouse.
Character Select Screen · You can now select a CPU's custom content with the hand cursor. · The CPU's custom content menu is now grey instead of port color. · Re-selecting the custom content button now properly shows the custom content list.
Controls · "Dash" button text now changes to "Walk" if you have Auto-Dash enabled.
Start Screen · Updated splash art.
Credits · Updated to include Cadence, courtesy of Brace Yourself Games.
Assists
Cadence · Added to the game!
Stages
Backyard · Fixed a crash on hazard version caused by a rare interaction with the wall.
Custom Content
General · You can now specify multiple hitsounds in hitbox stats via hitSoundOverrideArray. · GameCamera automatically stops following disposed entities and disregard killed ones. · Special angles that rely on collision results now take into account rotation and scale, resulting in more consistent behavior.
Build 1.0.75717 brings several adjustments to the Stable Branch based on player feedback. Difficulty settings have been renamed to better differentiate between preset modes and custom configurations, with custom settings now clearly displayed in-game, along with a breakdown of their individual components.
Crowning ambitions have been expanded, offering more choices in events to increase the variety and make ambition victories easier to achieve. The Grand Vizier role has been reworked: they now serve as governors in cities without a named governor, focusing solely on production management in those locations. This simplifies their function while aligning with their intended purpose.
Other changes include updates to war declaration missions, improved AI decision-making, UI improvements for tooltips and notifications, and a wide range of bug fixes addressing issues with events, ambitions, and gameplay scenarios.
Build 1.0.75717's Headline Changes
Difficulty Settings Renamed: Difficulty settings were renamed to make the difference between presets and individual settings clearer. Settings outside the preset are now shown as 'Custom' difficulty in the game with a breakdown of the individual settings.
Crowning Ambitions: Increased variety of crowning ambitions. This should make winning an Ambition victory easier and more varied.
Grand Vizier Changes (Behind the Throne): A big change to Grand Viziers based on player feedback: they now act as governors in all cities without a named governor and only control production in these cities.
Design
Difficulty Rename
The Advanced Setup Difficulty setting is now called Prosperity.
The Simple Setup Difficulty presets remain unchanged.
Difficulty components are now grouped together and indented under the difficulty mode in the game parameters tooltip.
Difficulty is displayed as "Custom" for combinations outside of the simple difficulty presets.
Distant raids are now tied to Tribe Level instead of Difficulty.
Achievements related to difficulty are now tied to Difficulty instead of Prosperity.
Changes to "Ask to Declare War" Mission
"Ask to Declare War" mission now requires a Leader with the Schemer archetype.
Removed mission tech requirement and lowered the opinion threshold to Cautious.
Mission disabled for allies.
New "Ask to Join War" mission added, which requires you to already be at war with the target. This mission requires Pleased opinion.
With Ruthless AI enabled, war requests will be denied if the player is close to victory.
Crowning Ambitions
Family preferences have been removed.
Most crowning ambition events now offer three choices instead of two.
Bug fixes have increased the variety of crowning ambitions available.
Alliance Victory
Alliance victory is now a setup option (default: off).
Unit and Territory Updates
Upgrading a unit retains its fortification state.
Units can no longer be gifted, converted, hired, or recruited into territories where they shouldn't be.
Units can now be upgraded inside cities owned by teammates, even if they are not your own.
Achievement Updates
The "Alexander the Great" achievement no longer requires the "Great" cognomen. It now requires only the destruction of Persia as Alexander.
Scenario Adjustments
Restrictions on marrying Libyans in the Rise of Carthage Scenario 1 have been removed.
The Random Improvements option now allows any combination of shrine effects instead of selecting a set from a random nation.
Gameplay Mechanics Adjustments
Launch Offensive can now be used from a unit with a rout cooldown. It also removes rout cooldowns from adjacent units.
Pathfinder trait adjustments:
Now gives a 50% bonus to Camps and Nets as Governor and a 20% bonus as Leader (previously 100/50%).
Maintenance costs swapped for the following:
Philosophy/Engineering.
Professional Army/Volunteers.
Neutral territory is now defined as:
Unclaimed.
Anarchy (city being captured).
Owned by a nation or tribe you are not at war with.
Territory-Specific Mechanics
Fort defensive bonus, road and exploration river movement, Hero and Fort healing, and Scout tree invisibility now require neutral or friendly territory.
Road and Fort construction requires friendly, unclaimed, or Anarchy territory.
Miscellaneous Updates
Added a regular reminder to complete the Influence goal in Learn to Play 3.
Characters with religion traits (e.g., Clergy, Mani) can no longer be targeted by conversion missions.
Conquered cities can no longer be given to a family that has not yet been founded.
Grand Vizier Rework (Behind the Throne)
Grand Vizier now acts as a governor in cities without a named governor, controlling production in those cities only.
All other Grand Vizier yields have been removed.
Grand Vizier-managed cities can no longer rush buy.
Grand Vizier courtiers are no longer giftable in multiplayer.
Unpopular Trait Update (Behind the Throne)
The Unpopular trait now gives a nationwide 5% rebel spawn chance.
Programming
AI performance optimization.
AI now builds fewer duplicate roads.
Improved AI decision-making for retreat versus attack scenarios.
Added more detailed logging for AI unit priority comparison failures.
Hall of Fame games now store the active player, ensuring consistency upon loading.
Replay functionality improved to work even if data is only from the current turn.
Removed improvement dynamic text objects from each tile to save memory.
Bonuses and EffectCities now provide only EffectUnits, not Promotions.
Promotions are now exclusive to units capable of gaining XP.
Unit effects from disabled promotions can now be assigned via bonuses and city effects.
Disabled implicit subject conversion for DiplomacySubjects bonuses.
Turn Lock function removed.
UI
Character tooltips no longer display trait effects.
All attacks are now listed under Units Attacked notifications (kills were previously omitted).
Free promotions are now indicated in the city production list and unit type tooltip.
"Death of Governor" decisions now auto-invalidate if the city can no longer have a governor.
Defeat status is displayed when the active player is eliminated in multiplayer, even if the game continues.
Event browser story previews improved.
Law strategy notes updated.
Added a minimize toggle to the player goals/ambitions display.
Red/green warning text for negative yields is inverted in some cases.
User-assigned hotkeys now offer more flexibility and can conflict with previously reserved keys.
Crowning ambitions are now marked with the legitimacy crown icon.
Missing keyboard shortcuts added to button help.
Improved Choose Governor tooltip.
Pillaged permanent improvements now display a pillaged icon.
Encyclopedia updated with various improvements.
Bugs Fixed
Fixed invalid moves adding undo points.
Fixed some events failing to appear with the Ruthless AI setting enabled.
Fixed player connection state UI for single-player network games.
Fixed Thracians in Learn to Play 4 being visible before they should be.
Fixed server games preventing eliminated players from rejoining one last time to see the outcome, and to save the game locally as a loss.
Fixed bug where the client could be in a different language than the active player.
Fixed Hall of Fame bug where regenerating replaced scenario-specific text with generic text for nation, leader names, and difficulty.
Fixed Hall of Fame difficulty sorting.
Fixed network messages being sent out of order.
Fixed achievement text referencing Kushite Cavalry instead of Mounted Lancers.
Promotion.aeGrantsEffectUnit is replaced by EffectUnit.aeKillGrantsEffectUnit
Bonus.aePromotions no longer exists, bonuses should grant EffectUnits instead
To the Community
Thank you for your support. Your feedback drives our updates, and we’re always eager to hear more. If you have thoughts or suggestions, leaving a review on Steam is a great way to share your experience!
This update adds the Familiar menu functionality, where you can rename your Familiar and eventually change between the Forms you have available for them! Petting your animals now gives an indicator of how close they are to being ready to shear or milk. Remember to keep them fed and watered!
Gameplay Updates
Initial character creation now allows you to select between a variety of preset avatar templates to work from
Petting livestock will now display a heart meter indicating how close they are to being ready to shear or milk
Added Familiar menu functionality, accessed from the Journal tab
Familiars can be renamed
Players can switch between Familiar types they have unlocked
Added Silver Filigree and Gold Damask Gift Wraps - sold at Twilight Tinctures
Familiar movement has been updated: they should now move around more objects and characters rather than phasing straight through them
Added a visual effect for the Bee Sting debuff
Bug Fixes
Fixed fishing line not casting far enough
Fixed being able to place furniture through walls
Fixed an issue where other online players would appear to be hovering while seated at a bar stools
Adjusted post office desk to make it easier to interact with