This is where I'll keep track of new builds of the game, as well as mark them off for whether they're running on the development server or if they're live on Steam.
This version is in testing before updating the Steam client
- Added a tutorial
- Character Creation no longer randomizes future choices (ie: appearance) if you go back to change a past choice (ie heritage)
- Seasons have been fixed up to display changes properly. Prepare yourselves going into Shiverstide!
- Bandit and Flurm spawn amounts have been lowered to make the early game a bit easier
- Increased Ogham Stone spawn rates
- Non-carnivorous animals no longer attack other animals
- Instrument Volume is now controlled via SFX Volume
- Added Hide Straps, Leather Straps, Chains and Rivets as crafting materials
- Added mouse-drag images
- The arc for blocking has been increased from 45 degrees to 180 degrees.
- Attacking now has a slightly larger area of effect (It's easier to hit enemies)
- Added proper GUI for reading/writing signs
- Added some new VFX for water
- Added a message when attacked to prompt the player to toggle combat mode
- When a player enters combat they are now told how to attack and defend
- Defending now depletes Adrenaline until there is none left, then the player takes damage
- Added additional combat zone indicators for blocking and archery
- Fixed layering on farm plots
- Fixed a nasty bug where NPC's would stop spawning after a certain amount of time had elapsed
- Added a few new plants to the world
- Fixed a few ui bugs: Equipment, Inventory, Burners
- Added a few new recipes and items, used in the main story, and to show off your conquests!
- Animal damage now makes use of the core damage types that weapons do
- Resting/Idling no longer accrues hunger/thirst (So you can AFK and not die!)
- Changed sound file format to be smaller, this will help with a bit of latency on login as well as lower the overall filesize of the game substantially.
- Player-made Ogham Stones (prevents NPC Spawning) have been replaced with Cairns (graphical change only)
- A valid Steam Account, BYOND Subscription, or BYOND Membership is now required to play
- Volume settings are now logarithmic instead of linear
- Sounds and Music are quieter by default
- Fixed player specific permanent light showing to other players
- Adjusted the permanent light to be dimmer when underground (don't forget a torch!)
- Made night 0.5% darker
- Farming now relies on a new Plot object that is placed with a hoe (farming tab). Discovered along with any seed + hoe. Does not require any resources to place. The former path plowing has been removed.
- Changed some crop and seed sprites
- Reworked farming. Plants now have 4 stages and will go to seed in the final stage before dying. They only yield a crop at stage 3 and only yield a seed at stage 4. When you plant a crop it now spawns 12 plants instead of the former 1. Crops can wilt and die, and will have a higher chance to wilt the more wilted crops are around it. The median yield for an untended crop is 0-2 viable plants. With tending this can be increased to 0-6.
- Paths no longer connect to paths of other types (ie dirt to sand)
- Added a new Stone Spear weapon to the early game
- Changed the map a bit for the beginning island to make the early game take less time
- Fixed Double Clicking cancelling gathering
- Fixed the spam gathering and spam crafting bugs
- Gathered resources now spawn in the inventory if there is space, otherwise will be dropped
- Host option added to the launcher (No need to download BYOND to host)
As of 0.9.17 Change Logs are being moved over to their own posts.
0.9.16 In Testing (Mudhaven)
This version is in testing before updating the Steam client
- Added a tutorial - Character Creation no longer randomizes future choices (ie: appearance) if you go back to change a past choice (ie heritage)
- Seasons have been fixed up to display changes properly. Prepare yourselves going into Shiverstide!
- Bandit and Flurm spawn amounts have been lowered to make the early game a bit easier
- Increased Ogham Stone spawn rates
- Non-carnivorous animals no longer attack other animals
- Instrument Volume is now controlled via SFX Volume
- Added Hide Straps, Leather Straps, Chains and Rivets as crafting materials
- Added mouse-drag images
- The arc for blocking has been increased from 45 degrees to 180 degrees.
- Attacking now has a slightly larger area of effect (It's easier to hit enemies)
- Added proper GUI for reading/writing signs
- Added some new VFX for water
- Added a message when attacked to prompt the player to toggle combat mode
- When a player enters combat they are now told how to attack and defend
- Defending now depletes Adrenaline until there is none left, then the player takes damage
- Added additional combat zone indicators for blocking and archery
- Fixed layering on farm plots
- Fixed a nasty bug where NPC's would stop spawning after a certain amount of time had elapsed
- Added a few new plants to the world
- Fixed a few ui bugs: Equipment, Inventory, Burners
- Added a few new recipes and items, used in the main story, and to show off your conquests!
- Animal damage now makes use of the core damage types that weapons do
- Resting/Idling no longer accrues hunger/thirst (So you can AFK and not die!)
- Changed sound file format to be smaller, this will help with a bit of latency on login as well as lower the overall filesize of the game substantially.
- Player-made Ogham Stones (prevents NPC Spawning) have been replaced with Cairns (graphical change only)
0.9.15 Now Live
- Ogham Stones save properly after being destroyed
- Knifes and Hatchets no longer drop on death
- Knifes no longer need a knife to make
- Stat bars update properly and no longer continue to flash when at their maximum value
- Hunger and Thirst kill you 1/2 as fast when at their max value
- Pallisade Wall sprite no longer renders outside of crafting grid
- Various shadows have been tweaked to center properly
- Lit torches now save and load their light properly
- Corrected the name on Brick Tile Roof
- Added a dust effect to buildings when they are completed
- Inventory capacity has been fixed
- Optimizations for roofs
0.9.14 Now Live
- Steam Early Access Launch.
0.9.13 Now Live
- A valid Steam Account, BYOND Subscription, or BYOND Membership is now required to play - Volume settings are now logarithmic instead of linear - Sounds and Music are quieter by default
0.9.12 Now Live
- Fixed a Fatal Crash that was present in 0.9.11
- The Archipelago is now the only area of the map in the game - Ogham Stones now prevent building in their area until destroyed
- Wild crops no longer wilt in their proper season
- Fixed inventory capacity (Max 30 items)
- Minor optimizations to the map saving
- Removed the random chance from gathering
- Can no longer Rename animals, NPC's and corpses
- Adrenaline bar now flashes red if adrenaline is too low for an attack
- Characters no longer swing if they are unable to actually attack
- Stat bars should no longer "flicker"
- Added new combat sounds
- Added the last of the animal sounds
- Added an Aelsong to Character Creation
- Added more ambient sounds
0.9.11 Now Live
- Minor improvements to AI speed
- Added Ogham spawners across the Archipelago
- Added in a bunch of new sound effects
- Backend changes to sound handling
- Plants now only grow in their proper seasons
- Ogham Stones can now be crafted properly
- Roofs now appear in the crafting menu properly
- Minor balancing done to weapons and armour
- Minor tweaks to some animal stats, some are a bit harder, some a bit easier
0.8.10 Now Live
- Optimized world startup
- Updated the Launcher (more to come on it!)
- Tweaked a bit of the AI so they should be a liiiitle bit smarter
- Fixed AI Spawning. Bad guys will now spawn randomly on the map
- Fixed crops growing in the wrong seasons
- Added more foliage to the archipelago
- Added a new building: Ogham Stone
- A few more minor tweaks and fixes happened behind the scenes
0.8.9 Now Live - Rebalanced Armour values - AI no longer hangs
- Log walls now support roofs
- Added UI for hunger health thirst and stamina
- Minor Optimizations.
- Added Particle lighting to most light sources
- Added the new particle flame for campfires
- Getting Knocked Out should no longer leave your character blind until death
0.8.8 Now Live
- Weapons and Tool damages have been rebalanced based on a tier system with base values.
- Animals now shear foliage
- Items appear as the correct sprite on the ground and in the inventory
- Douse is working again
- Karets now give seeds
- Buildings now properly remove foliage when spawned
- Farm Plots and Crops now save
- Weights have been adjusted across the board
- Crafting materials are removed when the crafting has been completed, not triggered
- Fixed the bounding box on the mossy Ael buildings
- Discovered recipes now load properly
- Added more foliage and crops around the archipelago
0.8.7 Now Live
- Fixed player specific permanent light showing to other players
- Adjusted the permanent light to be dimmer when underground (don't forget a torch!)
- Made night 0.5% darker
- Farming now relies on a new Plot object that is placed with a hoe (farming tab). Discovered along with any seed + hoe. Does not require any resources to place. The former path plowing has been removed.
- Changed some crop and seed sprites
- Reworked farming. Plants now have 4 stages and will go to seed in the final stage before dying. They only yield a crop at stage 3 and only yield a seed at stage 4. When you plant a crop it now spawns 12 plants instead of the former 1. Crops can wilt and die, and will have a higher chance to wilt the more wilted crops are around it. The median yield for an untended crop is 0-2 viable plants. With tending this can be increased to 0-6.
- Paths no longer connect to paths of other types (ie dirt to sand)
- Added a new Stone Spear weapon to the early game
- Changed the map a bit for the beginning island to make the early game take less time
- Fixed Double Clicking cancelling gathering
- Fixed the spam gathering and spam crafting bugs
- Gathered resources now spawn in the inventory if there is space, otherwise will be dropped
- Host option added to the launcher (No need to download BYOND to host)
0.8.6 Now Live
- Added more custom sound effects
- Fixed certain clothing allowing movements over 100%
- Fixed gathering crops giving results when the player moved
- Added a few particles to gathering from trees and sprinting
0.8.5 Now Live
- Added Weapon, Armour and Clothing damage modifiers relating to combat. (Still needs QA testing)
- Added foliage
- Added Hide, Hide armour, and a Fleshing Knife tool
- Thatch is now gathered from tall grass
- Pickup/Drop is now Double Click
- Quivers no longer function as bags for projectiles
- Bags can now contain arrows and bolts again
0.8.4 Now Live
- Tannin now takes any seed
- New Movement SFX
- Crafting recipes now need to be learned. They are learned by picking up ingredients & tools and interacting with stations
- New character creation system
- The game now comes with host files included
0.7.3 Now Live
- Equipment now slows movement. Heavier items slow you down more
- Roofs have another step. You must now build a crossbeam before you can build the actual roof.
- Roofs do not block the mouse
- Added an options menu. Currently only has sound controls
- Added Ambient noise
- Added UI sounds
- Entering/Exiting caves now has a little fade animation
- Fixed a bug with the highlight not updating its appearance properly
0.7.2 Now Live
- Combat Toggle switched to Q
- Combat now locks player in place for less time
- Everything is dropped when you die (except keys and keychains)
- Added roofs to the tutorial
0.7.1 Now Live
- Changed the versioning to reflect progress to Early Access
- Cave Walls now save properly
- Optimized loading the map
- Fixed an elusive bug with collision detection
- Crops and wild plants now have shadows
- Fixed a nasty movement bug revealed by roofs
- Added roofs to the game