Combat changes
Make sure to start a new game to see all these changes.
- Game now pauses in single player when the game menu is shown, when in inventory, in the map, and picking locks.
- Monster movement is slowed down. Monsters move around less in combat in general.
- Monsters no longer push the player around when they are attacking.
- Monsters, items, spells, and stats have been re-balanced for easier and more intuitive combat.
- Monsters and players no longer move during normal attacks making combat easier to follow.
- Encounters now scale according to how many companions the player has. This allows solo play to be viable.
- Added sounds for when entities get hit and when they die. Also changed the weapon swing sounds.
- Fixed issue where the player could easily hop over monsters by running into them. Replaced capsule colliders with box colliders which seems to have helped a lot.
- Fixed some monsters with 4 legs which were not orienting with the ground on slopes.
- Fixed some monster path finding issues.
- Fixed issue with some monsters still having colliders turned on after dying.
- Fixed footsteps sound that keeps playing while the monster is dying.
- Fixed resistance to damage bug.
- Fixed bug where AI would not go through open doors.
UI changes
- Monster health bars appear at top of screen again instead of over the monster's head. When they were over the monster's head they were hard to see when you got close.
- Character creation now shows descriptions about attributes and other settings.
- Crafting stations now show the name of the type of crafting station.
- When there are more conversation options then fit on the screen the mouse scroll wheel can be used to navigate the options. Icons to show there are more options are now bigger.
- Fixed level up not updating the current stats correctly while in the inventory. Also made it so health and stamina are set to max after leveling up.
- Allow binding of scroll wheel positive and scroll wheel negative movements.
Gameplay changes
- Item stats are simplified making them more intuitive and understandable.
- There are now tiers of weapons and armor. There is also light armor and heavy armor. Heavy armor offers more protection but slows you down a bit. Light armor offers less protection but does not slow you down.
- Health and Stamina potions now immediately raise stats instead of over time.
- Slowed down NPC and player walk speed but increased default run speed.
- Added more fast travel points.
- Reduced the number of recipes at crafting stations.
- Item placement is more geared toward controlled progression.
- Attributes now start at a default value of 20 instead of 50. Each level you can allocate 5 points instead of 10.
- Re-balanced encounters on the island and the dungeons to make them less punishing and less frustrating.
- Made map location circles for quest objectives smaller.
Environment
- Removed graphical effect that made things look washed out. Much more vibrant colors now.
- Fixed a lot of colliders so they match the graphical version of the object.
- Replaced some grasses that were very dark.
- Reduced the size of a lot of the grass so monsters are easier to see.
- Replaced some of the big grass with trees.
- Turned down sound volume for some torches, chandeliers and bonfires and removed the sound for other light objects like candles.
- Reduced the volume of some footstep sounds.
- Fixed wrong sounds playing when opening and closing containers.
Editor
- Added load level button in editor so you don't have to go back to the main menu level to load a different level or dungeon.
- Added entity spawner system. Can be used to spawn monsters based on number of player + companions and the level of the player.
- Added editor button to toggle on and off snap to ground when selecting and object. (defaults to m)
- Changed floor setting to be a float so fractional floors can be typed in.
- Added editor item spreadsheet view where you can look at the stats for item types in a list. Allows easy comparison of items for balancing.
- Added search to edit conversations and edit brains so you can find things in big brains/conversations.
- Added keybindings for increasing and decreasing camera speed.
- Added pre-alpha version of dungeon generation system. Takes builder prefab parts and randomly assembles a dungeon for a fast starting point. Still needs a lot of work.
- Added several new debug modes including being able to move the camera to a specific container or item.
- Fixed changing object exterior hint in a builder on and island messing up the object placement.
- Fixed issue where you could not select certain objects when selecting objects to place in a biome.
- Fixed issue when creating a folder in a database the wrong item or folder is selected to rename.
- Fixed placing a builder prefab with a door causing coming out of play mode to fail and making the UI unresponsive in the editor.
- Fixed user created terrain textures not being set correctly for the far and reflection LODs.
- Fixed issues where editing a level and then going through a portal to a dungeon and then editing the dungeon and saving will overwrite the level with the dungeon data causing the level to no longer load.
- Fixed editor camera speed changing while scrolling in UI.
Steam workshop support
The steam workshop is live. You can upload modules from the game to share with other people. See the guides for documentation on the process.
What's next?
For the next few months these are the types of things we will be working on. As always these may be subject to change.
- Improve the game play experience in general. Work on the getting the game play loop going.
- Revamp of attributes. Making them more like skills. Start work on a perk system.
- Add weight limit system.
- Add a mana stat separate from stamina. Improve the magic system in general. Add more spells.
- Add leveled loot spawning system for containers and monster inventories.
- Add arrows (instead of quivers with infinite arrows).
- Revamp how staffs work.
- Add more content to the level including side quests, NPCs, and small dungeons.
- Fix swimming and jumping.