[0.16.0]
Added
- Player XP & Levels[list]
- the player character now has a level
- leveling up gives you skill points that you can spend on upgrading character attributes (see below)
- you can level up by accumulating XP from defeating enemies
- each level takes a certain amount of XP to advance to the next level (this is shown at the bottom of the HUD)
- a level up will be shown with a VFX on the player character as well as with a UI notification
- every time you level up as the player, you get 1 skill point to spend on character attributes
- you can not only upgrade the player character attributes but also those of any villager
- to do this, there is a new building added: the barracks [list]
- when a villager is assigned to this building, you can open the character attributes upgrade panel
- you can choose to upgrade either vitality or strength attributes
- vitality will give the character more health
- strength will give the character more attack damage when fighting with a weapon
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- dungeon / cave entrance[list]
- there is now a cave entrance on the regular map
- when you approach it, you get a prompt to enter the dungeon
- entering the dungeon will stop the overworld simulation (so no more food consumption and no raids will be happening while you are in the dungeon)
- if the player dies inside the dungeon, they will respawn next to the dungeon entrance
- if a villager dies inside the dungeon, the player can revive them just as before next to their residence after the player leaves the dungeon
- health regeneration works the same way inside the dungeon as it does outside of it (you have stay clear of taking damage for a while for it to start)
- every time you start a new savegame, you will get a new dungeon layout
- there will always be a start room in which you spawn next to a ladder (which you can use to get out of the dungeon)
- your goal is to get to the end room which has a ladder that goes downward to the next lower floor
- before you can use this ladder, you will have to find the key that opens the hatch which will be carried by an enemy on that dungeon floor
- rooms will be randomly sized and laid out, connections will be made so you can go from the start room to the end room, but there is a chance for loop connections to be added as well
- we added 6 new enemy types that can be found in the dungeon floors
- each of these types has a different behaviour and a different type of attack
- all enemies in the game can now have a level which increases their health and attack damage
- the dungeon has 20 floors for now
- completing a floor by descending to the next floor will allow you to go to that floor directly next time entering a dungeon (i.e. you can go to the lowest floor you have ever set foot on)
- completing the dungeon in this version will not give you a reward for now, but we are planning to add more rewards in an upcoming update (we need to add new types of items that can be rewards and this requires design first)
- XP and level ups are the only reward so far, but again, this is not intended to be final
- you can farm XP on already completed floors if you want by entering them again since enemies will respawn once you exit and re-enter the dungeon
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Changed
- villagers that have low health now try to stay clear of combat or taking damage (further improvements coming)
- enemies that perform a charge attack (e.g. hogs) now perform a line of sight check before charging
- raids are now also using enemy levels to start easier and get more difficult over time
- residence buildings now show the character attribute levels of the villager living there (makes it easier to choose the correct villager to revive)
- we adjusted the scale and layout of UI items on the HUD
Fixed
- we fixed an issue where characters (player & villagers) could get stuck in a state thinking they were carrying an itemeven though they were not [list]
- this was happening when AI and the player would pick up an item in the exact same frame
- it should now not happen anymore during gameplay
- possibly corrupted savegames should be fixed after upgrading to the latest version and loading the savegame
- if it was not fixed for your savegame, please let us know on Discord and send us your savegame there
[0.16.1]
Fixed
- we fixed music never playing in the main game outside the dungeon
[0.16.2]
Added
- we added support for steam cloud saves
- we added our story trailer to the game; it shows up every time you start a new savegame (you can skip it)
- we added a more obvious info panel about our early access process
Changed
- we increased the base speed of the pack mule so that you don't have to wait for it to catch up
- we changed companion AI behaviour so that they no longer start mining when you hit mineables with your sword (hits with 0 damage will be ignored)
- we improved companion AI behaviour so that they are now aware of enemy attacks and will actually try to evade hits
- we changed the way new trees are spawning: they now have a minimum distance from a building (except the forester hut) [list]
- this should prevent them from spawning right in the middle of your village
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Fixed
- we fixed an issue where on certain floors in the dungeon some enemies would spawn inside the walls
- we fixed a bug that allowed the pause menu to be opened in the main menu
- we fixed a bug that could end up with weapons having no collision and falling through the ground when swapping out the weapon of a companion
- we fixed a bug that would result in the lava head enemy's fire trail being clipped
- we fixed a bug that resulted in the packmule playing its walk animation even when standing still
- we fixed a small visual glitch on the skeleton enemy when it ends its attack animation
- we fixed the display of button hints on the quickbar that was broken when playing with controller