Should you buy the game right now? Unless you are interested in playing with the editor I would wait for awhile. Once I redo the start of the campaign would probably be a good time. This is a long-term project that will take awhile to get to a beta early access level. Please check in every once in awhile to see how it is progressing.
Changes

- Upgraded from using Unity 2017.4 to Unity 2020.3 This improved load times but caused a lot of bugs that had to be fixed.
 - There is no longer a resolution dialog when starting the game. You can now set the resolution from the settings inside the game.
 - You can now select the window mode in settings. You can choose FullScreenWindow, ExclusiveFullScreen, MaximizedWindow, and Windowed.
 - There are new options for anti-aliasing. They are None, Fast, Subpixel, and Temporal. Temporal can sometimes cause weird blurring in the distance.
 - When an exception occurs a window will pop-up showing the call-stack for the exception. Instructions on how to report the bug appear on this dialog. Previously on an exception the game would just become unresponsive.
 
Fast travel changes


I have a made a lot of changes to fast travel and the map to make the game less of a walking simulator and more like other open world games.
- You can now fast travel from any place on the map to any location that you have already discovered by opening the map.
 - When you are near a location that you have discovered a symbol will appear on the compass to help you find the location instead of having to keep opening the map.
 - Only fast travel locations and portals require all players in co-op to be nearby before traveling, other locations can be traveled too independently of other players.
 
Gameplay improvements


- Now shows a message about carrying too much when you are over your carrying capacity. Used to you would just go slower until you stopped without knowing why.
 - When extremely overburdened you move very slowly instead of coming to a complete stop.
 - Added new inventory filter category and item type for crafting ingredients. Previously they were considered food for filtering purposes.
 - Added pickax item. This is required to be in your inventory in order to mine ore.
 
Editor changes
- Added spawn area regions to location points of interest so that they can be used for fast travel.
 - Added ability to change attributes through the ChangeStat action.
 - Added quest taker and quest receiver to quest status
 - Quest taker and Quest receiver are now targets for many requirements and actions that have a target property.
 - Add support for speedtrees. Added two environmental object properties to support speedtree. Has billboard which allows the use of speedtree billboards and LOD 0 dynamic which supports making LOD 0 dynamic instead of instanced so that speedtree wind works correctly.
 - Added picking requirement to and picking not allowed message properties to environmental objects. This is used to make it so you can only harvest coal and ore if you have a pickax.
 - Added Owner property to crafting stations. If a crafting station has an owner the player cannot use the crafting station unless the owner has shared ownership with the player.
 - Portals no longer have icons that represent them on the map. Now points of interests should be placed near portals to see and travel to their locations on the map.]
 - Added RandomNumber action and CheckRandomValue requirement to be able to add randomness to brains.
 
Gameplay bug fixes
- Fixed issue where sometimes traveling between dungeons and islands would freeze the game.
 - Fixed issue where sometime the AI would get stuck trying to close distance with the player.
 - Fixed issue where iron armor was much heavier than other armors.
 - Fixed issue where non-speedtree tree billboards would be at the wrong scale causing some objects to change size when switching LODs.
 - Fixed issue where colliders for dead spawned enemies would be active after loading from a save game.
 - Fixed issue where trading with an NPC would make the game become unresponsive if they had an invalid item in their inventory.
 
Editor fixes
- Fixed issue where saving databases when one of the folders does not exist causes the application to stop responding.
 - Fixed issue where grass was not being generated for islands when generating biomes for a level if one or more of the biomes had a a clear grass operation.
 - Fixed issue where looking at a harvestable object in the environmental object editor causes going into player mode to make the editor unresponsive.
 - Fixed an issue where generating and island would sometimes make the editor unresponsive.
 - Fixed an issue where selecting an object would sometimes make the editor unresponsive.
 - Fixed issue where not finding a module directory when saving cause cause the editor to become unresponsive.
 
Coming next
The next update will probably be within 3 months of this update. This will be a big content update.
- Researching Dynamic occlusion culling. Hopefully this will greatly increase performance especially with more complicated islands and dungeons.
 - New campaign start at the center of a new and a slightly bigger starting island that is more open for exploration.
 - Will start in a fort overlooking a village.
 - Several quests to teach you the mechanics of the game including how combat works.
 - Several optional side quests.
 - More open and less linear quest line.
 - Wider variety of foliage and biomes.
 - Adding new and more traditional monsters.
 - New dungeons.
 - More story.
 - Several merchants and trainers near the beginning of the game in the village.
 - Adding more perks and spells.
 -  Start working on switching to UMA and mecanim for characters and animation. This is a long term project.
Here is a test of the new island. Still a lot of tweaking of the biomes to do. 
 
 
Kevin
 
