BUG FIXES
- [p]Lightning Rod now consumes mana properly [/p][/*]
- [p]Lightning Rod now grants electromancy EXP [/p][/*]
- [p]Fixed issue with Arcane Bolt that would cause an attack lockup if casting it exhausted your mana [/p][/*]
- [p]Fixed issues with enchanted gear that would cause it to sometimes not activate or activate several times [/p][/*]
- [p]Fixed issue that would cause flintlock weapons to jam after gathering a resource [/p][/*]
- [p]Can no longer attack with ranged weapons when fishing [/p][/*]
- [p]Aloe now grants EXP properly [/p][/*]
- [p]Fixed issue that would cause flintlock and bow levels to not track correctly [/p][/*]
- [p]The amount of runewords you’ve deciphered should now properly track in your detailed stats [/p][/*]
- [p]Fire Elementals can no longer be ragdolled with Ignition Kick [/p][/*]
- [p]Venison Sandwich now heals properly. Also updated heal amount to 250 instead of 100. (Will only appear in the description if you don’t already have the item in your inventory before the update!) [/p][/*]
- [p]Fixed dead-end dialogue with Prawix [/p][/*]
- [p]Fixed a couple equipment items that had inconsistent tooltip details [/p][/*]
- [p]Fixed issue with weaponsmithing EXP not tracking properly [/p][/*]
- [p]Fixed camera sensitivity being linked to framerate... finally! Sorry about this – It was an obvious solution that I just didn’t understand. I’m still learning, after all (; [/p][/*]
- [p]Fixing the camera sensitivity issue in turn should also fix an issue that some users report about their camera suddenly jerking in a different direction [/p][/*]
- [p]Fixed third person camera issue when riding on griffon[/p][/*]
- [p]Players can no longer place auto turrets on top of one another (could cause players to get stuck within the turrets)[/p][/*]
- [p]Fixed EXP bar at the top of the crafting menu not updating properly[/p][/*]
- [p]The Electromancy skill “Lightning Rod” should now grant Electromancy EXP[/p][/*]
- [p]Fixed issue that would allow players to pick up physics items beyond what their strength would allow[/p][/*]
- [p]Fixed issue with EXP gains from anvil strikes when weaponsmithing - the proper EXP amount (2 exp) should now be added to your weaponsmithing level with each successful hit[/p][/*]
- [p]The item filters on the trading window now work properly[/p][/*]
- [p]Levelling up a multiple times at once no longer plays overlapping sounds[/p][/*]
- [p]Fixed issue that would allow players attempt to strike the anvil multiple times per arrow when weaponsmithing (this would allow for multiple quick successful hits or failures. You can now only attempt to strike the weapon once per arrow popup)[/p][/*]
- [p]Weapon speed (for custom weapons) now shows properly in tooltips[/p][/*]
- [p]Fixed issue with the sleep popup that wouldn’t allow you to accurately select the amount of time to sleep[/p][/*]
- [p]Fixed rotation issue with third person griffon cam[/p][/*]
- [p]Fixed issue when dismounting while in third person. (Would cause many character model issues, especially when changing gear[/p][/*]
- [p]Fixed third person camera on mounts[/p][/*]
- [p]Fixed issues with some helmets not hiding the player’s head correctly, resulting in the head clipping through the helmets.[/p][/*]
ADJUSTMENTS & OPTIMIZATIONS
- [p]Griffon mount now has better handling when flying [/p][/*]
- [p]Further optimized crafting window [/p][/*]
- [p]Reworked mining/smelting/weaponsmithing tutorial given by Theo Macgowan at the Harbinger Stronghold. Before, it required lots of leaving/returning to the stronghold. This new tutorial should be a bit smoother and direct, while still showing players the basics. [/p][/*]
- [p]Refined Mary Osterhout’s quest to introduce the player to woodcutting. She also better explains village mechanics now. [/p][/*]
- [p]Updated Rasoul’s dialogue (the weapon trainer at the Harbinger Stronghold) [/p][/*]
- [p]Improved Self Propulsion Boots functionality [/p][/*]
- [p]Adjusted various loot table spawn rates and added new items to some loot tables (lockpicks can be found more often now!) [/p][/*]
- [p]Optimized crafting menus [/p][/*]
- [p]Optimized Harbinger Stronghold [/p][/*]
- [p]Adjusted the speed at which the quality bar is filled when crafting weapons. The amount that the quality bar is filled is still increased with every weaponsmithing level, but at a more steady rate.[/p][/*]
- [p]Climbing EXP Orbs no longer require you to be climbing to collect them since[/p][/*]
- [p]Removed “Atacamite Ingots” from smelting and replaced them with “Mystcopper Ingots” (Atacamite and Slimemetal were too similar. Mixing copper and atacamite will create mystcopper)[/p][/*]
- [p]Adjusted some ingot level requirements for smelting:[/p][p] - Silver is now level 5[/p][p] - Gold is now level 6[/p][p] - Moonstone is now level 7[/p][/*]
- [p]Added an auto-save checker. Specifically, this check ensures the player isn’t falling before auto saving. This should help prevent saves when flying or when players manage to get out of bounds and fall out of the map[/p][/*]
- [p]Meadowstrider (Huge rabbit) ears now flop to down when you mount it[/p][/*]
- [p]Player can no longer equip weapons when mounted and in third person (you couldn’t attack properly when in third person on mounts anyways)[/p][/*]
- [p]Increased all damage dealt by Armored Troll [/p][/*]
ADDITIONS
- [p]Added level up tutorial [/p][/*]
- [p]Added lockpicking tutorial [/p][/*]
- [p]Added combat tutorial (given by Fredrick at the start of the game. Can be skipped.) [/p][/*]
- [p]Added grappling hook tutorial [/p][/*]
- [p]Added a woodcutting tutorial [/p][/*]
- [p]Added quest that is given at the very start of the game by Fredrick that guides players to Geoffrey, who kicks off the main quest [/p][/*]
- [p]Added a “Getting Started” quest that shows each of the tutorial NPCs to that player. [/p][/*]
- [p]Added skill tutorial (takes place after combat tutorial) [/p][/*]
- [p]Added new coconut helm available from Omar the CocoNUT [/p][/*]
- [p]Added detailed potion crafting tutorial [/p][/*]
- [p]Added weapon components to loot tables [/p][/*]
- [p]Added new weapon components to loot tables [/p][/*]
- [p]Weaponsmithing has been completely reworked[/p][/*]
- [p]You can disassemble weapons by right-clicking them in your inventory and selecting “disassemble”[/p][/*]
- [p]Disassembling CRAFTED weapons will return the components to your inventory[/p][/*]
- [p]Disassembling PRESET weapons will return resources to your inventory[/p][/*]
- [p]Added player storage, finally! The chest can be found in your room at the Harbinger’s Stronghold[/p][/*]
- [p]Added new weaponsmithing level up jingle[/p][/*]
- [p]Armor system rework[/p][/*]
- [p]Having a total armor value above 50 will make additional armor foley sounds play when moving[/p][/*]
- [p]Added new ingot type: Steel[/p][/*]
WEAPONSMITHING REWORK
[p]It goes without saying that the previous weaponsmithing system was very lackluster. It was shallow, uninteresting and didn’t draw players in. Some of the weapons you could make were cool, but even then, you craft them once and you’re done interacting with those elements ever again (unless you sell the crafted weapons, but I digress) [/p][p]I wanted to make the weaponsmithing experience a bit more in-depth, polished, and fun to experiment with. The refined system allows players to craft weapons piece-by-piece! For example, crafting a sword requires you to assemble a grip, pommel, guard and blade together. Each element dictates the weapon’s speed, damage and value, allowing players to craft their ideal weapon. (Selling custom weapons is still a WIP but will work retroactively for already-crafted weapons since all the necessary data is stored in the weapon.) [/p][p]Instead of adding a new crafting type (like highly requested armor smithing), I’ve decided to refine elements that are already present in the game. This will be a common theme going forward – polishing existing content until the sandbox experience is smooth, enjoyable and polished as I can make it! [/p][p] [/p][p]Forging high-quality weapons doesn’t just improve their stats — it also boosts the EXP you earn from crafting them.[/p][p]The equation EXP gains from forging weapons is the following:[/p][p]EXP = (((OverallDamage * 1) + (OverallSpeed * 10) + (OverallValue * 0.5)) * QualityMultiplier) ^ 1.25
[/p][p]This equation ensures that both raw stats and weapon quality meaningfully impact the amount of EXP gained. Players are rewarded not just for crafting powerful weapons, but for perfecting their craftsmanship and aiming for higher quality tiers.
[/p]
Crafting Difficulty - How does it work?
[p]When forging your weapon, the weaponsmithing minigame will begin. Here, you’ll strike the weapon to enhance its quality. Successful strikes increase the quality bar. [/p][p]The AMOUNT that the quality bar is increased depends on a couple factors; One being your weaponsmithing level and the other being the crafting difficulty of the weapon. [/p][p]The crafting difficulty is based off of the EXP that the weapon earns you by crafting it. The same equation as above, except the quality multiplier isn’t applied in this case.[/p][p]Weapon EXP is divided by 300 to determine the weapon’s difficulty rating. This rating directly affects how much the quality meter increases with each successful strike. The higher your weaponsmithing level, the more efficient your strikes become—each level adds a 1.5% bonus to the base increase per strike.
[/p][p]It may sound a bit complex, but I’ve found that it balances nicely in my tests so far.
[/p][p]For example:[/p]
- [p]At level 1, crafting a weapon worth 405 EXP (which is a lot for level 1) would only increase the quality meter by 1% per strike.[/p][/*]
- [p]At level 6, that jumps to nearly 7% per strike. A weapon worth 405 EXP is about right in this level range.[/p][/*]
- [p]And by level 15, you’re gaining almost 17% per strike. A 405 EXP weapon is still fine at this level, but in this level range, you should be crafting harder weapons. [/p][/*]
[/p][p]So far, I’ve found that this helps encourage creating high quality items rather than creating many low-quality items. That being said, however, I’m sure there will be some balancing that needs to be done to make it feel just right.
[/p]
ARMOR SYSTEM REWORK
[p]The armor system has been gutted and reworked! More specifically, how damage reduction, sprint stamina reduction, jump stamina reduction, and movement speed are calculated. [/p]
Damage reduction broken down
[p]DamageReduction = [/p][p](HeadArmor ^ 1.15) * 0.10 + (ShoulderArmor ^ 1.15) * 0.10 + (ArmArmor ^ 1.15) * 0.15 + (TorsoArmor ^ 1.15) * 0.30 + (LegArmor ^ 1.15) * 0.20 + (KneeArmor ^ 1.15) * 0.05 + (FeetArmor ^ 1.15) * 0.10[/p][p]This equation factors in how much of the body each armor piece protects. For example, torso armor is multiplied by 0.30 because it covers approximately 30% of the body. This ensures that larger, more critical armor pieces contribute more significantly to your overall damage reduction.
[/p][p]The exponent in the equation (1.25) introduces non-linear scaling, meaning that higher armor values contribute more than lower ones. This helps make heavier armor feel stronger. Instead of each point of armor always providing the same benefit, the exponent ensures that the impact of armor increases more noticeably as the value rises—while still keeping low armor values modest.
[/p]
Stamina consumption for running and jumping broken down
[p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)[/p][p]StaminaDrain = BaseStaminaDrain × (1 + ((EffectiveArmor ^ Exponent) / SoftCap))
[/p][p]This equation ensures that sprint stamina drain is minimally affected by low armor values, while higher armor values cause a gradual and noticeable increase in stamina consumption.
[/p][p]For example, wearing 50 armor increases stamina drain by approximately 37%.
[/p][p]The “armor offset” ignores the first 5 points of armor, allowing light armor builds to sprint without significant penalties, rewarding mobility-focused playstyles. The same method is used for calculating stamina costs for jumping.
[/p]
Movement Speed and Jump Height Breakdown
[p]Armor now has a greater effect on movement speed and jump height. Here’s the equation for it:[/p][p]EffectiveArmor = max(0, ArmorRating - ArmorOffset)[/p][p]SoftCap = 30[/p][p]MoveSpeedMultiplier = 1 - ((EffectiveArmor ^ Exponent) / ((EffectiveArmor ^ Exponent) + SoftCap))
[/p][p]This equation controls how movement speed is reduced based on the player's total armor, rewarding lighter armor builds with minimal slowdown while ensuring heavier armor feels appropriately bulky - but not too slow, as I’ve added a clamp to ensure your speed never reduced more than 50%.
[/p][p]In summary, it’s pretty much how you’d expect it to behave: Low armor values have little to no impact on movement speed, while higher armor values result in a gradual reduction.
[/p][p]For example, wearing 50 armor reduces your movement speed by approximately 29%.
[/p][p]The equation includes an “armor offset”, which ignores the first 5 points of armor to give light armor users full mobility, the same principle as stamina consumption. The same % of movement speed decrease is applied to your jump height as well.[/p][p] [/p]
KNOWN ISSUES
- [p]Loot window ESC key needs to be added [/p][/*]
- [p]ESC doesn’t close village windows [/p][/*]
- [p]Druid sight not working until respawn [/p][/*]
- [p]Crafting menu doesn’t close with ESC [/p][/*]
- [p]Space while gathering causes camera issues [/p][/*]
- [p]Need to Alphabetize building list [/p][/*]