Greetings friends. Today is the start of the Steam Summer Sale, yay! Hold on tightly to those wallets and don't forget to save something for rent heh! We also pushed out a tiny patch to fix the "Too Far Away" bug that would happen to players the very first time they run the game and try to harvest Wood. We also have a list of fun items and big fixes that we are currently working on that will go live next week (Mounts included). As always, thanks for your interest and patience with Astral Terra and the team, enjoy the game and have a great weekend!
0.4.8
- Fixed bug with “Too Far Away” when trying to harvest wood the first time a player would load the game.
- Increased light range and intensity for Candelabra, Fire Plinth and Campfire.
- Fixed issue with certain items not showing up in the player profile.
- Reduced spawn rate of Merchants on the Barrens biome.
Happy Friday, Update 0.4.5 is live
Greetings friends! We just pushed out a small update today to address bugs that community members have been helping us find. Big shout out to community member POPS who has been very busy helping the team narrow down the details on some of these issues. Big thanks to everyone who has been so supportive, as well as patient throughout the Alpha/Early Access process. We also brought on board a couple new artists lately. While we are working on development, they are working on some new items. We have the new grapple gun being designed, as well as some new plants for resources on each biome. Here are some new concepts that we'll be working on. These initial renderings were done by Jordan, who is our new concept artist.
Forest Biome
Jungle Biome
Patch Notes:
0.4.5
- Fixed issue with resources spawning in hills or under terrain. Resource nodes should reliably give 4-6 resource stacks now.
- Increased pickup distance for many items and resources stacks (increased from a distance of 2 to 4).
- Fixed bug with Player Camera where player would enter terraform mode, exit with the camera at an extreme angle and then the Player camera would be wonky with incorrect rotational values and limits.
- Removed Tethys Logo video and replaced it with a Logo still with fade in. Movie logo was slowing down player load in.
- Increased tree LOD draw distance. Far away terrain now has trees and rocks on it again.
- Light type on Lanterns changed, as well as light range and intensity increased by 40%.
- Fixed bug with Single Player position saving. Players positions are saving and loading in correctly on Single Player now (MP had no issues).
- Fixed bug with the confined cursor when switching from Windowed to Full Screen mode. Mouse coordinates should accurately be recalculated.
- Fixed bug with Katana not being able to be equipped.
- Reduced Hunger reduction time. It now takes slightly over 40 minutes to start starving (up from 30 minutes). Health reduction has been reduced as well from – 5 HP per 30 seconds to -4 HP per 30 seconds.
- Changed Hunger messages to warn about being hungry at 40% and 20% now.
- Fixed duplication bug with equipment when dragging items from the equipped slot to the action bar.
- Camera can now rotate around characters to face them by using Middle Mouse for rotate. Right mouse rotates camera and character. Zoom in all the way for a First Person perspective.
- Optimized camera code for smoother control.
Update 0.4.4 is live!
Greetings friends and happy Friday! Here is a small update that addresses some issues players have been reporting. Mountains of gratitude to everyone that has helped over the last few weeks, your feedback has been a great help to us. We have many other things in the works as well, as mentioned in previous updates, and look forward to pushing those items out in the following weeks. As always, enjoy and have a great weekend!
Patch Notes
0.4.4
- Fixed bug with Wheat resource staying on the ground after players pick the resource up.
- Fixed bug with starting gold displaying as 6000+, then changing to actual gold after players earn gold.
- Fixed bug with some animals occasionally spawning underground or being stuck in hills.
- Increased animal spawn rate and coverage.
- Decreased Bloodfiend spawn rate.
- Fixed bug where Bloodfiends would occasionally only idle instead of wandering around the environment.
- Increased Coal spawn chance and coverage. Players should have no issue finding coal as the spawn chance is just a little less than Chromium spawn chance.
- Fixed bug with Minor Mana Potion NOT stacking.
- Fixed some texture orientation issues on the building tool shapes.
- Increased Physangoma spawn rate and coverage. This resource node now spawns above ground but only on certain biomes.
- Fixed bug with the Physangoma resource stack not showing tool tips.
- Fixed House colliders for Large and Small house.
- Added the Merchant to the Barrens biome.
- Increased the Merchant spawn rate slightly on the Forest biome.
- Fixed issue with Merchant icon showing up on the Mini Map.
- Fixed issue with selling to Merchant and players would buy the item from themselves. Selling now correctly works again (drag an item over the buy window to activate the selling window).
- Changed Shovel recipe to require Stone instead of Iron Ore.
- Added the Shovel to the Crafting Cart and the Merchant.
- Increased Draw distance of Terrain.
- Increased LOD amounts for the voxel terrain so that far away land looks smoother and less stepped.
Bloodfiends are LIVE!
Greetings folks and Happy Friday!
We have a number of things we have been working on but are not ready to make live yet. However, after working on the AI this week we decided to unleash the Bloodfiends! They are currently a rare spawn, similar to Stags and other animals. Let us know if you are seeing them too often or not often enough (there is a degree of randomness to them appearing in the environment). After wrapping up AI on the Grottonoid next week we will raise the frequency in which aggressive mobs appear in the environment. The initial AI for aggressive mobs is fairly basic. Being that Astral Terra is a procedurally generated game, set in an outdoor environment where players can alter the terrain, having creatures move on their own throughout said environment is a special challenge. We cannot use Unity's built in Navmesh nor an out of the box pathfinding asset - we had to create our own navigation procedures from scratch. Now that these things work, we will expand on what the AI is capable of doing. Mounts and some usability changes/fixes are also coming in the next update. Have a great weekend, and as always, thanks for being involved with the game!
Friday update is live!
Greetings and happy Friday friends! Here is a small update to address some reported items. Mountains of gratitude to everyone involved right now with helping us find and sort these issues, it has been a tremendous help to us!
Patch Notes:
0.4.2
- Changed animal spawning to appear much further away from characters.
- Fixed Harvesting loop where players would get stuck chopping.
- Fixed bug with opening Build or Terraform menu and player keeps running if key was held down on UI panel open.
- Fixed bug with player using shovel or weapon while in build mode.
- Fixed bug on Cancel button in Password UI panel.
- Fixed issue with Name panel if players did not enter a name when creating a character.
- Added Rim Lighting to all resources that spawn from a resource node.
- Fixed issue with loot bag sliding down terrain.
- Fixed bug with closing a crafting panel while crafting animation is playing and player would continue to craft.
Next we will be working on the aggressive mobs to bring them back into the game, as well as catch some more bugs, get the Spell Tome for Mount spell added, and work on a list of random items that needed to be addressed and general polish. We have lore and stories written for Astral Terra that many players are unaware of (much of it is on the Curse Wiki). We want to bring this stuff into the game in some form, perhaps in part through some small quests (another thing being worked on right now). We will also update the Dev Road Map soon to reflect where we are headed (character customizer is in the works as well right now). As always, thanks for playing and participating, have a great weekend!
Friday update is live!
Greetings and happy Friday friends! Here is a small update to address some reported items, mountains of gratitude to everyone involved right now with helping us find and sort these issues, it has been a tremendous help to us!
Patch Notes:
0.4.2
- Changed animal spawning to appear much further away from characters.
- Fixed Harvesting loop where players would get stuck chopping.
- Fixed bug with opening Build or Terraform menu and player keeps running if key was held down on UI panel open.
- Fixed bug with player using shovel or weapon while in build mode.
- Fixed bug on Cancel button in Password UI panel.
- Fixed issue with Name panel if players did not enter a name when creating a character.
- Added Rim Lighting to all resources that spawn from a resource node.
- Fixed issue with loot bag sliding down terrain.
- Fixed bug with closing a crafting panel while crafting animations is playing and player would continue to craft.
Next we will be working on the aggressive mobs to bring them back into the game, as well as catch some more bugs, get the Spell Tome for Mount spell added, as well as a list of random that needed to be addressed and general polish. We have lore and stories written for Astral Terra that many players are unaware of (much of it is on the Curse Wiki). We want to bring this stuff into the game in some form, perhaps in part through some small quests (another thing being worked on right now). We will also update the Dev Road Map soon to reflect where we are headed (character customizer is in the works as well right now). As always, thanks for playing and participating, have a great weekend!
Huge, epic update is LIVE!
Greetings folks and gratitude for your continued interest in Astral Terra. This latest update is an epic one, with lots of improvements, fixes and changes, many that were requested. With this big update it was necessary to change how characters and items were loaded in and saved, therefore old characters are now wiped. In order to remove Third Party Accounts, this was a must. Take a look below, update, enjoy, and HAPPY FRIDAY!
Patch Notes:
0.4
- Complete backend re-write of many frameworks with huge optimizations and performance improvements.
- Full Steam API integration for automatic account creation, no more third party account needed to play.
- Single Player offline mode added. Players still need to be logged into Steam to play (offline mode is fine). Single Player characters and items are saved locally to the player’s machine; online characters are saved to the database via the internet and SQL.
- Action bar now correctly references equipment. Equipment will no longer be removed from the action bar when players press the button.
- Tool tips added to items, tools, weapons and harvest nodes and resources.
- New crafting interface with option for multiple stacks, as well as more information in the UI about what is needed to craft items.
- Stack splitting of items.
- Jumping while walking backwards now correctly makes the player jump backwards.
- Mounts.
- Friends list and Trade option.
- Fixed Phoenix Strike and Xymbryls Missles issues with hitting selected target.
- Added Chests.
- Added Loot spawning window.
- Added new water triggers to players feet so players will splash in low standing water. Swimming will not activate until players are much deeper now.
- Crouch is now on a Toggle with the C key.
- Changed how resource stacks are given. Now resource stacks spawn into the environment from resource nodes.
- Fixed issue with resource node incorrectly being removed for both local and networked players.
KNOWN ISSUES
- Bloodfiends and Grottonoids disabled until the next update.
- Harvesting and Crafting does not currently give XP. This will be re-enabled in the next update.
- Sometimes resource stacks spawn and don’t catch terrain and fall through. This issue will be resolved in the next update.
Keep in mind that with such a big update there will be NEW bugs. :P In the following weeks we will push out a couple updates that address remaining missing items or issues, then we will move on to our next sprint. One of the new things we are working on right now is a basic level character customization editor. We also have a couple new artists who have come on board and will be helping with new content generation. The first two items on the list are new sentries to protect houses from aggressive mobs, and the requested Grapple Gun(probably more of a crossbow then gun heh). We will also continue to refine and build on the current system. Combat is accurately taking into account Strength for melee combat, and intelligence for spell based combat. There is a skill system as well on the back end that has been in the works and will go live as we fit it into the current gameplay and requested features. Thanks so much for your patience so far, apologies for our occasional hiccups, and have a great weekend!
Huge update next week, details below!
Greetings friends! As mentioned in our last update, we have been working on a huge framework re-write in order to fix a number of things that have been mentioned in reviews or in the community feedback forums. This has been a major undertaking, and we are now almost ready! We wanted to share just a few of the details of this upcoming patch, as well as some teaser screen shots. :) Some of the new features/fixes are listed below.
- New crafting interface with option for multiple stacks, as well as more information in the UI about what is needed to craft items.
- Stack splitting of items.
- Fixed action bar so that players can change equipment and the reference on the AB is not lost. Align your most common equipment in the bar and switch in between items effortlessly now. :)
- Mounts.
- Friends list and Trade option.
- No more third party signup for accounts. Full Steam integration now with accounts created off of Steam account with NO LOGIN.
- Single Player Offline mode!
- Tool tips on environment items that can be harvested.
There are plenty of other new things, as well as optimizations and improvements on how the game runs and performs. Look forward to seeing this patch at the end of next week, late Friday afternoon. As always, thanks so much for your patience and sticking with us. This project is a labor of love for us and we will keep moving forward with improvements to the game and new features and content.
A Dark Elf on a Horse!
Multiple Crafting Stacks!
Environment tooltips and new player trading options!
April 1st Update
Greetings friends, happy April Fools day and welcome to Spring! We pushed out an update today that fixes a number of things, the most important being how death and re-spawning is handled. This new setup should prevent players from falling through the terrain while waiting for their world to re-generate after dieing. We have also been working on AI and the new backend framework with tons of improvements (friends list, trading, steam account integration all on the way). We also brought on a new group of artists that will be starting next week and will help to develop some new MOBS and environmental items and tools for players to use. Lastly, we are starting a new video dev blog that shows off some of the process of development, and also can help new developers learn stuff about Unity. Have a great weekend and happy Friday!
Patch Notes:
0.3.3
- Fixed water flow issue, water should reliably show up on Forest and Tropical biomes now.
- Huge optimization with FSM framework for a big gain in FPS and reduction of overhead from MOB AI.
- Increased chance for ores to show on all biomes and in caves.
- Death process has been overhauled in order to prevent players from re-spawning in an area with no terrain, they fall forever and the incorrect position is saved. Now the player camera fades on player death and player is frozen, re-spawned to last saved position. When the terrain finishes generating the camera fades in and the player is re-enabled.
- Aggressive MOBS now reliably spawn in the environment. Be aware!
- Fixed Forest details to spawn a greater variety of fauna and flora, similar to pre voxel terrain update.
- Terraformer tools updated and changed. Add voxels now smoothly terraforms with the current biome material (similar to remove voxels). Create Voxel Type now creates whatever material type has been selected. Radius and size has also been adjusted.
- Terraformer tool size reduced.
- Numerous voxel terrain updates and optimizations to help provide a smoother play experience.
- Dwarf shaders/materials changed to support wetness and better performance.
- Increased Raycast distance for the terrain aligner when a player has fallen off the terrain. This should increase the chance of getting placed properly back onto the terrain.
Hotfix Update live
Greetings friends!
We just pushed out a small update to fix a few things. Patch Notes below. :)
0.3.2
- Removed Flow property for water to reduce FPS lag. Water can still be used and found in the environment. Will re enable this when it is more efficient. Increase in FPS and reduction of lag when building new terrain with water.
- Fixed ores, details and stalactites in caves.
- Made caves appear more often, closer to the surface, and increased the complexity and height of caves. Caves also now network together in some cases.
- Re-Enabled Depth of Field on camera and improved the look.
- Mushrooms now spawn in the world again.
- Increased terrain formation height limit in Forest as well as made it possible for small mountains to form instead of tiny hills. Caves can be found much easier on this biome now.
- Fixed Quality settings in regards to texture reduction. High and Ultra setting has full resolution textures, Medium has half resolution textures, Low quality has 1/4 resolution textures.