Added Interiors to almost every building except for capitols due to performance issues.
Performance Improvements
Bugs Squashed
Camera Lag when Sprinting is gone. Spawn Issue when entering Black Hollow Dungeon
V0.0.1.1
Beta 0.0.1.1 Has been uploaded.
Changelog
Added NPC's that roam around in every town
Performance Improvements
Inns in the capital city's, more to come in smaller towns
Changed the Towers in Black Hollow.
Performance Improvements
Added Gates at each entrance to Black Hollow along with a gate near the castle/dungeon entrance
Bugs Squashed
Air Gap in Black Hollow Dungeon Ceiling Fixed
The Road to Beta v0.0.1.1
Hello Everyone, Andrew here with the latest Crewin news on the roadmap, the next update, and some info on the path to full release.
General Overview of this update
Now that every hold is now complete it is now time to start making the world feel more Alive. This update is planned to add tons of friendly NPCs around the world. Note that there will be no Dialogue until a later update. This update will take time so don't expect this update until sometime in Q2 of 2023.
For more Updates
For more updates, either wishlist the game and turn on announcement notifications, or follow me on any of my social media platforms.
Thank you all for supporting the game and I'll see you soon!
Changed Roads from spline mesh to painted on the landscape
Did some optimization in Veplor improving FPS by up to %72
Started adding road signs along intersections with nearby towns
Performance Improvements
Added fast travel for Thoak Shor
Added compass waypoints for all current locations in the game, locations pop up on the compass when you are within 500 meters of the "Discovery" Bounds
Added discovery popup when you discover a new location.
Started a major overhaul of the game's water system. The Ocean has been converted to the new system and all lakes or rivers that were once in the game have been deleted while I work on this system.
Reverted texture downscaling on certain textures around the world
Bugs Squashed
Fast travel glitches you through the world to due long load times
V0.0.0.9
Beta 0.0.0.9 Has been uploaded.
Changelog [] Finished Anthon Hold [] Finished Veplor Hold [] Added a few chests and lootable bodies in Anthon [] Performance Improvements
Bugs Squashed [] Pitch black at night/in other weather types has been mostly fixed
Bugs found [] Fast travel teleports player before loading level
The Road to Beta v0.0.0.9
Hello Everyone, Andrew here with the latest Crewin news on the roadmap, my next update, and some info on the path to full release.
Update Release
This next update will be released Saturday, January 21
Specific Update Features
Looting
We now have looting systems, just not on NPCs or anything like that, Also there are a couple of chests and skeletons scattered around with some loot inside them to encourage more exploration of the world.
World Update
Veplor and Anthon are finished. Anthon's roads have changed to a painted texture on the landscape compared to the spline system that currently has in place. I will slowly start replacing all roads with this painted texture. Anthon has six towns plus the capital city.
For more Updates
For more updates, either wishlist the game or follow me on social media platforms.
Thank you all for supporting the game. I'll see you soon!
Bug Fixes <*> Fixed Falling through the world when fast traveling to Jaydale and Drakos Den
Bugs Found <*> Fall damage occurs when traveling to JayDale
V0.0.0.8 Hotfix 1
Hotfix 1 of V0.0.0.8 has been uploaded
Bug Fixes <*> Master Blacksmith location blocked off my landscape <*> Sun and compass not pointing in the correct direction <*> Black Hollow Dungeon Room unaccessible <*> unable to fast travel to Drakos Den <*> Elfish Ruin boss falls through the world
Beta 0.0.0.8
Beta 0.0.0.8 Has been uploaded
Changelog:
Finished Most of Veplor Hold
Overhauled AI performance and texture sizes
The day/Night cycle and weather system overhaul
Other Major Performance Improvements
Added a variety of weapons
added cardboard armor and elvish helmets
Added more enemy types (assassins, skeletons)
combat tweaks
Fast Travel (Phase 1)
Added hats
Bugs found after the release:
Master Blacksmith location blocked off my landscape
Sun and compass not pointing in the correct direction
Black Hollow Dungeon Room unaccessible
unable to fast travel to Drakos Den
Elfish Ruin boss falls through the world
Update V0.0.0.9
Hello Everyone, Andrew here with the latest Crewin news on the roadmap, my next update, and some info on the path to full release.
With V0.0.0.8 Releasing in 6 days, That means I am about to start working on the next update. After doing a ton of research on Performance optimization tools Unreal Engine has. I will be taking the next couple of months to Optimize The Game to the best of my ability. What does that mean? Well, I'll go into detail below about each change I will attempt to make.
New Landscape Texture
One of the main things I think is a major drawback is how resource-demanding the landscape is. I will be working on creating brand-new landscape material that will be less resource-demanding with more features. for instance, I want to have more realistic landscape textures that have optimized shaders and I hope to paint dirt and grass roads instead of using a spline tool to make the game have fewer glitches in the landscape when it is next to those roads.
Texture Scalling
One of the main GPU issues is texture scaling. A lot of textures that are far away (going back to the landscape) are in a lot high res than what the GPU needs.
Foliage Changes
The Trees, rocks, and grass will be rewritten and optimized to reduce GPU draw time and reduce triangles to put less stress on the GPU.
Change LODs
LODs or Level Of Detail indicates how nice the object looks depending on how close you are. Adding/changing LOD and screen size should help lower-end systems play the game easier.
Fixing DLSS support
DLSS support as of right now is not working properly unless it is in the editor. I will make it usable via the options menu.
Backend Cleanup
Cleaning up object code and deleting unused items and animations will help reduce the game size and hopefully help with performance as well.
I am guessing the update will be released in the end of March to mid-April.
Thank you for your continued support of the project!