Genre: Hack and slash/Beat 'em up, Adventure, Indie
Len's Island
Patch 0.6.505
Hey everyone,
We've been hard at work addressing some bugs, big and small. The most notable bugs in the recent update are all sorted now, along with various smaller ones. We've also done some small tweaks to make peaceful mode a little better and to also buff the passive healing from food as well.
We will have another patch coming in the next couple of days to improve performance of chunk loading, as well as removing the small stutter when opening storage chests. There will also be some small tweaks and improvements to the build fading too.
After that, we are going to focus on the next update before Christmas. As we are really excited for you all to see the next batch of content coming to the game!
~ Julian
~ Tweaks & Balancing Changes:
All enemies no longer attack the player at all in peaceful mode, making it a lot more "peaceful"
Lowered tick rate of passive healing from a full belly from every 4 seconds to every 3 seconds (Making healing quicker)
! Bugs and issues resolved in this patch:
Fixed significant bug causing houses to not fade correctly
Fixed issue causing skill-points to sometimes be altered or set back to 0
Fixed rare issue with the Metal Refinery causing the enemy waves to not work correctly during harvest moons
Updated the fading system to be more robust for more strange layouts of houses
Fixed more issues with the weapon collector, armor collector, and cursed completionist achievements
Fixed some rare loading/saving issues sometime causing town levels to get reset and some other parts of the game to be reset progress
Fixed some various issues causing map markers to sometimes not show correct states
Fixed bugged out combat dummies
Fixed not being able to place walls beside foundations
Fixed ceilings not snapping correctly to foundations
Fixed repairable bridges not selecting for controller input
Fixed being able to build in the towns (Building should be blocked in all towns)
Fiexd varios spellig miztakes
Fixes crit bonus resources triggering when not able to mine the resource
Fixed sounds not correctly working for Fireplace, Refinery, and Smelter
Fixed egg spawners not correctly playing their death particles when destroyed
Fixed some waterfalls in the caves not having their audio
Patch 0.6.503
Hey all,
Another small patch to fix some recent issues. We're currently tracking down a rare problem with town levels resetting, for anyone expeirencing that, sorry! We're working on a fix at the moment and should have a patch up early next week with that issue resolved.
We also realise there was an issue causing cave systems to re-generate with a different layout. This was not intended and was a bug. So do not expect the cave layouts to keep changing with every update. We will always try as hard as we can to keep your save files working between major updates and not change,
We're also starting work on the next update which is only 4 weeks away! We're working on some features I think you'll really enjoy. So for the special few people that read these patch notes, you get to be the first to know. We're currently working on adding pets, collectable decorations, and several new languages in the next update!
~ Julian
! Bugs and issues resolved in this patch:
Fixed pirate dialogue not unlocking outpost markers for players who had already interacted with the pirate before the latest update.
Fixed cave generation changing for save files. All save files already opened since the Harvest Moon update will stay the same re-generated layout. Though any save files that haven’t been opened since the update went out, will no longer regenerate with a different layout.
Outpost enemy attacking waves and harvest moon Voidlings no longer spawn on peaceful mode
Lowered the volume of bat sounds in the caves
Fix for bonus axe and mining damage skills not applying properly
Reduced the buy/sell cost of raw hide slightly
! Known Issues We're Working On:
Rare bug causing town upgrade levels to reset
Some issues with the building fade system, making multi-level buildings with foundation stairs have some strange fading behaviour.
Patch 0.6.502
Hey again. Another quick patch to solve a bad fading bug that would cause homes to fade away and not fade back in. This will fix that issue for anyone experiencing it.
We have put out a couple patches as quickly as possible to solve these more prominent issues from the Harvest Moon update launch. Good thing is the bad ones seem to all be sorted now. Please keep the bug reports coming and we will be hard at work on fixing any issues and improving the performance and balancing over the next days!
~ Julian
! Bugs and issues resolved in this patch:
Fixed houses built over multiple levels with foundation steps having build fading issues in which they would dissapear and not fade back in,
Patch 0.6.501
Hey all, just a quick patch to resolve an issue with some boss fights not correctly ending after killing the boss.
We are also looking into a rare bug with the fading of buildings not correctly working, we will likely post up another patch later today to fix that issue. Thanks everyone!
~ Julian
! Bugs and issues resolved in this patch:
Fixed some boss fights not correctly ending after the boss is killed.
Harvest Moon Update
The next major update to Len’s Island is out now!
The Harvest Moon update brings a new lunar event that will take place every 5 in-game days, as well as the heavily requested town advancement system.
Harvest Moons boost the growth of all crops and boost the processing speed of the brand new outposts scattered across the map. There are new ballista towers and cannons to help defend your outposts, as well as improvements to the building system. But there's no need to fear, you can easily skip the harvest moons be sleeping in a bed or staying down inside the caves!
Every town in the game can now be levelled up multiple times at the brand new town boards. Advancing a town to the next level will change the look and aesthetics of the town, unlock new NPC’s for trading, and eventually, unlock teleporters!
In addition to the new event and town changes, we’ve packed in many other improvements and fixes. Such as, rabbits, player-built portals, easier vision in the dark, expanded storage items, and many balancing changes and bug fixes.
All of the content in this update can be accessed in existing save files, the new outpost islands will now spawn randomly in empty areas in the ocean. You won’t need to restart your save!
This update also includes a lot of various balancing tweaks and polish to improve the game from start to finish. We try to improve all aspects of the game with every major update, instead of just focusing on new content and leaving the rest behind. So many of the items in the Tweaks & Balancing Changes section are general improvements based on community feedback.
~ Julian
New Features
New Harvest Moon event will now take place every 5 in-game days. Harvest moons boost crop growth by 4 times, and boost outpost production by 7-10 times. During harvest moons voidlings will spawn around the map, and waves of enemies will attack your purchased outposts. Harvest moons can be easily skipped by sleeping in a bed, or staying down in the caves.
Three new islands with new Outposts have been added. You can talk to Jack the pirate to receive the locations of the Lumber Mill, Mining Quarry, and Metal Refinery Outposts. The outposts are for sale and can be purchased at any time for 1,000 gold each. They will passively generate resources without the need of fuel. Their outputs will automatically store in the Wood Pile, Stone Pile, and the new Metal Chest.
New Town Upgrading System added into the game. Every town now has a Town Board that can be opened, this is where you can provide resources to upgrade the town to the next level. Upgrading a town will upgrade the aesthetics and layout of the town, unlock new vendors for trading, and eventually unlock warp portals for quickly teleporting between all of the towns. You also get a gold reward for every town upgrade.
New Warp Portal added to the build menu. The warp portal is a high-tier building item that can be used to teleport around the map. The warp portal syncs up to the new portal network, so you can freely teleport between town portals and your own portals.
New Ballista Tower added to the build menu. Ballista towers will automatically shoot nearby enemies with bolts. Ballista towers do not require ammo or fuel, however they can be targeted by enemies and destroyed, refunding their crafting cost onto the ground.
New Swivel Cannon added to the build menu. The cannon can be aimed by the player to shoot cannon balls that deal significant damage. Cannons can be placed onto of any construction piece, as well as attached to the front of boats.
New clock added to UI hud that shows the current time of day.
New Metal Chest added, the metal chest is a synced storage item that stores all types of metals and ores.
New Rabbit animal has been added, rabbits will spawn around forest and will drop animal hide
Added Raw Hide for purchase to Alex in Bridgewater
Buildings now have health and can be damaged by enemies and other world elements
New Build Hammer added that is unlocked by default and can be used to repair any building for free
Tweaks & Balancing Changes
Significantly raised the light level for dungeons, caves, and moon light, so you can more easily see in the dark without needing a torch. This is to allow players to be able to use shields more easily during combat in the dungeons, and only requiring torches when looking for loot in houses. The desert’s act 3 dungeons and cursed dungeons are still dark, which creates the need to unlock the backpack lamp for them.
Improved the daylight lighting to be warmer and have nicer looking shadows and ambient lighting, especially during sunrise and sunset.
Reworked the map markers for dungeons to be more clear and show all of the different unlock states for normal and cursed mode
You can now use the mouse to move around during build/edit mode
Foundations can now be connected to walls, ceilings, and foundations steps at different heights. This makes building in the caves and across hills much easier and more creative
Simplified the building fade controls into one button to hide/show the entire building
Building height limit removed and replaced with a global world height limit. You can now make buildings much higher, especially if they start at sea level.
Lowered the build costs for all basic construction items across all styles, making it slightly easier/cheaper to build bigger houses.
Increased the backpack capacity by 50 slots for the Pioneer's Backpack and Collector's Backpack
Slightly lowered the crafting cost for baked foods
All synced storage items can hold more items, slots increased from 18 to 24
Oil now burns for 2.5x longer and at a higher speed
Slightly boosted HP gain from all baked foods
The pantry can now hold potions
Boats sail slightly faster
Wrecked armor set sailing speed increased from 5% per item to 10% per item
XP granted from harvesting crops slightly lowered
Rebalanced crafting costs for salvaged metal and machine parts
Reduced crafting cost of the hardsteel weapons to only need 3 hardsteel instead of 5
Hardsteel pickaxe mining speed slightly increased
Removed iron from the refinery crafting cost
Rebalanced purchase costs for the druid armor set
Workbench unlocks tweaked to include new building items
Tweaked the skill point costs for some skills on the skilltree
Bug Fixes & Performance Improvements
Fixed various walled encounters across the dungeons not correctly triggering or ending
Implemented new enemy pooling system that significantly improves performance when spawning new enemies
Balanced the audio levels for hundreds of sounds across the game
Fixed the Elite Weapon Smith achievement not correctly working
Added new reload system that will significantly reduce the load time when dying or teleporting short distances
Fixed several issues with map markers not correctly showing their states
Fixed some of the dungeon runes not correctly updating their colors when completed in cursed mode
Made void fish's lightning bolt attacks able to be blocked by buildings
Fixed the plant sparkles sound not working and their FX being a bit hard to see
Lightning sound turned down so you don’t poop your pants when it strikes next to you
Fixed dozens of small building snap and placement issues, making some building pieces and decoration items unable to place correctly
Fixed enemies not playing their death animations correctly
Fixed various bugs sometimes causing storage items to not save the items inside of them correctly
Fixed various rare bugs causing machines to not correctly save and load their items and sometimes remove inputs
Fixed some map markers blocking the map and stopping you from clicking or placing custom markers
Fixed machinery fire UI particles not playing when a machine is lit and running
Fixed buoyancy objects not always resetting their rigibody's drag after the gods have spoken
Fixed Braziers and Lamps in the dungeons and caves sometimes not saving
Harvest Moon Developer Preview
The Harvest Moon Update is just days away!
Here's a detailed developer preview showcasing some of the new content to look forward to. Coming November 21st.
See below for the full video
- Julian
Patch 0.6.12
Hey all, small patch today just to fix up some machinery issues while we are hard at work on the harvest moon update :)
~ Julian
! Bugs and issues resolved in this patch:
Fixed machines sometimes emptying their inputs or outputs when reloaded
Fixed various drag and drop bugs for machines
Fixed machinery UI particles not playing when opening UI
Fixed boats not resetting their drag when falling from sky, causing unusual behaviour.
Len's Island Multiplayer Release Roadmap
We're proud to release the complete Len's Island Roadmap out of Early Access, and officially announce that co-op multiplayer is coming to Len's Island!
Discover what we have planned for future updates as we reveal key dates for major features and announce the full release of Len's Island! Although we do our best to set reasonable expectations for our updates, please note that these timeframes are subject to change during the development process.
We'd also like to thank the Len's Island community for all of the on-going support and suggestions. The roadmap has been tailored based on the feedback we've received to ensure we give you the best possible version of Len's Island.
Click below to read the full roadmap on our blog.
Patch 0.6.11
Hey everyone, just some bugs and small balancing changes today!
We will be releasing a full roadmap of the next 12 months of development in the next week or two. The roadmap will show our full timeline right up until the official 1.0 launch! There's lots of interesting content just on the horizon now, so stay tuned :D
~ Julian
! Balancing changes and new additions:
Moved the Knight's Armor set to be included in all of the Act 2 keystone dungeon chests as free rewards, and removed them for sale at the blacksmith.
Lowered the charge drain for some enchantments below (lower drain the longer the charge lasts)
Swiftness drain: 0.5 > 0.35
Weighted drain: 0.5 > 0.35
Lifesteal drain: 1 > 0.7
Electrify drain: 0.75 > 0.5
Altered the caves to make building foundations across gaps much easier, and at matching consistent heights
Lowered fibers needed to repair a rope bridge: 40 > 30
! Bugs and issues resolved in this patch:
Fixed various map issues causing the map to appear white and not render.
Fixed rare map rendering issues causing some chunks to not render correctly.
Fixed rare bug causing titanium weapon abilities to not work on some machines.
Fixed various issues causing dungeon and keystone map markers to not correctly update and display.
Fixed the Void Troll totem not unlocking for some players.
Fixed muted music still being still faintly audible.
Fixed a rare bug that caused the Smelter, Refinery, and Workbench to disappear after reload.
Fixed not being able to deconstruct/select some buildings in the caves.
Fixed campfires not fading when built on upper house levels.
Fixed the bamboo lantern being difficult to place.
Patches 0.6.10-0.6.08
Hey all! Time for another patch.
There were actually two other patches that went up last week, though I've been sick with the flu and couldn't write the patch notes, see below for the patch notes for this patch and the two before it as well.
Last week while I was sick, the other devs had a lot of fun during our first hack week! We tried and tested a bunch of whacky ideas from canons on boats, to a new wave-based tower defence game mode, and even erupting volcanos. We are going to make it a habit to do more of these hack weeks to prototype fun new mechanics, as I'm already working to implement some of the features we tested.
We are now beginning work on a new content update that will be releasing end of November. Patches will now drop to once a week until the next content update comes out. We will keep you all posted on what is come very soon!
~ Julian
Patch 0.6.10
! Bugs and issues resolved in this patch:
Fixed issues with food sometimes not eating correctly and restoring hunger.
Fixed hunger not resetting to a full bar when you respawn.
Fixed farms dying when being reloaded while hooked up to a watering system.
Fixed electric void fish AOE attack not applying damage.
Patch 0.6.09 & 0.6.08
! Bugs and issues resolved in this patch:
Fixed Void Troll completion achievement not working.
Fixed Cursed Dungeons competition achievement not working,
Fixed issues with the decoration collector achievement,
Fixed Void Troll not respawning correctly after you kill it.
Fixed dungeon chests incorrectly respawning every time you complete a dungeon.
Fixed some braziers and lamps not saving and staying lit.