Because it was really hard to get tokens to fulfill quests and achievements.
We've increreased the drop rate for tokens.
The prey from monsters now also include these tokens (not only tokens but also Christmas packages (socks)).
Remember that the opening of Christmas socks counts on the same achievement as opening a big gift around the world.
Perhaps this increase in token picking will help you complete your achievements and quests. And so you will not have to spend too much time playing the our game during the Christmas holidays.
Once more we wish your all Happy Merry Christmas and Happy New Year 2018!
Thanks for all the support you provide to us both in Steam forums or Discord, as well as through reviews here at Steam.
Below is a list of changes:
Gameplay changes
Increased drop of Christmas tokens.
Creatures now also drop Christmas tokens.
Decreased weight of some Christmas dishes.
Tuning music transition logic and ambient sound.
Issue fixes
Fine tuning (decay) of mining stations.
Fixed a typo in the popup window "Seewing" on "Sewing".
Fixed minor problem while loading anomalies.
The Place of Death has now a better placement of the box with your items after death in the dungeon.
0.50.078
Night sound correction (in some situations).
25.12.2017 (CET/CEST time) - 0.50.079 - Hotfix
Fixed some problems while returning fron the anomaly.
Fixed some of the problem after player die in dungeon.
because we have several reports of poor performance after update 0.50.073. We reviewed the latest update and attempted to create a patch.
We hope the performance returns to the previous state.
Below is a list of changes:
Gameplay changes
More ambient sounds in the background of the game (work version - needs to fine-tune.).
The "Creator Box", which created only an empty vial, now contains additional items.
Some monsters have the designation of Alpha in his name.
If you attack on a "Alpha" monster that is aggressive, he can call other monsters in the neighborhood (if he has any in his herd) to help her.
Issue fixes
Fixed a performance problem that resulted from update 0.50.073.
Dungeon entrances have been changed - they are still in the same place, but they have repaired some things and models what caused a partial performance problem.
Fixed problem with ingame chat - ghost mode.
Partial correction of 3rd camera behavior on a mountainous surface.
Update 0.50.073 - 075 - Christmas event
Hello everyone,
we prepared a new update for you.
First we want to apologize for a small break - but it was caused by health problems and unfortunately we lost valuable 14 days :( But now everything is fine;)
This update mainly activates the Christmas event.
This year's event is very similar to last year's, but it brings smaller quests and a new Christmas cap (green).
During the event you will be able to finish your Christmas achievements and enjoy small gifts.
And do not forget to buy a reward in the store for the Christmas tokens.
In addition, the update brings further finalization to the next part of the world (we continue further from the start zone). This is the sout-west location around the lake.
Here, a new mining location and a first dungeon were created (when it is possible to go underground).
We have also repaired some things, but there is not much (we really miss the 14 days we lost :()
We wish all very nice Christmas holidays and a happy new year 2018.
Perhaps there will be some minor updates by the end of the year, but we do not want to promise anything - we also have to spend some time with our families durring these holidays.
But we are planning a lot for 2018 - just to say:
Jewelcrafting
Reputation system
Animal behavior
Better (bigger) field for farming
Bow
Horses (on which you can ride)
The female figure.
And much more.
We also thank everyone for your reviews here on Steam - they are very helpful!
Below is a list of changes:
Christmas event
Launched Christmas event.
Christmas quests.
New Christmas Cap (Green) for 2017.
The white bear and the white deer have descended during the Christmas event from the mountains and are now in the normal world (regardless of the biome!).
Gameplay changes
Some monsters in the tropical forest are now more in groups.
Trade terminal - "sell all" button now shows how many items you have.
Adjusted southwest location - a large mining site.
The abandoned farm has a new location (near the original).
The Alchemy Trade Terminal is also available in the southwest part of the map (another is in the desert or towers).
Boxes from creators are no longer in the same places, but are spread more randomly.
A new dungeon in the southwest part of the map.
Dungeon contains monsters - bat and scorpions.
The Bat in the dungeon gives rewards as a Halloween Bat - it is possible to get Halloween tokens even outside the event!
Issue fixes
Fix a problem with some text characters in the chat.
Corrected decay calculation for mine stations.
Tuning and cleaning some parts of the game code.
Modified World Map - some visual details.
0.50.074- 075
Reduced spawn rate for Boxes from creators.
Update 0.50.072
Hello everyone,
after a demanding weekend (developer conference in Prague) we are back again.
In order to relax a little after the weekend, we spent the whole Monday watching your videos from our game.
Even though we have many "old" players who know the game perfectly. There are a lot of newcomers who still have problems understanding some of the game's features.
We therefore devoted Tuesday and Wednesday mainly the tuning of some misunderstood elements in the UI.
We will see whether it will help or not ;)
We are also still dealing with the problem of collision in some situations - it is a complex process.
And, of course, we are working on a new final English translation that will serve as a master text for further translations.
We are also plan and bring together lots of new content and enhancements - these autumn and winter days are the perfect time for deeper plans and analyzes.
And their implementation can be done in a quieter period. Because the current period is too hectic to add essential content.
We also thank all who gave us a any Steam review - much helps and recharges energy.
The Steam Awards 2017
And last but not least - if you like our game, do not hesitate and give it a vote in the Steam Awards 2017;)
We prefer the: The “No Apologies” Award, but it's all up to you guys and girls...
We thank you in advance!
BTW: Here's one very interesting video about crafting from one of our players and fans:
https://www.youtube.com/watch?v=FepQYhABjBg
Below is a list of all changes:
Changes
Increased and modified spawn monster rate in Tropical Forest.
Tuning of several parts of the game code.
You can no longer close the building element UI - if an active action (finalize, salvage) is taking place on the building element.
Tiny UI tuning.
Adjusted color of some UIs to better emphasize key elements.
Customized some buttons in UI to make it easier to understand that this is a button.
Modifying some misinformation (obsolete information) in the help system.
Issue fixes
Correcting the name of some dyes.
Correcting the problem of initializing AI in some situations.
The crop field already shows the information correctly.
Correction of some Russian texts.
Further deeper repair of collision and performance in postapo anomaly.
From Thursday 16.11. to Monday 20.11. we will be out of our office and we will not be able to respond to your questions, suggestions etc.
We will be at "Game Developer Sessions" in Prague - every year there we go and rest and relax with other developers.
We are so sorry that we will not react here in these days.
We thank you for your understanding.
BTW: If you like our game and love it, do not be afraid to write a review here at the Steam. This getting a lot of energy for us. A lot of people write a review if they are unhappy, but otherwise they forget about review and they do not realize how important they are to us. Thanks so much for everyone!
But as you know almost every day we make small patches and part of this announcement is one small one;)
Issue fixes
Fixed issue with the interaction in a small cave near the starting place.
It is already possible to assign active skills again if they have been removed from the skillbar.
It recommends you to check steam integrate the game files - it is possible that you will not download all the files of this update.
And here is a list of all the minor updates since the last announcement 0.50.064:
0.50.065 - 0.50.070
Fixed some issues interaction with roofing components.
Fixed some issues during building mode.
Small patch in UI.
Using the F10 key, it is now possible to hide the game UI to make a better picture (via the F12 key).
There has been a technical change in visualization of models for world mushrooms and metal nodes (visually you do not see any change). But it is possible that the performance of the game is slightly elevated or reduced - it is a correction due to global collisions - it is still in the testing and balancing.
The "Take All" button is no longer displayed during the upload of the data to the container.
The "Take All" Button requires confirmation in some situations:
1) If the weight of all items to greater than 1000 kg
2) If the weight of all items is greater than half the maximum load capacity of the character.
3) If the weight of all items and the weight of the inventory exceeds the maximum load capacity of the character.
There does not longer show up showing better quality in farm fields (on mouse tooltip) than is the global max quality limit.
If you have a hidden game UI, it is reactivated if you open a map or building mode.
Adjusted collisions for unattached mining stations, cottage house and claim land token.
More debugging of collisions around the world.
Update 0.50.064 - 070
Hello everyone,
we have another minor update.
We're really busy these days and we're solving minor fixes and debugging games.
Which we want to fine-tune before we begin to create next big updates.
We are also working hard on better translation for our ingame texts.
This involves a lot of work in the game code but also a thorough preparation of the master text for the final translation.
So hold your fingers;)
But especially enjoy the game!
Below is the entire list:
Gameplay changes
The Halloween event has ended.
Improving the visual impression at the character's equipment.
Improving the visual impression at the monsters.
Negative affect - "hot temperature" - is only applicable in desert locations.
Character equipment (armor) already provide higher resistance to negative affect "cold temperature" (currently does not distinguish the material).
The possibility of making "Crude Sword" - this is a sword made of wood (suitable for beginners).
A bit improved performance in some situations.
Tuned sound for Ambient sounds and background music accompaniment with regard to biome.
Issue fixes
The game no longer running in background when lost focus.
It should no longer rain in the house over some parts of the roof.
Correction of production logic behavior in case of unsuccessful production.
Correction of the interaction (craft window) in the popup menu when you manipulate with burning items for fireplace or select a tool.
There is no collision interaction when you click on the (X) button in the UI of the custom container.
The inventory itself closes if it is opened using reward chests and has not been opened before.
Other small repairs in the building mode.
Small adjustments in UI.
Small adjustments in interact logic with world raw resources.
0.50.065
Fixed some issues interaction with roofing components.
0.50.066
Fixed some issues during building mode.
0.50.067
Small patch in UI.
Using the F10 key, it is now possible to hide the game UI to make a better picture (via the F12 key).
There has been a technical change in visualization of models for world mushrooms and metal nodes (visually you do not see any change). But it is possible that the performance of the game is slightly elevated or reduced - it is a correction due to global collisions - it is still in the testing and balancing.
0.50.068 - 070
The "Take All" button is no longer displayed during the upload of the data to the container.
The "Take All" Button requires confirmation in some situations:
1) If the weight of all items to greater than 1000 kg
2) If the weight of all items is greater than half the maximum load capacity of the character.
3) If the weight of all items and the weight of the inventory exceeds the maximum load capacity of the character.
There does not longer show up showing better quality in farm fields (on mouse tooltip) than is the global max quality limit.
If you have a hidden game UI, it is reactivated if you open a map or building mode.
Adjusted collisions for unattached mining stations, cottage house and claim land token.
More debugging of collisions around the world.
And here is a list of all the minor updates since the last announcement 0.50.059:
0.50.060 - 063
Fixed a problem with the production of leather items - when there is a poor definition of material and bonuses (items that was made with this error, unfortunately bear the wrong attributes - must be made again).
Fixed issue with age when the character reached 75 years old and the game has been restarted.
All creatures now are a little bit harder.
The blade can now also be made from bones.
The fish hook can now also be made from bones.
The Sewing Kit now has only one recipe.
Sewing kit now has new ingredients - 2x blade.
New option to switch to production from other material for the same recipe - if the item has other recipes from diferent materials (such as: Blades, Heads, etc.).
It is no longer possible to open the production window using the "X" key - if your character is in a battle stance.
Other modifications to some recipes.
Adjusted weight of some items.
Adjusted ingredients for some items (mostly weapons and tools).
Correction of some items (definition of their material).
Planning of building elements now has a greater range.
The camera has a greater range during the planning of building elements.
There have been other minor and major repairs in the building mode.
It is now possible to complete the building component directly in the building mode.
Fixing some items attributes.
It is now possible to produce three types of shields - wood, leather and metal.
Update 0.50.059 - 063
Hello everyone,
this is another update that belongs to the balancing and debugging section.
The main change (but that's not a change - this was in the game before and it just was turned off for a while), there is the possibility of losing raw materials during the failure of the production or losing your equipment during the fight.
Our game really builds on material bonuses and a complex manufacturing process.
Therefore, it is important to realize that each item is unique - the T5 sword or shield is always different (depending on the material used).
It is really vital that items with inappropriate materials can be lost.
Here is a sample of what are the differences between the different shields (an example is to influence the decay (loss of item during combat)):
There are also changes in the fight (which we will still balancing) - but because it is also influenced by skill and bonuses.
The fact that you have full T10 equipment is realy good but when this equipment have bad material bonuses, its realy bad and you're going to feel really hard during the fight.
For better mixing and selection of bonus material, the "ADVANCED" tab is teh best choice during production.
Below is a complete list:
Changes in item decay - balancing
Again we have allowed the possibility of destroying your equipment during combat (temporarily this feature has been deactivated and you could not lost any equipment during combat - which is now back to the original settings).
You can lose your gear during the fight - remember it!
Not always TIER decides everything for equipment - T5 shield is not always the same - material bonuses are essential.
Tools, weapons, and armor have new information on how much they can reduce decay.
Fight changes - balancing
Creatures no longer have their level in one fixed value. But according to your skills and atributes they are in the range (recommended level to +5).
Creatures are slightly tougher (Halloween creatures are easy due to event).
Any creature can make a critical hit. Even if creatures repeatedly hits character only for 1-5 HP, a armor can be punctured and you get a real blow that can break the armor (and destroy it with one blow). Not to mention your life!
For example - fight with the bear lv 29.
Our character has mainly equiment T5 from the steel and scorpio (so protection is of many parts 99%).
This bear hit us only for 5 HP on 90% - because we have good skill and good equipment.
At 10% he made a critical hit and it was a maximum of 54 HP - which is for our life on value 1190 HP realy nothing and decay for our equipment after this fight its absolute funny - realy zero. And we can kill him for 3 + 4 ours strikes with sword. So it's not as bad as it may seem. it just revives the fight and shows that you have the wrong equipment for this level craze.
But if we fight again with the same bear and same character, but with the T0-1 equipment. We get a hit of 250 HP commonly, and the Critical is up to 400 HP.
It's all about the equipment!
Wound healing changes - balancing
Wound healing (bleeding) now has a chance of failure - it depends on your First Aid skill and the item's tier.
Information about the% success of the treatment can be see in onmouse tooltip in bottom bonuses/informations (last icon on the right - red broken heart).
Crafting changes
It is already possible to lose some raw materials in case of unsuccessful production (not during building).
The basic chance of losing raw materials during failure production is 50% - you can reduce this chance to 25% with a new passive bonus!
New bonus in the "crafting basics" section.
Crafting now has higher skillgain (but only for skills (such as carpentry, alchemy, etc.) - not for attributes (strength, logic, etc., they have skillgain lower).
Other changes
Now you can activate the autorun - using the F3 key - do not forget the fatigue ;)
UI - color differentiation of the indicator to% production success.
New Recipe for Oil - Available in the Alchemy section.
New floating information if you lose an item (during combat, production, etc.).
Issue fixes
The monsters in the desert have already been properly spawned.
Improved performance during rain.
It's no longer raining in the starting temple.
Some images in the tutorial was be fixed.
Blueprints that can be learned no longer show quality (it was confusing information).
Repairing mine stations no longer reducing their quality / tier.
Floating icons on the map are already showing well (the issue was manifested only when you have the UI scale is changed in the game settings).
0.50.060 - 061
Fixed a problem with the production of leather items - when there is a poor definition of material and bonuses (items that was made with this error, unfortunately bear the wrong attributes - must be made again).
Fixed issue with age when the character reached 75 years old and the game has been restarted.
All creatures now are a little bit harder.
The blade can now also be made from bones.
The fish hook can now also be made from bones.
The Sewing Kit now has only one recipe.
Sewing kit now has new ingredients - 2x blade.
New option to switch to production from other material for the same recipe - if the item has other recipes from diferent materials (such as: Blades, Heads, etc.).
It is no longer possible to open the production window using the "X" key - if your character is in a battle stance.
0.50.062
Other modifications to some recipes.
Adjusted weight of some items.
Adjusted ingredients for some items (mostly weapons and tools).
Correction of some items (definition of their material).
0.50.063
Planning of building elements now has a greater range.
The camera has a greater range during the planning of building elements.
There have been other minor and major repairs in the building mode.
It is now possible to complete the building component directly in the building mode.
Fixing some items attributes.
It is now possible to produce three types of shields - wood, leather and metal.
Update 0.50.057 - 058
Hello everyone,
as you've surely noticed during the past week, there were many small updates that were either hotfix or solved balancing games.
In total, eight of these small updates were released for the week.
This new update "0.50.057" is also among the small ones that mainly balance and repair.
But it is definitely worth highlighting these changes:
It is now possible to search for recipes in the production window.
Building mode now shows the names of building components + necessary ingredients for final construction and especially building parts you have not yet learned (not found blueprint).
There has also been a significant change in skill and atributes acquisition/skill rate - attributes and skills now grow exponentially - the higher the skill / stat the then grows more slowly.
But if you have a higher generation, the speed is improving.
Below is the entire list:
Gameplay changes
CRAFT - It is possible to search in the production window by the name of the blueprint.
CRAFT - blueprints in the left (in categories) no longer show confusing (in this part UI) prefix "Beginners" for (Armor, tools, weapons, etc.).
BUILDING MODE UI - now shows as onmouse the name of the building and the required ingredients.
BUILDING MODE UI - it is now possible to display even not learned building parts.
TUTORIAL - Adjusted tutorial - if a player has made a hammer or parts of it prematurely.
UI - The Tier information on the item icons is newly shown in the top left corner (instead of the lower left corner, where collision with the visual piece number information) occurred.
UI - The mouse over item tooltip in the inventory now shows the number of pieces (if larger than one).
UI - It is no longer possible to take "Take All" action in the bank.
UI - Unstuck action requires confirmation.
Balancing
All production packages (Rope, Cloth, Leather, Plank, Wall, Log, Trick, Brick, Nail) now require 12 ingredients.
Completely adjusted skill rate - Higher value of the skill is trained slower than the lower value.
The bigger generation of your character gives the better the skill rate, even on the higher skill.
Adjusted minimum value for tools / weapons decay.
Issue fixes
Fixed bug with bad AGE POINTS attribution in some situations.
Applied fix that checks and corrects AGE POINTS.
Your AGE POINTS can get into a minus - if you've used the bug and assigned points via this problem - it's a good idea to reset your points.
There is no more snowing where it is not logically appropriate. Such as in the winter months in the desert and the jungle - in these locations, it is snowing if you are in higher mountain areas (regardless of biomes).
BUILDING MODE UI - They are already showing up the default building UI keys shortcuts for new players.
BUILDING MODE UI - if you have an active element and you click on a filter or a selection of another element, the currently held element will no longer be built.
The "Take All" action already correctly reflects the weight setting (in game options) and divides the items between Inventory and A2-A Storage.
GHOST MODE - Cutted trees/bushes are no longer visible after a restart game.
0.50.058
Correction of AGE POINTS calculation.
Amount of raw materials needed for some packs has been reduced.
Trees and bushes now give more seedlings (randomly from 1 to 3 pieces).
Ferns now have the ability to collect leaves.
Options - You can now set Camera FOV (video section).
0.50.048 - 056 - Halloween event + New character UI
Hello everyone,
there is another new update.
This time brings a Halloween event, that many people expect to be able to accomplish their achievements. And also enjoy the atmosphere with Halloween elements;)
But this update is not just about the Halloween event - it brings a lot of fundamental features to the game and that:
A brand new character window where you will find lots of information and especially passive bonuses!
These passive bonuses essentially influence the behavior of the game - and they can help you them a lot (reducing production time, getting better items, etc.).
Passive bonuses values is multiples, so the more bonuses you have are they stronger.
Below you can find the full lists:
Halloween event
A Halloween event has been activated.
In the world you will find three Halloween event enemies.
In the world has be found special rewards "trick-or-treat".
During the event, it is possible to get all Halloween achievements and special halloween items.
The Halloween event has its special smaller chain quest.
The event will be active for approximately 14 days.
New character window
Totally new character UI.
The ability to better see your stats and attributes (more information will be added later).
The ability to see your character and rotate with her + zooming.
Comprehensive Skill Information + Information what stats is increased.
Easier activation of active skill for the skill bar.
Special passive bonuses.
Passive bonuses
Your character can now divide the points for aging and for the next generation.
For each character year you get one AGE POINTS (points is only gained from the age 18 to 75 years old).
For each generation, you get 5 GENERATION POINTS.
These points can be divided into passive bonuses.
Distributed points can be reset at any time.
Currently, the following bonus categories are applied in game:
Generation - Generation Basics
Exploration - Harvesting Basics
Crafting - Crafting Basics
There are no active/prepared bonuses in category "Combat" (at this time):
Combat - Armor Basics
Combat - Weapon Basics
Gameplay changes
The 2nd Annual Event was off.
Unfinished quests (for 2nd Annual Event) you have still active. And you can finish them.
The attack of the character is faster.
Decreasing drain of stamina in defensive stance or during defending.
Defense - The newly applied% chance of a successful defense (if the player is defending) a chance affects the quality / tier shield.
Modified formula to calculate total attack and defence attributes for character.
Modified Formula to calculate monster level.
New informative floating alert texts during battle (about unsuccessful defending, loss of life, bleeding).
The door (wood trunk version) construction no longer requires finding a blueprint for the building.
Improvements (upgrading) in building components, stations, etc. do not now require multiple raw materials but always only 1 piece
of each ingredient -
modified in 0.50.051 to 3 pieces.
It is already possible to build a building component, a station, a token, etc. from a better material - the resultant construction takes into account the used quality and the material level.
It is already possible to upgrading a building component, a station, a token, etc. from a better material - the resultant construction takes into account the used quality and the material level.
Salvaging building components/stations already reflect the given building level.
Transmutation now requires only 2 pieces of ingredients instead of 4 pcs.
Editing the skill title "MISCELLANEOUS ITEMS" to the correct "HI-TECH ITEMS".
Mining from rocks now requires Hammer instead of Pickaxe.
Adjusted Arrangement of Ingredients for Big Barrel blueprint.
Adjusted weight limits for barrels, etc. (But remember the limit is affects always the quality / tier. If the quality is less than 35, the limit will always be small!) - We recommend making new barrels;)
0.50.049 - 050
Correction of points calculation for passive skills.
All skills and points have been reset.
It is therefore necessary to divide the bonuses again.
0.50.051 - Balancing
Crafting passive bonus "Crafting better products T0 - T3" reduced from a maximum of 50% to 20%
Crafting passive bonus "Crafting Speed T0 - T3" reduced from a maximum of 75% to 50%
Crafting passive bonus "Transmutation Speed T0 - T3" reduced from a maximum of 75% to 50%
Passive bonuses for production time and transmutation time already work separately.
Upgrading the building parts / stations / token now requires 3 pieces instead of 1 piece for one ingredients.
Decreased coefficient for the required skill during production.
0.50.051 - Issue fixes
Passive production bonuses are shown correctly in the UI.
Transmutation of water now requires only two raw materials and returns the correct number of empty bottles.
It is already possible to make leather armor correctly.
Fixed the UI interaction issue in passive bonuses section.
0.50.052 - Issue fixes
Fixing a issues with assigning startup items into the new character's skill bar.
0.50.053
Adjusted calculation for combat, defense and animal level.
Transmutation of meat does not generate raw meat as cooked.
The built-in well from "claim land token" now accept "claim land token" tier.
0.50.054
Each new character will also get 10x Healing Covers (into skill bar) as the starting equipment.
Every building element / building / station now has a default checkbox in the UI "Also use raw materials with higher tiers than needed." set to on.
Climbing skill has already corrected the improvement factor.
Displaying floating text if the character has a lack of stamina.
It is already possible to transmute the "Oil".
0.50.055
The start quest - "kill 1 hare" - has been changed to "kill any 1 monster".
Quests are no longer showing confusing material - for example, in the quest "Get any Pelt", confusing material such as ("Doe", "Hare", etc.) is not shown in brackets.
Name correction for Azalea, where was a typo (Azaela).
Repair skill for collecting Azalea from shrubs.
Fix a typo in the character window.
Collecting "oils", "wines" and "cola" in postapo (ruined) city already takes into account forage skill.
Beverage skill already improves well with tea brewing.
Transmutation of Oils will correctly return the number of empty bottles.
Decrease the baseline of critical chance on better tier at collection.
Increased TIER cap from raw resources from T5 on T6 - better tier can be earned even bigger based on tool, bonuses, etc.
Information on the increase in status (Strength, Logic, etc.) is now more frequent - instead of increasing by 0.05 it informs you about an increase of 0.025.
Smaller corrections of some German texts.
The Basic Crafting section now also includes Bandages.
0.50.056 - Fixing issues for New players
Fixed an error when the action keys "E" and "F" did not appear. If you played the game for the first time.
The new character automatically gets in the skill bar 5 x "Stamina and Minnor Healing Potions".
The starting location - the path from the temple to the first obelisk is more secure.
Anomaly - Postapo (ruined) city - can already be found here using botanical skills (herbs and grass) - for making bandages.
0.50.046 - 047 - Mining stations
Hello everyone,
we have another bigger update for you.
This time it's the promised mining stations!
From now on, you can build your own mining stations and set what's going to extracted on them - stations work even if you're not in the game but can not enjoy it constantly (it needs to be repaired, etc.).
The update also brings several improvements and playability adjustments and new items as scrolls to create an anomaly. Logically, it also contains lots of bug fixes.
We are aware that some operations take a long time (mainly transmutation, etc.) - we work on balancin. But we prepare a lot of passive skills (which are slowly being completed and if everything goes well they will be part of another bigger update - which will also include a Halloween event;) ).
But you also have to realize that the game can not give everything right now and simply - everything is built so that you get very fast to the basic things on tier 0 and 1, but the tier T5 and higher must already be deserved and require more time and effort .
BTW: If you like our game and love it, do not be afraid to write a review here at the Steam. This getting a lot of energy for us. A lot of people write a review if they are unhappy, but otherwise they forget about review and they do not realize how important they are to us. Thanks so much for everyone!
Below is an list of all changes and innovations:
Mining stations
Possibility to build own mining stations.
You can find the station in the building mode in the "STRUCTURES" section.
Four types of mining stations are available in the game: Quarry, Ore Mine, Lumbermill and Alchemy Lab.
The "Quarry" station allows extracts stones, sands and clays - for a small percentage of graphite and other items.
The "Ore Mine" station allows extracts copper, tin and iron ores - for a small percentage of silver, gold ores and other items.
The "Lumbermill" station allows extracts logs, branchs and barks - for a small percentage any other logical items.
The "Alchemy Lab" station allows extracts raw bio materials (grass, leaves etc.), herbs and mushrooms - for a small percentage any other logical items.
Tier / quality of extracted raw material is based on the quality / grade of the station.
To get better raw materials (quality / tier), stations need to be improved.
Tier/quality of station affects speed and % success on mining.
Stations work even if you are not in the game.
The station gets damaged during its mining.
Station damage reduces mining speed and% chance of mining success.
The station is not destroyed during damage - maximum damage is 99%.
If the station is damaged to 99%, the mining stops (it is not possible to set mining and to wait for a full stock of raw materials for a few days!).
At the station you can choose what you want to extracted.
All raw materials have a percentage chance of mining success and the maximum number of raw materials per hour. You will increase these values by improving the station and repairing the station.
Gameplay changes
Found branches (or any other wood items) using the forage skill to the surface ground of the ground already take into account the given biome where player is.
Reed collection no longer requires a knife.
The monsters have a faster spawn around you.
The monsters are already no longer spawning on the obelisk or your land (deed token). And do not following you into these places.
Your Deed token now better serves as a protection against monsters - the monsters do not follow you into the your deed token safe zone.
The greater the tier of your deed token, the greater the safe zone.
Custom Containers (barrels, cabinets, etc.) now have limited capacity.
Custom Containers now show a red weight when the weight limit is exceeded.
If the container is already full, can not be added any new items into inside (it does not affect the A2-A warehouse and your inventory -
it is possible to exceed the weight limit here, but there are penalties for your movement when is beyond the limit).
The maximum containers capacity determines his quality / tier and container type (barrel, case, etc.).
The greater the tier of your deed, the greater the storage capacity of items in your deed.
Cottage house can now serve as a warehouse for items.
The greater the tier of your Cottage house, the greater the storage capacity of items in your deed.
Adjusted formula for calculating production time to make it clearer (if 1pc takes 1 minute, 6 pcs will last 6 minutes).
Successful production has a higher skill ratio.
It is already possible to transmute raw meat and fish.
New item and recipe - Log pack
New item "Scroll of desert anomaly - year 1600", this scroll allows you to create the specific anomaly front to you.
New item "Scroll of ruined city - year 2045", this scroll allows you to create the specific anomaly front to you.
Scrolls can be bought at the trade terminal for runes, but can also be found in boxes from the creators etc.
Issue fixes
Salvage action to deed token returns all stored items in the deed container (does not affect the bank - it is global).
Custom containers (such as barrels, banks, etc.) will close themselves if you move away from the object.
Kindling already returns the correct wood material used to make.
All foundation building parts have a corrected height of collision.
The personal deposit crystal node already collide with the player.
Planted trees / shrubs already take quality into account during the collection.
After the bush seedlings are picked, other actions will be offered right if they are allowed on the bushes.
Water Transmutation already returns the correct number of empty bottles if multiple items are transmuted at once.
Custom player deposits nodes can already be placed over the skill bar.
Ashes extracted from the fireplaces, campfires etc. are already taking into account the quality of the burnt raw materials.
Doors during opening and closing not longer collide with the character.
Unfinished doors now have passage collider (until they are completed, so they do not collide with the character).
There are no longer large spaces in the quest journals (on the right side of the screen).
There is no longer illogical shuffle of the quests (on the right side of the screen).
0.50.047
Correction of the name of the mining station "Mine of Ore" to "Ore Mine".
It is no longer possible to overload the bank.
Collecting prey from crabs is already correctly applying skill.