this little update improves and fixes some minor flaws.
We are currently working on passive bonuses and mining stations.
Below is a list of all changes:
Gameplay changes
Production Forge no longer contains an empty bucket as an ingredient.
Production The kitchen no longer contains an empty bucket as an ingredient.
Rune fragments are no longer part of the ingredients for production.
Productions Rune of improvements have new ingredients.
Correction of the coefficient for calculating the temperature in some situations.
Some gatherer quests have been slightly modified.
Issue fixes
Enhancement of the collision surface under the opening temple.
When creating a new clone (after death to old age), thirst and hunger will be added.
The computer console at cottage house and deed token no longer contains the bootable "Problem detected" information.
Cotton harvested in the field already takes into account material bonuses.
Fixed the issue when you need destroy your deposit ores / crystals.
Adjusting stacking of empty bottles in some situations.
It is already possible to perform actions via RMB on the fitted gloves in the character window.
Update 0.50.043 - 044 - 2nd Anniversary event
Hello everyone,
it's unreal as the time flies. Today, it's exactly two years now that our game is available on Steam.
There has been a lot of change in these two years, but we are aware that the game is still far from complete game. On the other hand, is imposible to create a whole game from day to day. And developing in a very small team requires a lot of time.
But we think that the work done is visible. We also thank all our fans and players for their support and patience.
So, in these update is an event to celebrate the second anniversary.
There is a special chain quest at the end of which awaits rewards in the form of a new statue, achievements and other surprises.
There are also special gifts around the world - which contain a few interesting items - from potions to electronics (you need to be lucky to get better items).
Also everyone who completes the 2nd Annual Quest will also receive 1st Annual Achievements!
Work has also begun on finalizing the world - the starting location is currently being completed (it is really worthwhile to look at it with your own eyes;))
The change also has death for old age - from now on you will not die (but you will cease to age) to advance to the next generation, you need to create a new clone (at a cloning station or obelisk).
Against the backdrop of the game, aging points will also be counted, which can be divided into passive bonuses - this feature will be available in the next bigger update.
Below is a complete list:
2nd Anniversary event
Special chain quest with exclusive rewards.
Special gift packages that you can find all over the world.
Two new achievements for this event - just complete the 2nd event quest.
A special opportunity to meet the achievements of the 1st anniversary (2016) - just complete the 2nd event quest.
Changes of the world
Improved visual water quality for even better performance.
Tuned the world around the starter zone - it's the first step to complete the world.
New building location right at the start zone.
New interesting locations around the start zone, which really worth exploring.
Aging change
1 year of your character = 6 minutes (real time spent in the game).
10 year of your character = 60 minutes (real time spent in the game).
The maximum age of your character is 75 years, which is 342 minutes = 5 hours 42 minutes (real time spent in the game).
Your character will not die at the age of 75 - only stop being aged. At this time it is necessary to find a cloning station or obelisk and create a new clone at the age of 18 years.
Only after the creation of a new clone will your character get one generation up.
Obelisk can now be used to create your clone after death.
Aging the background function (before the new UI for the character window will be implemented)
In one year characters you get 1 age points (points are counted only from 18 to 75 years).
The one-generation transition will add 5 generational points.
Points will be exchanged in the future for passive skills / bonuses (it will be possible in the next main update).
All the characters got about the correct points for generation and age, which they will could divide into passive skills / bonuses. (it will be possible in the next main update).
Gameplay changes
The value of pearls was reduced.
Filling water from the lake now takes into account the forage skill to get better water quality / tier water.
Filling water from wells takes into account forage skill and quality of well.
Products made through the workstation are already correctly applying additional quality / tier bonuses from the station.
The minimum production time was adjusted to 2 seconds.
The progress bar label (action bar during running any action) now shows the skill used for the action (if any).
The number of raw materials obtained from free sources (trees, ores, etc.) has been increased
The well no longer requires the bucket as an ingredient for production.
Adjusted "Reaver" quests - now require less killing the monster and give better rewards.
Adjusted "Gatherer" quests - they give better rewards.
Issue fixes
The transmutation of water bottles now returns the exact number of empty bottles.
Fixed posture position for swimming for 3rd view.
Fixing issue during splitting items.
0.50.044
Correction a visual water shader at the lowest setting.
Update 0.50.041 - 042
Hello everyone,
in first time i would very much like to thank all of you for your expressed support for my unplanned hospital leave.
I appreciate the power of this support and this add energy for me. Now I'm home, and the surgery has gone well. Unfortunately, it was a surgery in the area of ??the abdominal muscles, so sitting at the computer is not very pleasant and I need to litle more relax.
But even so, we've prepared a minor update that fixes some of the issues you've found and reported.
We also made some adjustments and were forced to make the improvings kits little bit more difficult. It was not planned to have so many players with legendary weapons and tools for a couple of days (the game still need more balancing :))
Slowly but surely we are also coming to the second anniversary of the game - we hope to be able to prepare ingame rewards for players.
Also, the Halloween event is behind the doors. And we know that many players are looking forward to this event, this event it will also be running soon.
Below is a list of changes and improvements:
Gameplay changes
The production queue already shows the time format as H: M: S, M: S or just S (according to the production time required) - instead of just only seconds.
Repairing of items - repairing coefficient was adjusted.
Pearls already have a variable quality / tier - it is possible to transmute them.
The water (in bottles or buckets) has a variable quality / tier.
It is possible to transmute bottles with water and buckets with water.
Empty bottles or water buckets do not affect quality - they always have quality/tier T0.
Water quality / tier is always T0 when water is taken from the lake.
If the water is taken from the well, its quality defines the quality of the well.
The new item "Rune of improvements", which can be obtained for a small percentage of dead creatures, mining or fishing.
The new item "Rune of improvements" can also be produced (Alchemy section) - production requires "Rune Fragments".
The new item "Rune of improvements" can be transmuted.
Recipes for "Improving kits" now also require a new item "Rune of improvements" as a new ingredient.
Issue fixes
There is no longer time freeze issue when you open and close the map repeatedly.
Previous recipe - It's now working more deeply.
Previous recipe - is no longer reset when changing production from basic to advanced.
Previous recipe - is no longer reset when raw material tier is changed for production.
Previous recipe is reset if you change the basic recipe.
Canceling an inactive production queue no longer causes the next queue to start.
Fixed a problem with the production of multiple items in a single queue that are not have stacked ability (such as improving kits), which could have been lost (such as a move to a bank, etc.) this affects it only newly made items - does not affect/fix old items).
0.50.042
Fixing the issues with some quests.
Update 0.50.040
Hello everyone,
this time we bring in a quick fix of a few minor flaws.
As we have already informed earlier.
We will not be able to react in a timely and rapid manner (from health care) for a few days - thank you for your understanding.
Enjoy the game!
Here's a list of patches and changes:
Gameplay changes & Issue fixes
Reduce production time (but remember: a) Better skill = shorter time. b) more pieces at a time = longer time. c) better tier = longer time.)
The queue already shows the number of seconds for not active queue.
Fixed a bug in the "Reavers" quest.
Decreased skill gain during failure in productons.
Fix bad behavior of the "set max" button in some cases.
Fix a specific bug when performing improved action on items (weapons, tools, armor)!
This time we have completed the basic version of the quest system.
The new system is already correctly storing progress and it will not happen that you can not continue the tutorial after restarting the game.
All players have active tutorial from now, you can skip it and get to the next quest (currently they are mostly startup - for newly players).
If you do all of them, do not worry as soon as we add more quests so you will automatically start up.
Some "grind" quests have reward after is done (the reward can be showed by moving the mouse to the given quest).
The number of tasks is far from final (these are the first few quests).
So enjoy the game and thanks for the support!
Below is a complete list of changes and innovations:
New Content
New quest system.
First start quests.
Gameplay changes
All players have a new active tutorial.
Tutorial can be skipped (in parts).
After completing the tutorial, additional quests are activated (the new ones will be added sequentially!).
Progress quest status is already saved (also tutorial).
0.50.038 - 039
Fix minor not gameplay breaking issues.
BTW: If you like our game :nipicto: . So do not hesitate to support us and our game any reviews here at Steam - we thank you very much!
as the next major upgrade has completed another crucial step for our game :nipicto: (which logically required a longer development time):
http://steamcommunity.com/games/386590/announcements/detail/1455082018457067986
Now come time for smaller, more active updates.
Today we bring one of them and are more focused on our own ores :ironore: deposits.
So quickly into the "desert anomaly" and maybe you'll be lucky (during the mining of raw ores between the scorpions ;) ) and you get your own ores :ironore: deposit.
BTW: If you like our game :nipicto:. So do not hesitate to support us and our game any reviews here at Steam - we thank you very much!
Below is a complete list of changes and innovations:
New Content
New item Bearing Copper Ore.
New item Bearing Tin Ore.
New item Bearing Iron Ore.
New item Bearing Silver Ore.
New item Bearing Gold Ore.
New item Bearing Ancient Crystal.
Bearings can be placed on your plot (similar to fields or seedlings of trees).
At a small percentage, it is possible to obtain a bearing for the ore mining.
At a small percentage it is possible to obtain a bearing when the crystal is extracted.
New item of seedlings Ancient mushrooms :forage:.
New recipe for seedlings Ancient mushrooms - it is necessary to find a blueprint.
Gameplay changes
Transmutation no longer requires the "Clone Station" to produce but has a specific "A2-A Transmutation" queue.
Transmutation already requires better matching skills for production.
The recipe for Compost has been modified.
The recipe for Fertilizer was modified.
You can already improve with the "improving kits" directly in the equipped slot in character window.
The formula for calculating the improve using the "improving kits" has been modified.
Possibility to equip armor and weapons by popup action from inventory.
BASIC production has a new opportunity to specify what TIER raw materials you want to use (suitable if you want higher TIER to keep for advanced production - also ideal for better organization of transmutation).
BTW2: From September 13 to September 18, 2017, we will not be able to react actively. In these days a hospital operation is waiting for me - so hold your fingers - thx!
Update 0.50.032 - 035 Enhanced crafting UI
Hello everyone,
so the new update is here! As we have already written in the previous announcement:
http://steamcommunity.com/games/386590/announcements/detail/2362555718203785064
We have reworked the whole production process to make it more comprehensible and more user-friendly.
We hope you will like the changes and will not take too long to orientate.
However, this is the first version, and there may still be some bugs and problems that we may find and fix with you.
There have also been other edits and improvements such as:
Possibility of splitting items (yes, finally;) )
Possibility to plant mushroom fields.
And much more.
But we can not forget about Gamescom 2017, where we had our stand!
It was a very challenging and exciting event, but it also brought us a lot of value for the future.
Here is our stand in action:
And here one new fan:
Who does not know the person on the photo, so know that it's our friend Daniel Vávra (author of "Mafia", "Mafia 2" and currently working on "Kingdom Come: Deliverance" ;)
Below is a list of changes and a visual description.
Here is the complete list:
Enhanced crafting
Completely new UI interface for production.
Redistribution of recipes to new categories.
Possibility to view all recipes (even those you have not yet learned the blueprint).
New production process - "basic", where you do not have to think over raw materials.
A new production process - "advanced" when you define exactly what raw materials to use.
In advanced production there is a clear visual result of all material bonuses.
Advanced production is only produced from raw materials you set up (no random selection).
The ability to change the tool during a production - right in the production interface.
Possibility to control workstations (ignition of fire, extinguishment, application of wood to fire) during production.
Possibility to select a specific raw material for application to the fireplace during production.
Production is re-organized into a queue that runs in the background of the game.
The ability to produce multiple items at one time (if the item is manufactured at another station).
Depending on the raw materials used (tier), a better tier is defined for production.
Automatic detection of the required skill if you are trying to produce a higher level item.
And much more.
Improved interface for building finalization
Completely new interface for finalizing building components.
The interface is no longer the same as the production interface.
Raw materials can be delivered gradually.
Option to select a specific tool.
Option to improve the building component.
Salvaging of a building component directly in the UI - this action only returns the original raw materials (not those that were used by the improvements!).
New content
Ability to split items - using LMB + Shift (if allowed by the item - it is stacking and has more than 1 piece).
The ability to combine split items - just move the item over to another.
The dragging UI (inventory, etc.) already remembers the last position after restarting the game.
Return of old POIs into the game (from the world's legacy) - a lone farm, an alchemist place.
Old POIs are only just around the start zone (along the way to the first building plot).
A farmers and alchemist trade terminal is now also available in the towers.
New item - Boletus seedlings.
New item - Rusula seedlings.
New item - Amanita muscaria seedlings.
Mushroom seedlings can be obtained using botanical skills.
Mushroom seedlings can be produced (some recipes require a blueprint).
Mushroom seedlings can be bought in a farm shop.
Transmutation of the basic raw materials - it is used to produce better tiers (10 pieces of smaller tier are required for higher production - example: 10xT1 branch can be transformed into one T2 branch) - this is available through a new production window.
Gameplay changes
Tools, weapons and armor have a new prefix in their name, which better defines the weapon's tier.
It is not longer possible to perform a "salvage" action on scrap metal.
Damage to equipment during combat is higher.
The "Fill Water All" action now fill all bottles (buckets) at once.
All interactions with repetitions (collection of raw materials, mining, etc.) are now reduced, but you get three items for each action.
Getting logs from trees already show the number of available logs.
Forage actions on objects already show the number of actions.
The number of interaction actions is only shown if there are more than one iterations.
Opening and closing doors is new to RMB (instead of LMB)
Adjusted item value tier.
Equipment repair - The duration of the action is a reflection on the size of the damage.
Equipment repair - The result of the repair is reliant on the repairing skill and length of the repair.
Salvaging finished buildings is through a new UI.
From dead creatures, it is now possible to get bones.
POIs quests can be repeated after a certain amount of time.
Creating workshops no longer requires as one of the ingredients a tool (but the tool is needed for production).
Issue fixes
Pelts already show the correct origin of the animal.
When performing forage actions on objects (stones, damaged cars, etc.). The action is no longer taken as done if the action is interrupted.
There is no drop of FPS through inventory filtration.
Salvaging finished buildings already returns correct types of material.
Modified the LOD on the fireplace.
It is possible to extinguish a fiery fire.
Fixed description in options for mouse reverse x and y (where names x and y were confused)
0.50.033
Applying the raw material to the fireplace through the production UI already correctly creates ash.
It is already possible to produce "base metals" via Forge.
0.50.034
Adapted recipes for a sewing kit
Production skills now slightly increase the resulting product quality
Production skill now slightly influences the required production time (the higher the skill, the shorter the production time)
Possibility to increase the resulting number by clicking + or - button (left control +5, left shift +10)
Activated old "set max" button - sets up to a maximum of 100 units.
The onmouse effect on the recipe icon is already correctly shown with the indicated item.
You can now click again on the already selected recipe.
Better notice if you do not have a blueprint on the selected recipe.
Better notice if you do not have the tool for the selected recipe.
Transmutation to better tier does not already require 10 items, but only 4
Making more pieces right now adds corrected skillup
Correct material for specific recipes is already defined.
Bonus materials now take into account the tier items.
Fixed formula to obtain better collection items.
UI to complete the construction - the option to open the production window for the ingredients.
Ability to cancel the production queue.
0.50.035
The production of more pieces already returns a correct number of empty bottles.
Correction of pieces calculation in advanced production.
Gamescom2017 and information about the future update!
Hello everyone,
The summer holidays are slowly ending and ending the time of rest and holiday.
But however, we have been working diligently and hard. Now we completing a new update that will bring news in the form of the promised improved manufacturing interface.
But first, information for all who will be from 22.8. To 24.8. In Gamescom Cologne. We will also be there and our booth can be found in Hall 4.1. (Stand C15 / D16). Where will we together with other developers from our country.
But now the information for the future update (this update will be available for testing directly on Gamescom). But here on Steam it will be ready in the first days in the September (we still need to fine-tune it;)).
More than words, see the pictures and labels below.
We also apologize for we will not be available from today to end of the next week (we will be on Gamescom;)).
Here's the gallery (directly from game):
Update 0.50.028 - 031
Hello everyone,
We have another update that is now aimed some of the fixes or debugging.
Again, we've modified the mouse sensitivity and added the ability to multiply it (this option will be used by those who have a really sensitive mouse and do not want to adjust the DPI).
We've also fixed key settings - this fixation has one problem, and it's always necessary to end the game if you change the keys directly in the game. Therefore, we recommend that you change the keys in game launcher (input tab). It's a Unity engine problem - we're looking for a solution that will not affect game performance - it's currently a temporary solution.
Below is a list of changes:
Gameplay changes
CAMERA - Adjust camera motion
WORLD - Exit anomaly button is new at the top of the UI (so as not to collide on computers with less resolution)
BUILDING MODE - Two basic stairs are already available for everyone from the beginning (it's no longer necessarily to find a blueprint)
WORLD - Reduced number and generation of anomalies
UI - Tuned raycast to UI
OPTIONS - Includes the ability to set mouse sensitivity to a multiple of 1-100 - default is 70
OPTIONS - Several unnecessary settings have been removed
Keybind
Keybind no longer automatically override primary keys to default values.
If the control is changed directly in the game setting (it is necessary to provest restart (full exit) of the game - otherwise the change will not be reflected)
Possibility to modify primary keys
Allowed to change secondary keys
New button to restore primary keys
New button for bulk deleting secondary keys
Issue fixes
MOUSE - The Y / X revert mouse is fully functional for the FPS view
MOUSE - Mouse revert Y is fully functional for 3rd view (mouse revert X unfortunately does not work with respect to the calculation of the collision model of the camera)
MOUSE - Mouse sensitivity is correct to reflect settings for 3rd view and motion of the camera along the vertical axis
CAMERA - The camera no longer collides with the water level at 3rd view
Fixed an error in calculating the limit to attack number according to the combat skills when the skill cap is reached
Forage and Botanise actions on the surface of the country already have a reduced lag (not perfect but better than before)
Desert anomaly - correction of some collisions
Ruined city anomaly - correction of some collisions
Graphite - it does not show the kind of material
The "place" action is no longer allowed through the skill bar
Repairing a minor bug with a crafting window
Repaired recipe for "Fence 02 trunk / stone 1x1"
The year in the anomaly is correct (so that it corresponds to the time period of the anomaly)
It is no longer possible to duplicate the seedlings through the skillbar
It is no longer possible to duplicate the Anvils through the skillbar
0.50.029
Fix raycast UI in character window
Options now contains a mouse sensitivity result (for to better understand the changes and behavior of multiple), but it is still better to change the DPI on your mouse (if the setting does not match).
0.50.030-031
Modified raycast on some problematic UI parts
Adjust inventory filtering performance
You can no longer interact with surrounding objects (such as trees, etc.) if the UI window for (craft, trade terminal or character window) is open.
Fix invert mouse X/Y for 3rd view
0.50.027 - Returning anomalies
Hello everyone,
The next update is here;)
This time brings back into game two old anomalies from legacy world!
"Desert" and "Ruined City". All anomalyes have undergone minor changes, but mainly desert anomaly, which are now conceived as a minning location. Ruined City still keeps its post-apocaliptic atmosphere and serves mainly as a source of modern ingredients (electronics, etc. . old players know how important these resources are;) ).
Here have also been visual changes around the world - these are mainly facelift elements to match the visual quality of the legacy world.
Such as a better distribution of surface textures and mainly the detection of raw materials for "forage" and "botanise" skills according to the appropriate texture on the surface.
Changes have also been given to start locations so that novices are no longer lost in the labyrinth - the tutorial has been moved out in front of the temple.
Here is the complete list:
Anomaly
Two anomalies from the legacy world were returned to the game (Desert and Ruined city).
Anomalies are generated randomly around the world.
DESERT - It has been redesigned (this is not the final version).
DESERT - Currently, it serves as a suitable location for the extraction of ore and stones.
DESERT - It contains several desert enemies.
RUINED CITY - There are currently no new changes versus to the legacy version.
RUINED CITY - It is primarily used for the acquisition of hi-tech materials (such as electronics, etc.)
RUINED CITY - It contains several wild animals as enemies.
Gameplay changes
WORLD - The whole world has a new layout of surface textures - more grassy areas etc.
WORLD - Improving the texture logic of the world would better correspond to the "old legacy of the world".
WORLD - Recovering raw materials through "forage" and "botanise", taking into account the texture of the surface (as in legacy world).
WORLD - Removed biome with the name "beach" - this biome was temporary.
WORLD - Walking sounds are better suited to the surface.
STARTING LOCATION - The tutorial no longer takes place inside the temple but outside.
STARTING LOCATION - From the starting place is no longer guided the way to the labyrinth, but directly outside from the temple.
STARTING LOCATION - From the temple were removed all tutorial objects including torches - the temple can still be visited but is no longer adapted for novices (but the labyrinth contains a few new raw materials;)).
STARTING LOCATION - The place in front of the temple was slightly modified.
Issue fixes
The translations of used materials are already correctly shown during production.
BTW: These days (during summer discounts) it is very convenient after downloading any update, also verify the integrity of the file for the game.
------
New entrance to the temple (shorter path to the cloning station, bank or trade terminal).
http://steamcommunity.com/sharedfiles/filedetails/?id=962462618
http://steamcommunity.com/sharedfiles/filedetails/?id=962462714