We have a very important fix here.
As minor updates were released during the 22nd and 23rd of June.
Because the steam was overloaded, some game files have been corrupted - problem with steam integrity. This problem causing some players not to download all of the game items they have created (these are predominantly land-based items (workshops, trees, building components - entire houses) after the game was restarted.
We are very sorry for this problem - we are publishing this special hotfix.
But do not be afraid (you have not actually lost any items) - They just did not appear after the game was restarted.
Now its all correct!
Thanks for understanding.
This hotfix also includes some extra things like:
A little adjusted performance for UI render
Improving a visual display of the status notification.
Added option to kill yourself using the "/suicide" as chat command - your character will die (similar to a fight) after entering this command. If kill yourself in an inaccessible place, you will find it hard to get to your belongings, which is left in the "your dead box" (we recommend moving items to the A2-A warehouse before executing this command for death). This death does not generate "Dog tag".
BTW: These days (during summer discounts) it is very convenient after downloading any update, also verify the integrity of the file for the game.
0.50.025 - 026
Modified mouse sensitivity (most players will need to adjust their settings).
Using unstuck in the starting temple teleporting the character to a specific place.
Improvements some parts of the code to the background of the game - for better performance.
Correcting some monster settings.
0.50.017 - 023 - Enhanced interaction
Hello everyone,
there is another major update, this time mainly focused on enhancing interaction with the environment.
This is an essential step for better control of the game. All actions were reduced to just 4 keys (LMB, RMB, E and F). For players who have played a lot of hours in the our game, can will be difficult to get used to new shortcuts at first, but after a while you get used to and rather you will appreciate that specific actions was no longer change keyboard shortcuts;)
The change has also received a notification about the items we've got - we think you'll appreciate it now.
Improving crafting UI is unfortunately not part of this update (only major changes in the recipe and its layout). UI for crafting requires a lot of change and also more implementation time. But it is one of the points we will focus on and then we can devote ourselves to the other things we need in the game. Everything has to be given gradually and with care.
This update includes a lot of other things - headed improvements and edits like:
Some players will certainly welcome better using RAM - which improves the performance of the game.
Hardcore players will welcome the opportunity to get raw ore from the stones around the world (although only on a small percentage, but we hope this is good reward - raw ore is still a valuable raw material in the new world).
Beware of the monsters around the world - a number of mathematical formulas have been changed for their attributes and attributes for your equipment. If you think that the creatures is too light to kill, then test to beat them without armor and only with the basic knife;)
And if you find it too dangerous, remember that the power is in the gear - do not forget to improve your armor and weapons through the "imrove weapons/armors kits" (also carefully consider what material you use to produce weapons and armor - material bonuses add up from the tree branch to the sword handle Including its blades (as some players have already learned in the game, it is possible to make a sword that heals you during the fight;)). And also fighting (even with hare or crab = combat skill training that affects your overall combat result).
For (not only) newcomers it will be a pleasure for the startup tutorial was be a bit more user friendly (but still not perfect). And especially the automatic replenishment of life (unless you character are not injured) outside the safe zones - albeit slowly but still (but better is to crafting some healing items (bandages, potions etc.) ;))
Here we copy the our "request/information" from the previous update. Because it is still very acute - thanks so much!
Also, it seems like the time has come for a small request for you our faithful players.
Over the last few days, our game has undergone a major change (a new world) that was necessary even though many players may not like it at first glance. This change took place in the first days with many problems (which were fixed within a few days) - these problems were caused by the fact that we wanted to keep all items our players from the old world. Unfortunately, these issues have been signed up for the evaluation of the game - many players have given our game a negative rating (which is not very constructive and objective). We welcome any evaluation and I am very grateful for constructive criticism. But some reviews of the game are rather detrimental to the global view (players will never remove it and it will remain with our game forever). So, if there is someone among you who likes our game and believes it, any reviews will help us now.
Thank you for everything!
Below is a complete list of changes and innovations:
Enchanced UI
Overall change of visual and functional interaction on objects around the world
All interactions were reduced to 4 actions (LMB, RMB, E and F) - if the object had multiple actions, the actions are logically dosed according to the logic of the current use.
Identical actions (such as get leaves, branches, felling, etc.) already have identical shortcuts to the keyboard.
It does not happen that the same action has always had another interaction key.
Essential actions such as cutting, destroying, picking items, salvaging a building, etc., require that the key be held down (mostly hold RMB) .These actions is no longer just a one fast click - there will be no mistakes as unwanted items picking from your house etc.
If the action can not be performed there is a small red cross, but when you executing the action, floating text notification is displayed with some informations.
Notification about of received new items is completely redesigned and is newly at the bottom right of the screen
The notification even links identical items (unless it is different tier or materials)
The notification also includes information about an increase in skills or stats by 0.5 points
New content
New item "Dog tag", which will be created after the death of a your character (exclude death for the old age) and can be found in the box on the spot of your death.
Gameplay changes
Craft - Forge station already contains all weapons
Craft - Compost requires 5 barks now, instead of just one
Craft - Some recipes in categories are now better organized
Craft - Recipes with "OR" tag have been modified - these recipes are now separated for each type. For example: Instead of one recipe for "Head", there are now 3 recipes "Head-wood / Head-stone / Head-metal") This is necessary for future new craft UIs and for better new players understanding (also fix some craft bug).
Resources - With rock mining, it is now possible to obtain on a small percentage of raw ore or graphite
Resources - Reduced drop of seedlings from trees / shrubs to 25%
Resources - The time to perform the action to get the rune fragment was reduced by one-half.
Resources - Fox fur already has material bonuses
Fight - The combat detection zone (the white circle around the player, indicating the range of the player's attack) is no longer visible - it is no longer needed (everything is enough to provide detection zones around the enemy).
Fight - If the character is not injured and does not have a full life, hes life is complemented by at a very slow speed. Specific safe zones add life quicker.
Creatures - Buffalo and Deer are now have dynamic level
Creatures - Buffalo (male) is now aggressive
Creatures - Global correction of the calculation of all attributes of monsters with dynamic level (attack, defense, life, etc.)
Objects - The workstations that have the lights will automatically light up and go out if is night or day.
Objects - The chandeliers will automatically light up and go out if is night or day.
Objects - Static lights (torches, etc.) set up around the world (temple, ruins, etc.) only shine when it is night.
Items - The global reduction of all basic defense values for armor (bonus material from the material is unchanged)
Items - Changed (reduced) Rarity of Armor and Weapon - Affects the resulting defensive and offensive values as well as final prices
Interaction - Trade terminal "Sell all button" only shows if the item has more than one item and can be stacked
Interaction - Repair actions on outdoor objects only show if the item is damaged by more than 4.9%
Interaction - If the outdoor item is damaged, no any other action than repair can be done - the next action will only appear after the repair
Interaction - Gardening fields cannot be removed if harvesting is possible
Interaction - The gardening field now shows specific actions as needed and adjudication (watering -> maintenance -> composting -> fertilizing), but only in the case when the field requires these action.
Interaction - A camp fire (or an object that requires ignition) now generates ash when ignited
Interaction - The well will offer a bottle refill only when available empty bottles / buckets are available in the inventory or A2-A storage
Tutorial - The startup tutorial has been slightly improved.
Issue fixes
Performance - Improved work with RAM and thanks to this, it is raised a bit some performance
Performance - Slightly improved performance for torches.
Gameplay - Your own cloning station is already functioning correctly as a revive point.
Interaction - Wall lightings has an improved position for placement on a wall.
Resources - Planted shrubs do not show action "destroy" unless they are in an adult state
Craft - Returned ingredients from the production are correctly placed on the inventory (correct items positions).
Objects - The torches in the temple are already correctly positioned.
UI - The stone wall 2x2 already has the right icon in the construction mode.
Translations - correction of some German texts
0.50.018
FIGHT - Fixed one problem with the freezing of the character during the fight (it is still possible that the freezing will occur - we please, send us a report and a thorough description of how the situation happened - we thank you!)
GAMEPLAY - Adjusted statistics for "tea" and "stamina potion".
GAMEPLAY - Added ability to turn lights on and off on objects with automatic night lighting (this option is enabled only during the day).
INTERACTION - The outdoor wells already allows action ("fill water all") - if the required amount of empty water bottles (or empty bucket) is available in inventory or A2-A storage.
INTERACTION - Raw materials from dead creatures already have fixed keys (LMB - Loot, E - Meat, F - Pelt)
UI - Overall correction of the visual display of bonus attributes for HP and STAMINA (where numeric value was displayed as % and misinformation occurred).
UI - Minor correction of the notification when it erroneously shows that you have earned 0 pieces of item tax (it was only a visual bug)
UI - Added a notifying fly text when trying to activate building mode in forbidden locations such as towers or a starter temple.
UI - Notifying flying text now has a longer duration
UI - Improved text in the building mode to better understand that construction is only temporarily allowed only on building sites.
AI - Reducing the aggressive reach of buffaloes.
WORLD - Removed individual problem with specific trees in the world (the problem was be on a one buildings area).
0.50.019 - 020
UI - Correction of confusion non-English texts for lights on and off.
GAMEPLAY - Fixing the froze action in some cases.
0.50.021-023
Notification - an increase in a state (such as strength, logic, etc.) is indicated by 0.05 points - ordinary skills (such as botanize, mining, etc.) remained at the original value of 0.5 points (This is just visual information, there has been no change in calculations).
Notification - There is no longer a skill / stat up notification if you already have a skill / state cap limit.
Notification - Corrected notification when learning blueprint
Notification - Now it also reports of damage to the tools, weapons and armors.
Interaction - Action on the well "fill water all" already consumes all empty bottles.
UI - Icons of chemical elements no longer overlap their chemical designation with his quality (tier) - the chemical label is newly at the top right.
HELP - New section with a description of the bonus material icon.
-0.50.022
GAMEPLAY - Improvement of the starting point (collisions etc.)
GAMEPLAY - Fixing the next froze action in some cases.
-0.50.023
CRAFT - Fixing the problem during production when the resulting pieces were incorrectly calculated.
Update 0.50.015 - 016
Hello everyone,
We have another (this time smaller) update.
This is especially about fine tuning specific situations and preparing for a further bigger update (which will mainly bring change of interaction with the environment and improved UI for craft - wish us luck...)
Below is a list of all the points in this update:
New content
New item and recipe - cooked fruit (for to consumer surplus fruits in your inventories;) and preparing for future recipes such as fruit cake, etc.)
Gameplay changes
Possibility to remove a your own trees and get back seedlings if it is not already in the adult state (this action requires shovel!)
Fog of war for the undetected places on the map has a smaller reach so as to avoid overlapping + it was better understood where there is not discovery a specific place.
The safe zone around the obelisk not longer healing
It is already possible to start a fight in the safe zone (Normally aggressive monsters are not aggressive here, they wait until you attack them).
You can no longer hide in the safe zone before the monsters, if you run away before him during the fight.
Bamboo no longer offers actions for harvesting branches and leaves.
You can also move around the map using WASD
All tree seedlings "sprout of" renamed to "seed of"
Adjusted drop of graphite
It is already possible to re-enter "ghost mode" if you leave the game into the main menu.
Newly planted trees already reflect the quality of the original seedlings.
It is possible to use inventory items if you are in water and have no stamina
Empty bottles and buckets no longer have higher TIER.
Full bottles and buckets no longer have a higher TIER.
Issue fixes
The elephant already has a better life label indicator
The A2-A inventory filter for "ALL" already has a correct label
Cottage house has a well-placed door.
Cottage house already shows right action for open / close door.
The Palm trunks already offer the palm leaf, instead of ordinary leaves.
Bushes that are grown will not longer appear again after is destroyed and when the game is restarted.
Drinking Halloween potions (earned during the event) are already behaving correctly.
Drinking the Tea is already behaving correctly.
White deer is behaving correctly
The animation of the death of the Basilisk already behaves correctly
The behavior of the scrollbar already behaves correctly during filtration.
The monsters already give the right injury
Also, it seems like the time has come for a small request for you our faithful players.
Over the last few days, our game has undergone a major change (a new world) that was necessary even though many players may not like it at first glance. This change took place in the first days with many problems (which were fixed within a few days) - these problems were caused by the fact that we wanted to keep all items our players from the old world. Unfortunately, these issues have been signed up for the evaluation of the game - many players have given our game a negative rating (which is not very constructive and objective). We welcome any evaluation and I am very grateful for constructive criticism. But some reviews of the game are rather detrimental to the global view (players will never remove it and it will remain with our game forever). So, if there is someone among you who likes our game and believes it, any reviews will help us now.
Thank you for everything!
Hotfix - 0.50.016 (GHOST MODE)
Ghost mode - a box created after your death has already been corrected to retrieve your items.
You can find your all possible lost items in your bank.
Update 0.50.14
Hello everyone,
so we have a new update.
Which contains two major novelties.
The first is the possibility of planting your own trees and shrubs.
You can get seedlings from every tree or shrub (but not every tree always offer you this option). So you can harvest sprouts and plant your own forest or improve the surroundings of the house at your discretion.
We recommend that trees be planted in building zones (even if it is possible to plant them anywhere), as outside the building zone there will still be changes in the world and we can not guarantee that you will not lose these trees in future.
Every tree and bush must reach adulthood than it can get raw materials (wood, leaves, crops, etc.).
The tree can be crushed (removed) before it reaches the adult state, but you will not get any raw materials.
Another innovation is filtering inventory and other containers.
From now on, it is better to find specific items via filter (top of inventory).
Also a bug with overlapped items has been removed.
Filtering and removing the bug has a new constraint - it's no longer possible to arrange items at a specific location in the inventory at your discretion (it is impossible to keep a data-sheet for each filter). If you have a lot of items in the inventory, the bank or the A2-A, then the filtration takes a little while (a few seconds) - but it's really a situation with lots of items.
Below are all points of this update:
New content
Possibility to obtain seedlings of trees and bushes (new 26 sprouts)
Possibility to plant own trees and bushes
Inventory (and other containers) now contain filters.
New "Stamina tonic" - possible to produce in alchemistic station (it is necessary to find a blueprint)
New building part - "Stone wall 2x2" (it is necessary to find a blueprint)
Gameplay changes
Pearls no longer have a better quality (tier) than Tier 0
Adjusted injury during the falling if the character is in water or underwater.
Adjusted overall injury during falling.
Climbing skill is interrupted if player jumps or falls.
Rains and thunderstorms takes now longer period of time.
The shield has a more complex recipe for production and can only be produced via an anvil (or forge station)
Creatures are a little more dangerous (we're still balancing)
Slightly increased population limit for creatures
Doors have a slightly larger interaction collider
Boxes from the creator now contain (except blueprints) only really necessary (and difficult to obtain) items such as electronic components, etc. No longer contains very straightforward raw materials or products that can be easy produced.
Issue fixes
Inventory - Fixed overlapping of items or their placement in the bottom of the inventory.
Better angle of 3rd camera when moving on a mountainous surface.
Adjusted underwater motion.
Climbing skill is now properly trained
No snow falls during the winter season in an inappropriate biome as Tropical Forest or desert.
Better performance when working with inventory (or other container), noticeable if container contains many items.
Correcting the wrong tree designation (when maple was like oak and vice versa).
Fixed tiny drop fps when character moving in some situations
Update 0.50.009 - 013
Hello everyone,
So there's another quick update.
Gameplay changes
Reduced total number of deer
The idle volume sound of the deer is reduced
Allowed unstuck in safe zone - the unstuck now fixes an eventual fall below the surface of the buildings, which can sometimes cope with a bad collision with the surroundings.
The "TAKE ALL" command can now be done by using the primary action (default E)
The "TAKE ALL" command is available only if the container contains some items.
Some important actions no longer require stamina (eat, drink, treat with bandage etc.).
Pearls from shells are just dropping to 5%
Reduced drop of blueprint in boxes from creators
Sources of raw materials (such as ore, crystals, shrubs, trees) are automatically renewed every hour after midnight (trees that are cut, etc. are not renewed!).
The "SELL ALL" button for the item is added to the trade terminal.
Issue fixes
Loading ghost data next small fix
Rune fragments can no longer be sold.
To adjust the location of the death of the character (box with items) so that it is created on an available space (it does not fall under the objects)
Smaller lag reduction if the chest from creators contain any blueprint.
Improved light in dark locations during the night (temple, ruins, etc.) - where the light of the moon does not reach.
Removing a crafting bug by moving from the workstation to finalizing any building component.
0.50.010
Fixing steam integrity files
0.50.011-012
Removing a bug when filling a bucket or water bottle - to which it was in some cases.
Tutorial already checks whether the raw materials in the inventory and when yes he skip the step.
0.50.011-013
Fixed the problem of the single player storage process.
Ghost mode hotfix - 0.50.007 - 08
Hello everyone,
So it was still necessary to sort out a bit of data transfer for "ghost mode".
It's really a very complicated step to convert all of your game items from the world's legacy into a new world - unfortunately it's affects up for the gameplay for the new players.
If you do not transfer everything in the first process, exit the game and try again - some players have a lot of buildings in the old world.
Some items are irrevocably lost, but there are not many (such as waypoints, etc.).
If anything is going to be done with the "ghost mode". So write to us - we always try to find the cause and resolve it as soon as possible. We could have completely erased all the data and started from scratch, but it was be a big blow to all of what has been played for many hours in the game.
Once again, we thank you very much!
Upgraded conversion of old data for ghost mode.
More torches in the tutorial zone.
Adjusted weight and price for pearls (they will no longer be lost).
Adjusted drop rate of some raw materials.
New biom - beach (this is any coastline).
Fix - 0.50.008
Additional fix for specific users (ghost mode)
Scrap metal recipe enabled - Available via "forge" in the "smelt" section - no blueprint required.
Update 0.050.005 - 06 - Hotfix
Hello everyone,
So after really unexpected issues with the "ghost" and "single player" modes of the game. We have solved these majors.
We are very sorry for the problems that have arisen.
And below a list of other fixes or changes:
Gameplay changes
Removing auto combat activation - if there is an aggressive monster in range.
It's already allowed to take weapons (including torch) in a safe zone.
Increase reach of object detection to write to map and remove fog of war (this will be still tuned).
Monsters will not attack you back in safe zone.
The obelisk now works as a safe zone.
There are no more monsters around the temple.
Sand can be found around the coast.
Increase the drop rate of sand on desert and around coats.
Reduced difficulty of the monsters.
Increased capacity A2-A to 5000 kg.
Removing the subject of an automatic move items (ignoring the weight settings) of things into inventory when A2-A is overloaded.
After using "TAKE ALL" on the chests, the game automatically switches from the cursor mode to the game mode.
Prefab cottage house already has its doors.
Reduced damage to armor and weapons received during combat.
Adjusted monster lvl calculation. Difficulty of monster does not even take into account the special bonuses but it is based only on the basic attributes (without a bonus on the tier or material = better equipment has a better effect) - without the proper equipment, the monsters are really difficult!
Issue fixes
Fixed the issue with starting single player game (fixed creating save file)
Fixed a bank issue for ghost mode.
Fixed an issue with storing and loading building components for ghost mode.
Fixed monsters generated after leaving the game to the main menu of the game.
Fixed monster's AI (their unexpected disappearance).
Tutorial correction - tutorial tree and shrub will now offer only the raw materials needed for curent tutorial step (It is no longer possible to select raw materials in advance and block the completion of the tutorial).
Fixed visual termination of save data in single player - if your pc is not connected online.
The rune fragments have a solid tier.
Building elements (walls, palisades, cottage house, deeds, etc.) now block the AI path properly.
Fixed unlimited pearls drop.
It is no longer possible to use the unstuck in the temple.
Correction of collisions in the starting station.
Legacy waypoints are not visible in the new world's map.
The starter temple now has tiny lighting (for better orientation at night).
0.50.006 - hotfix
Correction of damage calculation to shield during defensive stance during combat (wip).
A new world is here! - Update 0.50.001
Hello everyone,
So it's here, the "new world" is ready and waiting to be explored!
However, beware, Novus Inceptio is no longer a quiet walk through the woods! There are 6 different biomes waiting for you (coniferous forest, deciduous forest, jungle, desert, snowy peaks and underwater locations).
Those biomes is are full of life and you believe us that a lot of wild animals are not friendly and are not so easy to be defeated (For your survival).
Rewarding the new world will find you to find places of interest or planning where you will settle down and set up your new home so you can get all the raw materials.
So, hurry to the survey - you'll be excited just as we do when the game is being tested as a whole and really without hypocrisy - we were not excited to expect the new world to be so amazing - we are personally very happy;)
--------------------
Now some information about this update.
Wipe data (this is a wipe on all the laid or built objects - items in your inventory will remain where they are):
If you have not played too long, or you have only played a minute. We strongly recommend starting a new game and deleting the old one!
If you want to keep your character, enter the game as before - the loading game will take longer + maybe the game will fall or it will freeze (while all your items will be transferred from old to the new world).
Your items will be moved to A2-A (building parts will be disassembled) - since A2-A already has a limitation - it is advisable to move items to the bank (you can find it right at the start (behind the door) and you will be constantly limited in motion.
it is possible that the first start of the game does not move all the items and this process will be repeated at the next start of the game - it depends how much items you have in the world (mainly how big your buildings are;))
If anything goes wrong or something, we apologize very much. But we try to avoid a totally wipe of everything - which carries the risk of smaller bugs.
Consider once again whether it is better to start a new game;)
The new world is not yet complete - there are several limitations in the game:
Anomalies are temporarily closed (necessary raw materials such as electronics can be bought at the store or on very small% can be find in boxes).
Building mode is temporarily only allowed at specific locations (marked on the map) - it still needs room for new POIs that we will gradually finish.
Iron ores and so on are only in caves - mining sites will be added in future.
and much more ...
Changes in the game - since it is a basic new update, when the core of the world and the logic of the game changed. It was not possible to change everything as we want, but other updates will bring other necessary adjustments.
The main changes are:
The map contains "fog of war", it is necessary to explore the world and gradually unfold the map.
Death - when you die, so you teleport to the already discovered obelisk or station. If you die by fighting or wounding - you lose all the stuff you have on the character (inventory, equip, skills and toolbelt bars) - (outside the A2-A warehouse) - these things will lie where you died.
A2-A now has a load limit - it can still overload it, but it signifies the movement of the character + the overloaded A2-A does not automatically bring things to the warehouse but moves it to the player inventory.
Apparently improved AI for monster! Monsters are now much more complicated to be defeated and there are really a lot of them - it will help you learn their sounds and watch the surroundings.
The figure gets some injured when fall from a height - it is no longer possible to jump like a deer over the mountains;)
Deed token - redesigned visual model and its logic.
The first pre-prepared house to build - for those who do not want to plan their house from A to Z to there is prepared a "cottage house", which can be built and then equipped at your discretion.
Bank
A lot of creatures (about 30) - their lv is not counted by distance from the start of the place. It changes dynamically according to your experience - so the game is still dangerous (a good test and balancing is necessary in future).
and much more ...
What is not yet in the game:
Adjusted inventory (filtering and correcting overlays items)
Corrected building mode.
Female figure - give us time please.
Bow - will soon;)
Multiplayer - so far not in sight (but it's a priority!). But the game needs to be fine-tuned.
Fixed (new - user friendly) interaction with the environment.
Improved crafting logic (quelle etc.)
A lot of other bugs that have accumulated - but most are removing the new world - some are more complex and will be gradually repaired.
Good luck and many new experiences in the game.
We also thank you for your patience and support!
Important thing:
We take a little break - we'll be out of the office for the whole weekend and we will not be able to prepare any hotfix - thank you for your understanding.
Today, there will be (maybe) even a smaller update - it's a performance adjustment (but it's going to take something to redo the data - maybe we can do it today - it's not really important).
New World Preview and date
Hello everyone,
we have not written anything for a long time, but we really have full hands of work on game.
We're a bit slippery with a deadline (one month). Anyway, the new world is approaching and will be ready by May 19, 2017 (If nothing happens - which should not).
Since we are in term slip, all changes will be split into multiple updates.
The first is the change of the world.
Gameplay changes and new content will be added sequentially - we do not want to delay the release of the update, so we'll feed content and changes sequentially.
But the hardest and, in fact, the longest for development is the world itself - it's like creating a new game. We have a lot to plan ahead so the world is ready for all future content and playable features.
Since there is more than a lot of work now, so for those who do not follow our facebook, there are some new shots from the new world.
You may notice that there are new waterfalls, caves, diferend biomes or that the anomaly is slighty entering the world.
Once again, we thank everyone for your understanding in the delay, but believe that we are constantly working on. And this delay has been and is necessary for the benefit of everyone - both you player and our (even at the expense of reducing our popularity and interest in our game).
Update: Pictures of May 5, 2017:
Pictures of May 1, 2017:
Changing the world - first information
Hello everyone,
last 40 days we have been working hard on a new world and now know that it wasn't easy as expected - that's also why there were almost no updates about planned change. All energy was invested into the preparation, debug, testing and new changes.
There were several iterations before we found a suitable final result for the game, so it meets all the requirements and bring as little as possible compromises.
Old world (let's call it "Legacy") is really big and basic shape resembles two islands - boundaries are made of water. The priority during creation of this legacy world was to secure a big oversight and truly dense flora with many trees. Gradually, the concept began to show a poor possibilities to optimize, ability to add more content into the game and especially the overall gameplay. Big world with only one biome (European forest) and repeating flora is boring over time and limiting the development of the game. Given size and generation logic of the world began to show his rather large drawbacks than benefits.
More than 90% of the players never left the starting location and moved only within a radius of a few hundred meters around the starting tower (even players who have recorded more than 100 hours of game time). Legacy world itself doesn't give incentives to its exploration and discovery. That is really a shame when the world is already so large and unnecessarily detracts from the performance and blocks the development of content. But it is logical and there is no reason to wonder if it is all basically the same thing - it becomes boring and slow game does not force players to do research or to motivate his actions to more distant locations.
The new world is built on the basis of these knowledge and experience, even though from the beginning will not be filled with massive content, but will not restrict us from adding any new content in future.
Legacy world bound hands us a lot in developing the game. More and more we ran into limitations and need to resolve problems to do something that cannot be done easily - because the concept of the game was always slightly modified and adjusted according to the requirement of the players over time (especially if the game is in the early access).
So we had to make a big decision and cancel the Legacy world and create new foundation stone for the game. This whole decision was complicated by one of our rule and this is do no wipe players' content. Unfortunately, this change is not possible without wipe in timely manner. As we touched wipe topic so explain it more. Wipe will be related only to houses and objects placed on the ground in the world - simply:
Character and content of the inventory - will not be wiped.
Houses and constructed objects - will be deleted, but you'll get all raw materials back into your inventory.
So you can start with the old character and all your items in your inventory, but you lose your houses and buildings - we know it's annoying, but other solutions are impossible - we are so sorry. On the other hand, we'll try at least to save all your raw materials and ease building itself in the new world (more about that later in the next announcement).
A fundamental limitation of Legacy world:
1) Too big world
2) Poorly defined AI and pathfinding - unsustainable in such a big world without significant shortcomings causing performance and other issues.
3) Restrictions on adding content - although we have an anomaly, but the basic world became boring space.
4) No motivation to leave the starting zone.
5) Adding content that lack logic with the original concept and we are so throwing obstacles in the way of the future development of the game.
6) Too big initial focus on supervision and megalomaniacal world.
7) Hard to add static POIs or other content thanks to players' objects all over the world.
8) Backdrop of the world was limitation caused by prepared teraforming that was planned to be added one day.
9) And much more...
So what will new world bring, and what are these changes for the good?
1) The aim was to maintain or even improve the visual impression of the game - so the changes will not be drastic at first sight - at second glance yes.
2) The entire world will have a smaller base - about one half - but still it takes about hour to get to other end.
3) The boundaries of the world are made of mountains. In the Legacy world, it was water.
4) Decreased the number of large masses of water - the basis of new world are much smaller ponds, but only one large lake in the center of the map.
5) The world is more rugged and more fun for exploration and still it is very easy to get lost.
6) Sidewalks/paths were added - which are used to determine the basic movement throughout the world (but not serve as an accurate route from one place to another - only assist in orientation).
7) New World has a much better AI pathfinding and movement.
8) World contains 4 biomes (instead of one in the Legacy world): Mountain Forest, Grassland, Desert (rather badlands) and Jungle.
9) Thanks to these biomes it's possible to add more animals into the game and not be limited solely to anomalies.
10) Entrances to anomalies and POI have fixed places where it's possible to enter or visit them - a lot of players have had a problem with their randomness.
11) A simple option to expand the world in the future.
12) More interesting places in the world.
Smaller outline innovations and changes in the gameplay, that will come with the new world:
1) Bonuses for progress in generation - such as passive skill points, points for enabling recipes (old characters -> each character will get appropriate number of points depending on achieved generation).
2) Recipes "Blueprints" will continue to be found around the world or in anomalies, but they could be learned with points (if you will miss specific recipe it's nothing easier than purchasing it with generation points).
3) Possibility to build a house from prepared templates (suitable for players who do not have the nerves or the time to design a house from A to Z).
4) Change in interaction with the environment and the entire core of some game elements.
5) Change the logic of construction and occupation of the land (more later).
6) Option to occupy territory and expose mining station here (more later)
7) And much more - but this is about future announcement as development progress.
Major disadvantages of the new world:
Wipe on some things.
Canceling planned teraforming on the terrain.
Shorter vision
Smaller water areas (but will compensate with other worlds + anomalies).
Inability to cut down trees * (EDIT: Possibility to cut down trees in a game eventually remains).
Teraformation:
We had to reject and cancel planned teraformation of the terrain (even when it was working good in our internal tests).
Instead, we plan to add teraformation in slightly different form and the ability to add blocks pseudo terrain (possibility to create a flat plane for the house - more later).
EDIT: Possibility to cut down trees in a game eventually remains!
Cutting trees canceled - what?
Yes it is true - cutting trees and their disappearance from the world is probably even bigger compromise than wipe of data . It had to happen with regard to the world changes and all the bugs associated with this (not so much about flying the trees in the air etc.) But most of the data affair and demands for data and performance (which we needed elsewhere).
There are two reasons why the game needs cutting trees:
1) Raw tree log for players (100% of the players)
Solution: A new style of construction will need a lot of wood - this will ensure mining stations (over time you will not have to worry about the supply of logs). From the start, although you have to obtain wood by hand, but only until you can secure the supply of raw materials through the stations. Either way, you will still be able to find and get the wood you need for specific purposes(for example, oak, etc.).
2) To release the space for the plot - place for house (5% of players)
This problem is solved by better deployment of flora around the world and more areas for home building.
How will a player earn wood:
1) The logs will be acquired similarly as in legacy world - using an axe to hack out the tree (but tree will not disappear - just temporarily run out of raw material - like branches).
2) Use mining stations.
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* Edit:
Possibility to cut down trees in a game eventually remains. --------------------
Additionally, we apologize for the late notice, but we did not want anything to discharge to the public until the final decision. Lots of us all stretched solving AI, which was really difficult and we had to have a few things to modify and customize.
We hope that you'll accept new world positively and accept its shortcomings compared to replace legacy to future content and gameplay.
And about what interests you the most - when it finally be out?
During the first days of March we will have done the world as a whole and then we move on to tuning changes in gameplay without which the game could not go out - it will not be prolonged unnecessarily (we can always add other news updates). We hope, therefore, that at the end of March (early April) would perhaps everything be ready and prepared for release.