You asked and we listened. This update is a nice quality of life update that introduces some much needed polish and highly requested features to make your adventuring just that much more frictionless.
Wardrobe
The most notable feature in this update is the ability to store your clothing, hats and masks in a permanent "Wardrobe" by simply clicking them from your inventory. Once stored in your Wardrobe the style is permanently unlocked for all characters on your account. Find a mirror at any tailor shop, barber shop and in most inns to change your style from all options in your wardrobe. If you really want to change your style on the go, search out a rare and luxurious hand mirror. (Hint: It's somewhere on Azura and costs a good chunk of gold)
WARNING: Existing placeable mirrors on your plots must be dismantled and placed back down before they'll work! Sorry about this inconvenience!
Augment Stone Crafting
We also added the ability to craft augment stones up to Masterwork quality using Augment Shards, a new item obtained by smelting down augment stones. This is useful to turn a bunch of standard stones into a few higher quality ones.
Inventory Improvements
This update also introduces a bunch of much-needed inventory tweaks, like a better stack splitting feature, the ability to split stacks into other inventories, and a button to deposit matching items into an inventory, saving you tons of time when dropping off loot after an adventure.
New Loadout System
I also took some time and completely overhauled the loadouts and gave players the ability to create as many loadouts as they wish as well as rename them. This works hand in hand with the wardrobe system, so you can still have a custom style for each loadout, without needing to carry around all the cosmetic items in your inventory! But this did mean we had to wipe everyone's loadouts to do it, so we apologize for that. I think you'll find the updates to the system worth the growing pains though!
In addition to all these updated features we've also fixed a whole bunch of bugs and rebalanced a ton of loot to drop more augment stones and less fishing rods. Yay!
Demo
Finally, we also released a long-awaited demo! Your friends can now check out the game for free and see if it's something they're interested in picking up to play with you. The demo DOES support multiplayer but you cannot play with players in the full game. Our save system works the exact same in the demo, so while we don't recommend it, you can try copying over any characters made in the demo to the full game once purchased. Head to our Discord for more information about how to do that.
Sale
Lastly the game is on sale right now for the Steam Farming Fest until May 6th, for our BIGGEST sale ever. 50% off! Now is the VERY best time to pick up Swords 'n Magic and Stuff, so don't miss out!
Thanks for all your continued feedback, bug reports and support through Early Access! We couldn't have done it without our loyal fans and insanely dedicated playerbase. We love you guys and can't wait to bring you even more content soon!
Patch Notes
1.7.16 Quality of Life Update
New:
Loadout System: Create as many loadouts as you want, rename and delete them
Shop items now warn you if you’ve already collected a style, discovered and item, or know a recipe
You can now hover over the name of an item in the buy confirmation to see all of the item’s details
Wardrobe System: Interact with mirrors to update your look (outfits, masks, hats)
Interactable mirrors around the world
Placeable mirrors are now interactable
Hand Mirror item
Collections no longer store items (Weapons can still be withdrawn, but not deposited)
Stack Splitting in inventory overhaul
Augment Stones can now be smelted into Augment Shards to be use at the alchemy station
Augment Shard item
Trash can option in the inventory used to drop items easier
New “Deposit Matching Items” button in containers to make dropping off loot much easier and faster
Fixed:
Tools no longer have enhancements show on them
Multiplayer planting/farming issues
Someone taught Kristen how reading works
Kristen has misplaced her glasses once again
Various collision issues
Pottery debris no longer interferes with all of the loot goblins around Tirawyn
No longer lose seeds and other small objects when looting dirt piles in Windless Woods
Can no longer obtain multiple Staves of Overgrowth
All staves now have the correct range
Various Typos
Improved:
Barber Shops character placement
Suspicious looking chest no longer wants fed even if it’s empty
Antivenom potions now sold in Sleepy Haven
Updated icons for the equipment panel
Unlocked recipes and skill level pop ups no longer stack on top of each making them difficult to read
Major chest and pot loot rebalance
Development Digest April
Happy Friday, Friends!
What's better than getting a wisdom tooth pulled after a vacation? Probably a ton of things. The first week back was slow going because of this, but now I've got some updates!
Michael and I have been tackling some bugs and getting some good quality of life issues taken care of. We will have a small update very soon with these changes.
First off, a much requested feature, being able to quickly sort items into chests based off of what is already in the chest. One simple button to sort all your loot into your already organized chests.
Next, Michael added a bit more clarity for splitting stacks (as you can see in the above picture). Even though this feature has been in the game since launch, a lot of people didn't realize you could split stacks (we even have a tutorial tip for it, but it still gets missed). With that, fixes to how the stacks actually split were much needed. Before anything you split would end up at the bottom of the list. Now they'll show up right next to the item you are splitting. There's also just some polish and easier understanding that got added.
Now that you can no longer store weapons in the collections and some clothing items don't want to go into collections, we've decided to go back to our original idea of having a wardrobe. It'll work very similar to collections, but in a much better fashion (see what I did there?). The collections tab in your journal will become more of a discoverable tab to show you what you are still missing. Exactly how the furniture, fish, and food items are now. The wardrobe will be furniture items, mirrors, and similar items where you would interact with them and be able to change your outfit, mask, and hat. So instead of carrying 3 different outfits with you, you'll be able to carry one hand mirror to interact with to change your style on the go.
Items added to your wardrobe will not be able to be removed. You'll simply equip them through your mirror. This also allows you to see what the outfit looks like on you before decided to wear it. Now that the outfits, masks, and hats will all be equipped through a mirror, we've been looking at what to do with those slots in your inventory.
We have many thoughts and ideas and our discord has already been discussing this, but what are your thoughts on what to do with those slots that have been removed?
Thanks for all of your support!
-Janna & Michael Kindred Games
Development Digest March 18 - 30th
Happy Saturday, Friends!
Treasure Hunting has been a hot topic over on our Discord. We've loved chatting with all the new people joining and asking questions.
After every update, we like to slow it down just a bit. It gets hectic! We've been decorating and planning and implementing more for Delver's Pass these last two weeks since Treasure Hunting (and patches) came out.
As a reminder, our roadmap continues through this spring (in the US, spring ends June 20th):
This will be what we focus on plus we will continue to work on Delver's Pass. We've finished up everything on this list but Bug Catching and the Azura Storyline. We're contemplating what order to do these three items as we want dungeons to be included in Delver's Pass and the Azura Storyline. Both have awesome dungeons planned, but which comes first? That's the big question!
April is an exciting month in our house. Both Michael and I have birthdays and it's our daughter's spring break. Because of this, we'll be taking a much needed week staycation to relax and regroup starting next Thursday. We'll still be active on Discord during this time (we just can't seem to stay away completely). We'll be back to fully working April 15th, so expect your next dev digest on the 19th!
Thanks for all of your support!
-Janna & Michael Kindred Games
Treasure Hunter Patch 1.7.15
Hey guys.
Turns out our last patch introduced a pretty major bug with the magic system that slipped through the cracks. We reverted to version 1.7.13 again, but I've since fixed the bug and now we're jumping to 1.7.14 with the fixes.
Alright, time for the patch notes:
1.7.14 Treasure Hunting Patch
Fixed:
Can no longer buy multiple tools leading to the tool stacking bug
Removed the weapon collections tool tip card you got after defeating Targ
Drinks with Aura stats no longer say “Max Magic”
The Ancient Treasure Chests now have the correct lore books
Should have fixed the uncapped FPS issue locking you to 60fps
Fixed an issue with picks and axes still being enhanced when they shouldn't be
Fixed the newly introduced spell issues
Fixed the issue with not being able to get through the tutorial magic section
Improved:
Increased shovel’s dig radius
Crafting weapons no longer shows a misleading “standard” quality when you often craft “flimsy”
Emergency Patch Revert!
Uh oh!
That last patch broke magic! I've set the game back to the previous patch for the time being and will have a fix it shortly!
So sorry if this soft locked you in the tutorial! This doesn't normally happen and was an oversight in my rush to fix bugs after the update.
Development Digest February 9th - 16th
Happy Friday, friends!
We're so happy to have finally gotten the weapon and enhancements update out to you. Since then we've been busy! If you haven't caught a stream this week on Twitch or YouTube, Michael has been working on Treasure Hunting.
Treasure Hunters are a new faction with a guild hall in Sleepy Haven.
They're in the market for artifacts which you can now find in buried chests throughout Tirawyn. Trade these artifacts in for gold, reputation, and exclusive rewards including ancient treasure maps. These are maps that lead you to unique one of a kind treasures, but they won't be easy to find.
We can't wait to see what you dig up when this update drops later this month!
-Janna & Michael Kindred Games
Hotfix 1.7.12
Just a very minor patch to fix an issue with dedicated servers.
If you're running into issues joining a server it could be due to exceptionally long load times. This seems to be causing an issue with Steam's connection protocol and I'm working on cutting down on load times to fix this.
In the meantime, there's an annoying, but effective workaround. Play single player first to load the world initially without a server timeout kicking you out, then head back to the main menu and join the server you meant to join. The load time will be much much shorter and you shouldn't have an issue joining.
Also in this patch I did a bit of tweaking to the fishing mechanic to make early game fishing quite a bit easier. Give it a go if you previously found the fishing a bit too challenging.
Thanks again for all your support and patience throughout Early Access! <3
Update v1.7.11
Well I may have accidentally broke some stuff.
Turns out I missed a couple edge cases where you could accidentally soft lock yourself out of being able to attack again until dying or restarting the game.
This was due to the new updates on dual wielding and attack cooldowns that would ensure you couldn't spam attack and accidentally cancel an attack, resulting in missed damage.
We also ran into a bug where weapons stored in your bank would not be automatically enhanced on startup. This should be resolved now, but in case you run into a situation where you do find a weapon of Fine or greater quality that is not displaying enhancements, you can place it into a community chest (or a personal storage chest on your property) and it will automatically grant you enhancements and unlock them for you. You can also use a prismatic stone in a pinch, but free is always better I've been told.
This hotfix addresses these issues among a few other minor, but quick fixes I threw in. Thanks for your patience and understanding!
At last, here are your patch notes: 1.7.11 Patch Notes
Fixed:
Can no longer get soft locked out of attacking and dodge rolling
Scythes now do cleave damage again
Conjure Mending Fairy works as intended again
Weapons in bank should now properly be auto-enhanced
Improved:
Conjured Mending Fairy heal amount is now scaled by weapon damage used to cast the spell
Update v1.7.10
Hey everyone!
After the Frostfall event I introduced some much-needed weapon attack balancing, but also introduced a very annoying staff swing speed bug. While I fixed that bug a while ago, I did the whole feature creep thing where I made a new system that took longer than I expected to finish.
This update introduces a bunch of bug fixes, storage chest sorting/filtering and weapon enhancements!
Weapon Enhancements are a way to add some more semi-permanent progression to your character in the form of stats attached to your weapons. Weapons of Fine or greater quality will have these stats revealed and you'll unlock the ability to activate these stats while your weapon is equipped once you meet the weapon's class level requirement. Don't worry! There's a new tutorial card waiting for you once you pick up your first Prismatic Stone so you can read all about how the new system works.
And what's a Prismatic Stone, you ask? Well it's a weapon stat randomizer device. You use it from your inventory, choose a valid weapon to enhance, and watch as the stats are shuffled for you. You can buy these stones from the Sleepy Haven magic shop (near the bank), or find them in locked chests scattered around Tirawyn.
What's next?
I've been working hard on the Treasure Hunter update which should be ready soon and is at the top of the priority list. In this update you can expect to find buried treasure throughout the world with the same loot you'd find in locked chests of that zone, but also a new item called artifacts. Artifacts can be traded in at the Treasure Hunter's Guild in Sleepy Haven in exchange for reputation. At certain reputation levels you can then purchase special treasure maps which will lead you to secret buried treasure somewhere in the world. These treasures will have rare and unique, one of a kind items you can't find anywhere else in the game. We've had this on the to-do list for quite some time now and I'm excited to nearly be finished with it. I think it'll add some extra content to the world while we keep working on Delver's Pass, the Azura storyline, skill trees and of course, dungeons.
There's a lot coming up and I hope you're as excited as we are.
At last, here are your patch notes: 1.7.10 Patch Notes
New:
Weapon Enhancement System
Prismatic Stones
Cooked Fish recipe learned at level 4 cooking
Bank sorting/filtering
Storage sorting/filtering
Fixed:
Hunting for Treasure Hunters quest fixed up to work in multiplayer
Archer Tomb Key now properly removed when used (future update planned for the quest rewards here)
Slimes no longer drop slightly used swords
Fixed an issue with carry capacity stacking
Sen now appears and disappears appropriately on the tutorial quest outside the orc training camp
Fish leaderboards finally have default NPC leaders again
Fixed a clothing/mask duplication bug!
The bunk beds at The Gate in Windless Woods now have the correct description
Crates in Farmlands are now dropping the correct items
Staff attack speed greatly increased
Windless Woods stump puzzle fixed. Can now open it as expected.
Magic ice crystals in Azura can now be melted with the fireball spell
Nature shrine for “Hunt for the Tome” can now be interacted with after the initial time
Fishing leaderboard sound now affected by volume controls
Improved:
Quest items now more performant and update their status without a game restart
Can now craft higher quality weapon (Up to Masterwork) if your crafting level is sufficiently higher than the weapon level
Weapon/Tool quality now affects the item’s value and can be sold for more gold to vendors
Lucky now affects the quality you craft weapons at
Can no longer store weapons in collections (But your existing weapons can be removed at any time, or can remain in your collection as long as you like)
Attack animations can no longer cancel each other out (with some exceptions)
Changed from a software to hardware cursor to help performance and hopefully fix an issue with some ultrawide and 4k resolution screens
Development Digest January 10th - 20th
Happy Saturday!
Today I'll be hosting the January Community Play Together on the official US server at 5pm PST (about 4 hours from now). I'll be hanging out in Discord on voice chat and in-game chat. Feel free to hop on! Depending on how many people show up, it can be anywhere from an hour to three hours of playing.
If you haven't caught Michael (Kindred) streaming, you have been missing out! He's been streaming pretty consistently and showing off new things we are working on. He's been on both Twitch and YouTube so check those out!
With the new year, Michael and I sat down and planned out what we aim to accomplish this first part of the year. We took our roadmap into consideration and decided to change one thing for winter:
While we would still like to adjust the crafting, the combat needed a bit more love so we can get those dungeons out. If you want to take a look at what is changing with combat, join a stream or check out the past streams. We've got stats coming to weapons and the ability to change those stats through items. Our testers have been loving playing with it and we've gotten really great feedback through streams and testing. Last thing we need to tackle is how to save these new stats in our collections system. We wish it was easy, but it never is. Once that's all taken care of, we'll get this update out! We've got until March 19th (the end of winter) to get it out and still be on track, but we're hoping another week or two tops.
Treasure Hunting is about 80% done. The mechanics are all set and tested. All that's left is to add the treasure around the world, draw some maps, and get the building and NPCs update in Sleepy Haven. We're anticipating a February release for Treasure Hunting.
Bug Catching has been a hot topic for us lately. We're really excited about it and have a lot of fun ideas for it. We're planning for a March/April update for it, but that's a very rough estimate.
Then we'll be tackling the Azura storyline which will introduce our first official dungeon. Spring officially ends June 20th and that's a ton to tackle before then. The above is the order we plan to tackle things, but they can be switched around and adjusted as needed. Delver's Pass is the next area we want to sprinkle into the Spring updates, so it gets worked on occasionally on stream.