This is a large update that focuses on stability and optimization issues ranging to all aspects of the game, as well as several craft item changes.
- Players should hopefully no longer have their character files corrupted! Implemented a fix that specifically claims to fix this issue. Fingers crossed!
- The "Remove Tree" and "Remove Brush" crafts have been overhauled. "Remove Tree" is now called "Chop Down Tree", and the resulting craft success creates several logs of that type of tree. Similarly, "Remove Shrub" will result in several small sticks.
- "Stone Fence" and "Wood Fence" crafts have been updated to use the new craft item placement system, similar to all other items that use it like placing large objects and wells. This replaces the old method of placing a marker to build the fences (this was an old version of placement that is now obsolete).
- Eating and drinking items with the same herb bonus will now stack, and not overwrite each other.
- Fixed an issue where drinking a herb-infused liquid with more than one steeped herb was crashing the server.
- Rearranged the chat/text window and added an option to toggle displaying normal item text/inventory messages being displayed (all item/inventory warnings will still be shown).
- Using temper powder to knead clay now gives a quality bonus in addition to a durability bonus.
- Pre-made character build point values have been greatly lowered for creating new characters.
- An option to invert horizontal mouse look has been added to the options screen.
- Stamina drains slightly less when sprinting
- Liquid should take less time to cool.
- Fixed an issue where boiling water was continuously boiling even after removing the container from the vicinity of a fire.
- Greatly lowered the item wear penalty for crafting stone shovels, and shovel heads.
- You total skill level bonuses while crafting should now give more of a progress speed bonus to all crafts universally.
- Walls should now repel animals again
- Continued work of making animals run away from objects and players more consistently and reliably.
- Stone fence now only require medium stone.
- Stone fence and wood fence crafting times have been reduced.
- Elm and Willow trees now have seeds initially spawn.
Hitting the Ground Running!
First of all, I would like to thank the community of players for making this all possible, AND for the amazing response to the game! I am humbled that so many people enjoy the game and its concept, it makes all the work I have done worth it. Thank you again!
The Full Release launch went extremely well as there were no major issues at all! The server remained stable and player engagement was steady and positive! That is a huge relief for a game developer when releasing a game :)
As the title states, in a little over a week I will be "hitting the ground running" so to speak, working on updates for the game! Right now I am compiling all the updates, suggestions, and extra content people have been expressing and I will be working on these diligently soon. Many of these are actually very simple to update or create, and I am excited to be working on getting these into the game as soon as possible!
I am excited to see what will become of everything this year, it will be a great year!
Enjoy!!!
Year End Report and into the Next Year!
Well it has been one heck of a year! The amount of work I have done to release this game has been more than I expected, but of course it was all worth it! Testing every item, skill, and craft many, many times over to make sure the game play was smooth, and fun!
I am so happy people are really loving the game, and its concept! That is what makes me the most happy!
The launch was a great success. No major issues were found and everything is stable. Which I am grateful for as I tested the game for the entire year making sure everything was stable and smooth.
I have compiled a list of small issues to update the game with and I will begin to work on those over the holiday break. Again no major issues were found! Only small little updates.
It still feels unreal to me that the game is fully released! I am sure it will take time for that to sink in :) This game started as an offline single player game, and evolved into what you see today!
So starting next year I will of course be hitting the ground running with more updates and adding more content! I am excited to show you how the game is going to continue to evolve!
Quick update 15/12/21
- You can now permanently remove shrubs similar to trees!
Version 1.0.1 is Live! Updated Server Admin Tools and Configurations!
I have completed the framework for the Server Admin Tools and Configurations. On the "Options" Panel of the server window I have added a few more configuration options and made them visible of the client. On the Main Menu screen of the client, you can now see the server options that are set for the individual server you are playing on.
You can now also scale the crafting speed and XP for your server! For those of you who want a faster, casual experience!
For now there are only a few server options, however the framework now exists to add many more. I mostly wanted to get these main options in so people can make specific server types that fit needs of players who want a more hardcore crowd, or a more casual one.
Enjoy!
Update for v1.0.0! Non-Permadeath Character Option!
You can now make non-Permadeath characters in the game! Due to popular demand (and it was on my backlog of things to do anyways ) you can now create characters that can easily respawn after they die!
[QUICK UPDATE] Moved the Permadeath Character option to the "Character Creation" window as that now allows the option to used with premade characters as well.
You still earn points the same way you do as with a permadeath character. But when you die, you receive your player points, then the numbers reset and you start to earn them all over again.
When I start on the advanced server options overhaul I will also allow server administrators to have an option to restrict their servers to permadeath players only, as well as many other options. However, I wanted to get this content out the door ASAP.
Enjoy!
Vantage is Fully Released!!!
What's better than releasing the game on December 3rd? Releasing it one day early! Enjoy!!!
First of all I want to say I will of course be continuing to add content to the game! My dream for the game, and the game concept is still something I will continue to nurture as I believe in the fact the a game can be fun *and* educational, and I hope everyone else enjoys the game and concept too!
I again want to thank all the early access testers for their hard work in testing and playing game, and all the great feedback that makes the game what it is now! I say it many times, but all the feedback is more valuable than you realize :)
Of course next few days/weeks may be a little crazy for me. I am going to try and keep my stress level down :)
And once again, enjoy!!!
BIG NEWS! Vantage Will Enter Full Release on December 3rd!
That's right! Vantage will be released on December 3rd! Due to many, many other considerations and events (both industry and personal), I have decided to squeeze in the launch of Vantage this Friday!
The game has already been ready for Full Release for quite a while, and for my personal timeline I was planning on releasing the game next year. However, due to Corona and other factors, I was able to spend a great amount of extra time working on the game this year, and even adding many other additions to the game I thought I would never have time to complete!
It occurred to me that I would have been just sitting and waiting for several months to release the game that is ready to be released, and that alone was driving me crazy! There was no good reason to wait. Also, there are other good reasons to release it now as well.
Of course I will be making many posts and sending out press releases over the next dew days. So Stay tuned! It is going to be a crazy week!!!
More Full Release Timeline Info and Shorter Trailer!
As I get everything ready for the game's Full Release next year, I have compiled a shorter version of the game's trailer for everyone!
[previewyoutube="pu2zBJpVPKA;full"]
Everything is still good for a release next year! As of now the plan is to do the full release around February. I decided not to release around Christmas/December time for many obvious reasons (Steam Sales, AAA game releases, etc). As well as personal/holiday reasons.
Leading up to the launch next year, I will of course *finally* be advertising and handing out press releases to get the game exposure, as well as more video content, etc... . It is great how many people play and like the game already before I have really even begun to expose it!
Stay tuned!
NEW Vantage Release Trailer is Live!
The trailer has been uploaded to the Steam page and YouTube. Check it out!
I also updated some of the art assets on the Store page as well.
To answer the question of why it is called a "release" trailer, is because it is the final video to be used for the game's release, which I plan to do early next year. The plan is that I will also announce the release date early next year as well.
It has been a lot more work than I expected to make the video but here it is, enjoy!