Update 1.3.2 is Live! Buffs and Statistics Complete Overhaul!
This update includes a major overhaul of the buffing and player statistics systems! This was a lot of work, and although all the the mechanics are in and working, I would like to make it all look a little nicer, though I did not want to delay this update for that :)
Patch notes are here: https://steamcommunity.com/app/342910/discussions/0/3344417553440134867/
From a player's point of view, this update may look like all that was done was some fancy tool tips for the buffs :) However. nearly the entire buffing code was completely rewritten to allow for much more power and versatility in the game's mechanics for players.
What this new buffing framework will support is finally being able to implement player effects like poisons, diseases, and injuries! As well as "partial" buffs. For example, taking damage from cold weather, and needing to wear multiple pieces of warm clothing until you fully counteract the effect.
Again, of course I will be constantly working on this mechanic, and improving it. But I wanted people to play with and enjoy it as I keep making it look pretty :)
Enjoy!
Early Access Update 1.3.1 is Live!
This update includes a round of optimizations on the client and server to improve stability and performance. Many small things were worked on and small bug fixes were addressed also.
Patch notes are here: https://steamcommunity.com/app/342910/discussions/0/1661194916745587336/
The major statistics on items (Space, Weight, Quality, Durability) have been rewritten to allow more fidelity and accuracy to allow for more control of these values, especially over very long amount of times. However you should not see any change in-game regarding this.
So what am I working on next? The buff system! I will be completely rewriting this system as I wish to use this system much more than I am now, so you can actually see the results of your actions on your person in more detail.
Of course I will have more info on this later.
Enjoy!!!
Vantage Content Update 1.3.0 is Live! Herbalism and Plant Life Cycles!
Vantage Content Update "Herbalism and Cooking" is Live!
Vantage Early Access 1.3.0 is Live! This update overhauls the herbalism system by adding the ability to make liquid concoctions! Also, I have done a complete overhaul of the plant items in the game. They now spawn, grow, germinate, and spread their seeds in various ways, dynamically populating the world!
You can find the patch notes here: https://steamcommunity.com/app/342910/discussions/0/1697221160914646367/
You can now gather, prepare and cook herbs in boiling liquids to make liquid concoctions by making infusion containers. You can make drinking liquids a huge boost to your stats depending on what herbs, and herb combinations that you use!
You can also now micromanage your liquids in this update. You can now transfer any amount of liquid from one container to another. This helps greatly with making your herbalism concoctions.
Plants now dynamically spawn all over the world, they repopulate over time. But be careful! They can spawn out of control if you don't take care of them, especially in your farmland!
This was a MASSIVE update in terms of coding, framework, and game play mechanics. I will of course be testing this update even though I have had not seen any major issues with it. Also, keep in mind there are ALOT of statistics and numbers that may need to be tweaked in regard to the item spawn and growth algorithms of the plants.
I will be moving onto refining the game play elements in this update for the next update, as well as doing several optimizations, etc... I will be adding a bit more functionality to the plant spawning system as well.
Enjoy!!!
Finalizing the Herbalism Content!
I have been hard at work working on this herbalism update! However, there is much more than just herbailism being worked on...
The entire plant growth, management, seed distribution and germination algorithms have all been completely rewritten and greatly improved.
From now on, all weeds, plants, grasses, and even fruits with seeds will use this algorithm ( I will explain much more in detail when I release the update.)
But again, this is a HUGE amount of work! Creating all the code, writing all of the algorithms and adding the content. So I am taking a little more time to test everything and make sure everything works before I release it.
I hope to have the update ready by early next week!
Stay Tuned!
Herbalism and Cooking Development Update!
The "Herbalism and Cooking" update is coming along great. However this update is a great deal of work. But as you will see below, it will all hopefully be worth it!
Here are some of the highlights of this update:
Invasive Weeds and Plants!
Weeds and small plants/herbs in the game will have their own algorithms for growing and reproduction! They will grow, spawn seeds, and drop them and grow again!
You can grow weeds/herbs just like any other plant with the farming skill. Beware however, that these newly grown plants can now drop their seeds and spread!
At a later time, I plan to add slowly add this algorithm to all plants and trees in the game. For now, I will test it with small weeds and plants.
Herbal infusions!
And of course, the main content of the update, using herbs to make liquid infusions! You can already cook herbs onto food, now you can make complicated herbal infusions with liquids! Grind up herbs and place them into boiling liquids and let the steep and make the liquid more potent. These created herbal infusions will give you bonuses to your stats! I will explain more of the specifics of this later of course.
Full Control over Liquid Management!
You are now able to transfer and dump liquids of any size between containers! You can now micromanage your liquids in any way you choose. This will be very useful when making herbalism infusions. This also takes into account the dilution of its contents, like herbal infusions, so be careful!
Development
At this point, all of the code, framework, and initial testing is complete for this update. However there is still a bit of work to do. After more final testing, the rest of the content needs to be added and tested.
In addition to all of the content. A great deal of code work has been done to implement this update. There is a bit more to test this time around, but so far everything is looking stable and there are no issues! I also fixed some very large bugs dealing with items and inventory since i have diving really deep into my code for this update :)
Stay tuned!
Announcing New Content! "Herbalism and Cooking"
I have been working on the new set of content for the game, labeled "Herbalism and Cooking"! As the name implies, this update will focus on more advanced mechanics and herbalism skills.
You will be able to gather more types of herbs and plants, cook them and create new items to eat and drink which will temporarily improve your character's abilities! It is a great way to "boost" your actions while crafting, or hunting!
Many new plants will be added to the game for you to collect herbs from, and with all the new plants the landscape will be populated by beautiful shrubs and plants!
In addition to the harbalism improvements, the core cooking mechanics are being greatly improved! For example, you must now heat, and boil liquids for certain cooking mechanics. To remove impurities from liquids, you must let the liquid get to a boil. But be careful! The longer it is boiling, the more it evaporates so you must watch your cooking times! This will also apply to boiling herbs and food!
I have started implementing the core mechanics of all of this already, but I will of course keep you updated on the progress!
Stay tuned!
Farming Updates and Bug Fixes!
I have completed a pass through the farming code to implement quality of life improvements, bug fixes, and optimizations to farming! Also, soil decay rates are much lower, so you don't have to maintain your soil so often!
This is the first iteration to improving the farming mechanic. I am continuing to work on improving the farming system as it is obviously the base for growing many of the needed foods and resources for many more crafts to come! I just wanted to get this quick update out the door as I continue to design the next content for the game.
You can read the hotfix patch notes here:
https://steamcommunity.com/app/342910/discussions/0/1642039362993318132/
Update EA 1.2.5 is Live! Water Wells, and Cooking Liquids!
This update adds the ability to create water wells! You can now have access to a fresh supply of water depending on your location. With enough farming skill, you can create a shallow or deep water well which slowly replenishes its water supply over time.
This update also adds "impurities" to water and liquids. Liquids now start at a lower quality level than normal, however you can now "burn" away the impurities in a primitive fire!
You can now place "cookware" containers into primitive fires. If this container has a liquid, it will burn away the impurities and increase the quality of the liquid.
Also, you can now melt snow in the fire the same way! Place snow in a cookware container and it will melt the snow over time.
Currently items that are "cookware" are all clay pots and bottles, the bone skull cap of an animal, and the open coconut.
Enjoy!
Coming Soon: Water Wells and Dirty Liquids!
I am in the process of developing the next content for the game: Water Wells!
If you are in a suitable climate and have enough Farming skill, you can create "shallow" or "deep" wells so you can have a nearly inexhaustible supply of water. You can create a shallow well in an already warm, moist climate, or, if you are a more inhospitable climate, you can spend the time to create a deeper, larger well.
What is also coming, however, is "impure" water mechanics. Depending on where you get your water, it can be less beneficial for you to drink or use in crafts. That is until you "purify" it by cooking it! This will be a new mechanic I will explain later :)
I'll keep you updated of course!
Stay tuned!
Update EA 1.2.4 is Live! Breaking Down Materials!
Update 1.2.4 is live! This update introduces the ability to break down materials (stone, wood, and hides) into smaller objects so can have more smaller materials for you crafts!
This update also includes a lot of framework and server upgrades to the inventory system to help prevent current and future issues.
Of course you can read the patch notes on the forums!
https://steamcommunity.com/app/342910/discussions/0/1642039362993318132/