====================== Full 2020 FARA Patch Notes ====================== Note: 'BNC' stands for 'Brave New Candidate' which was the name of the test builds - Fast travel. You can click on waypoints or type /travel (waypoint number) to quickly get to destinations. You can still get encounters, but it's often faster. - You can press and hold the arrow keys to continuously move in a direction. You can also click and hold on map tiles. - You can press [ m ] or type /moveto to move next to or on top of your target. - Pressing ` will cycle the top left window through several types - Making structures is much easier than before. You can test it out by spawning a stack of wooden blocks with /blockstest, then pressing [ b ] or typing /build. Use the [ and ] keys or the interface to adjust the size and orientation of the room. Overlapping rooms will expand the structure. - Dungeons and cavern generation has been completely re-written - World map generation has logically placed biomes, and the landscape no longer shifts around. - Area maps. Press [ - ] or type /map to see a map of the entire local area. For dungeons and caverns, it will only show what you've explored. - Inspecting items now unlocks several recipes, including recipes for things slightly more powerful than what you've inspected. - There are new mini scenarios and special NPCs that aren't displayed as landmarks. They can only be found by exploring local areas. - Cooked food now grants rejuvenation - Stamina has been reworked. Generally, actions cost way more stamina, but it regenerates relatively quickly. - There is now a static central settlement called Relica. - Commoners now provide infinite quests - The game should run noticeably faster than the live version. Please speak up if it isn't! - BNC6 is up. Cooking fixes, touch device fixes, stamina tweaks. - BNC7 is up. Fixed recipes, made ranged weapons a little slower, welcome screen should no longer flash, changes dagger heavy language. - Armor and other items dropped from slain enemies now take damage, and in some cases are destroyed. - BNC8 is up. - Shields now work while moving - Fixed heavies not triggering elemental effects - Reduced the stamina of jumping/dodging - Fixed a bunch of issues with hunger and thirst - Mousing over entities on the target list will now highlight them on the map - I think I fixed the issue with spells getting interrupted when they should not be. Let me know if it still happens. - Fixed disguised creatures not working properly - Fixed recipes not working - Fixed jump animation trail not showing - Spacebar is now a hard-coded jump/dodge key. Pressing it while the reticle is out acts the same as pressing enter. - Moving multiple tiles at once with the mouse will now stop you short of your destination if you take damage - Put a bandaid on an issue with fast travel. Still can't find the actual problem I wasn't able to replicate the issue of disappearing towns. If anyone's got more info, it would be appreciated. - BNC9 is up. - Fixed several issues with thirst and hunger which caused them to build MUCH faster than intended - Fixed a visual issue with light sources - Increased the effective radius of light sources - Reduced the health of some common overworld enemies - Fixed a bug which allowed NPCs to cast defensive spells while silenced - Fixed NPCs casting spells on non-sentient entities - Increased the damage of two-handed weapons when used without offhand items - Fixed an issue that caused visited landmarks to disappear I'm ready to collect feedback and discuss all aspects of the build at this point. I'm also going to start making my way through the last few months of #ideas-feedback-suggestions and picking out things that are rad. If there's anything in particular you think I should consider, let me know! - BNC11 is up. Server cache isn't updating, so it might take a bit before it shows up. - More adjustments to enemy health - I think I fixed fast travel/waypoint crashing maybe - Cooked food now provides Rejuvenation - BNC12 is up. - More enemy health adjustments - Increased the damage of heavy attacks - The ghosting on the health bar is now far more accurate, and will show all the damage you've taken during your last action instead of the most recent instance. - Health bar now shows health gains in green - Fixed an issue which cut off map animations one frame too soon - Added some new flavor text for various biomes - BNC13 is up. - Even more monster health adjustments. I think I'm done tuning at this point. Early game should feel easier, and mid/late game should feel about the same. - BNC14 is up. - Fixed more issues with fast travel - Actually maybe fixed random encounters happening where they shouldn't. Maybe. - Drinking from wells and rivers now instantly refills waterskins - Fixed a bug which prevented rivers from spawning - Tightened up randomly generated monster names to be a little shorter and more readable on average - Changed the effect of water-infused weapons - Properly used two-handed weapons now get a bonus to elemental potency - NPCs are now draw and handle shields a little better - Removed passive search after moving from all entities - Fixed a bug which prevented recently woken entities from acting - BNC16 is up. - Adjusted Gamestalker. They no longer get bonus damage at range, and the duration of the immobilization they inflict has been increased. - Adjusted Duelist. They now gain an effect called Opportunity after perfectly timed dodges which makes their next action cost no stamina. - Fixed a long standing issue which prevented certain plants from growing and caused others to take much longer than intended - Fixed a bug that caused entities to stay stuck 'in combat' when their opponents have been slain - Fixed some issues which prevented party members from reliably following you around - Fixed an issue which prevented long windows from scrolling - Fixed bounty board crashes - Fixed Fire Pits not displaying contained items - Added a few things to the desert biome - Re-ordered some slash commands so more commonly used commands are likely to be suggested over settings - Tweaked the /days command ever-so-slightly more informative about what time of the day it actually is. /time also works now. - The /look and /inspect commands now let you know about how far away objects are. - Alchemist mixtures now inflict burning against hostile targets - Fixed an issue which prevented NPC Alchemists from using Mixtures in combat - Removed the miss chance from thrown items - Reduced the grow time of most plants - BNC17 is up. - Increased the time needed to eat most things - Increased the duration of Rejuvenation provided by meals - Increased the duration of Quickness granted to revealed Kunoichis - Increased search radius values by 2 tiles - Updated stamina bar to show gains like the new health bar - Added the ability to fast travel from local maps - Added 'Guide' quick action for rescue quest targets - Grazing ranged attacks can no longer critically hit - Fixed a crash caused by crafting - Performance improvements - BNC18 is up. Unless anyone finds a game-stopping bug, this will likely be the last one for a few days. - Fixed an issue which caused monsters to use their innate abilities far more frequently than intended - Made Rotting Florakins sneakier - BNC19 is up. Unless anyone finds a game-stopping bug or something else maybe, this might be the last update for a few days possibly. Or not. - Fixed the weird throwing thing - Chests that drop ranged weapons will now drop ammo as well - Area generation optimizations - BNC22 is up. - Removed the Soul Element. -Tweaked Light and Darkness. They are now weak to each other, Light inflicts Illumination AND Revealed, Darkness decreases mood, and cleanses Illumination/Revealed from the attacker. Darkness no longer increases mood. - Ranged weapons now trigger a Reloading effect after use, which functions similarly to Recovering by adding a certain amount of time to the start of your next action. Typically, the larger/stronger the weapon is, the longer the reload time. Finesse decreases reload time, and under certain circumstances, removes it completely. - Grazed damage from ranged attacks have been changed to rely on the attacker's Finesse instead of the defender's. - Quivers have been removed - Ranged weapon damage has been increased slightly - Inspecting new items will now not only teach you how to craft that specific item, but unlock recipes for other similarly-typed items of comparable and slightly higher quality. - Fixed an issue which allowed mounted entities to be carried by others - Reworked the logic for eating/drinking to hopefully cause fewer misfires when using mouse menus - BNC23 is up. - Trying out an implementation of 'map memory'. Areas you've seen will now appear gray when not in line of sight. It should make moving around familiar settlements feel a little... nicer? Would love to get feedback on this one. - Increased the duration of the Revealed condition when attacking from stealth or being discovered - Tweaked Kunoichi. They now recover from the Revealed condition twice as quickly as others. - BNC24 is up. - Light element heavy attacks and spells now increase the mood of the attacker - Earth element heavy attacks now inflict immobilization as well as poison - Standard attacks no longer decrease the target's mood. Heavy attacks still do. - Renamed a handful of overworld enemies to reflect what classes they are - Increased the range of several ranged weapons and polearms - Added descriptive text to attacks when they strike an elemental weakness. Still need to add a descriptions to offensive spells. - Breaking Immobilization is (kind of) no longer RNG based. Struggling reduces the duration of the effect based on the struggler's strength or finesse. Whichever's higher. - Reduced the amount of wear and tear caused by using digging tools. The underground is still very much a WIP, so don't expect to find much down there right now. --- Fixed a bug which allowed Bloodweavers to have multiple sigils out. Maybe. --- Added Iron Ingot to starting recipes - Made a few changes to spells: --- Successfully dodging spells is no longer based on RNG. Dodging a damaging spell now means you only take 25% of the damage and avoid most secondary effects and triggers. --- Reduced the cost of damaging spells by ~60% --- Adjusted the cost of buff/debuff spells to scale with spell tier --- Adjusted casting times to better fall in line with the recent changes to attack speeds --- Increased the cost reduction provided by focus weapons --- Increased the innate bonus of elemental triggers caused by spells. For instance, a water spell will provide better healing than a water weapon heavy. - ...BNC25 is up. - Fixed highly technical oopsies - BNC26 is up. - Made some pretty big changes to the stamina system. The most visible changes are that heavy attacks and jumping now cost way more stamina, but the rate of natural stamina regen has been dramatically increased, and is further accelerated by Resilience. Stamina feels much more like a turn-to-turn managed resource now instead of a doomsday countdown. - Jump distance has been fixed to 2 tiles and is no longer influenced by Finesse. Jump distance while mounted has been capped at 3 tiles. - The distanced jumped now determines the amount of stamina used - Removed overexertion damage from performing certain actions at low stamina. It still triggers when fatigue is high. - Reduced the damage bonus provided to properly wielded two-handed weapons - Made a lot of progress with reworked underground areas, including a shiny new (and fast) algorithm for generating natural-ish looking caverns. They're still a little sparse, but I plan on packing them full of Fun(TM) soon enough. I highly encourage you to grab a shovel and check them out. - Fixed an issue with max waypoint calculation - Fixed a crash caused by the Summon Familiar ability - BNC27 is up. - Dotted the world with some shiny new caverns and added some rewards for exploring them. These caverns can't be seen in the world map landmark list - you need to actually enter local areas to see the Cavern Entrance. They're the same kind that can be made by digging. I'd like to do a lot with these, so holler if you have any nifty ideas on what should/could be found down there. - Flattened the health curve for the classes a bit. Any class that had Low health has been bumped up to Below Average, and anything with High health has been bumped down to Above Average. - Made some revisions to the negative effects of being Exhausted. Generally speaking, being Exhausted won't hurt you or stop you from doing anything (except Jumping/Dodging maybe), but will make you considerably worse at everything. - Removed Blacksmith, Brewmaster, Tailor, and Spelunker. Bits and pieces of their abilities have been given to other classes. - Changed Kung Fu Master. New ability: Animal Stances: Standard attacks trigger Bear Stance, causing their next heavy attack to inflict Dazing. Heavy attacks trigger Monkey Stance, causing thier next jump to grant Quickness. Jumping triggers Tiger Stance, causing their next standard attack to inflict bleeding. -Changed Wrestler. "Wrestlers can use the Giant Swing ability, allowing them to throw a target to an area of their choosing, causing them to take damage, land prone, and become Dazed. Additionally, Wrestlers are immune to being dazed, and do not receive any penalties while prone." - Tweaked Adventurer. "Adventurers have an increased chance to find rare items, gather additional supplies from crates, and have a keen sense for detecting worthy loot in an area. They also have access to the Heroic Feat skill which provides a temporary boost to all stats once per rest." - Tweaked Yogi. "Yogis receive a temporary strength boost after voluntarily crouching, a finesse boost after standing, an insight boost after sitting, and a resilience boost after becoming prone." - Tweaked Elemancer. Their elemental armor ability now triggers on occasion from standard attacks only. This... is probably a huge mistake. - Tweaked Equestrian. They can now mount ridable animals without saddles. - Tweaked Kensai. In addition to Samurai Showdown, they now also instantly counter attack after well-timed dodges. - Tweaked Fishmonger. They no longer get a Strength/Finesse boost from water, but now enjoy tremendous damage reduction when Intoxicated. - Tweaked Alchemist. Their thrown mixtures now trigger a secondary offensive condition based on cool secret factors. - Tweaked Spellthief. They no longer automatically learn spells they've been hit by, and instead have a new skill called Spellswipe which teaches them the most recent spell to affect them. - Tweaked Pit Fighter. New ability: Blood Sport. "Pit Fighters have heightened stamina regeneration when bleeding, dazed, or immobilized. They also have access to the Payback skill, which deals damage to a target in melee range equal to twice the most recent damage received and causes bleeding." - Tweaked Duelist: "Duelists gain Opportunity after perfectly timed dodges, allowing their next action to be performed without using stamina. They may also use the En Garde skill which increases the Duelist's damage against a selected target while amplifying damage the Duelists receives from other sources." - Fixed a bug which caused -way- too much Runic Dust to drop under certain circumstances - Made saving notably faster - BNC28c is up. - Made the game playable again. Should greatly increase playability. - Changed Elemancer: new ability: Elemental Prodigy. "Elemancers have the Attune ability which channels the elemental energy of a target to boost the caster's relative attunement. Successfully casting the ability a second time will combine the elements, providing two boosts at half the potency. Attunements are lost after rest. Additionally, Elemancers have an innate bonus to all elemental attunements." - Typos - BNC29b is up. I'm gone for the weekend, so this is the last one until Monday at the earliest. - Added some smarts to NPC Elemancers - Fixed a crash in non-Chrome browsers caused by the new fullscreen option - Fixed a crash caused by certain encounters - Optimizations - BNC30 is up. - /inspect now details the rarity of the inspected item's material (where applicable), as well as details the current health of the entity in the same way the Target window does. - Reduced the damage of melee weapons - Material rarity now plays a role in determining weapon damage. - Rebalanced spell damage and stamina cost. For damage, Insight plays a much bigger role than before. - Fixed a crash caused by /look [direction] while on the world map - BNC 31 is up. - Fixed spell dodge crash - Fixed En Garde description - BNC31 is up. - Added symbols for recruitable NPCs and normally chill peeps who might get mad if you start hitting stuff - Reenabled bump to attack - Dungeon bosses have been freshened up just a little. Larger rework is coming. - Fixed an issue with /split - Fixed an issue which prevented party members from following you into caverns - BNC 32 is up. - Crash fixes - BNC 33 is up. I didn't get as much polished as I'd hoped for you all to try out, but here's what I managed to make testable enough: - Fixed a crashed caused by spellcrafting - Fixed a crash caused by the burning house event - Fixed an issue with unique item quest rewards - Put some work in on gamepad support. They can now trigger and scroll through most of the same menus the mouse can. - Replaced Fur material with Wool - Replaced Runic Dust with Runic Shards - Expanded the size of local areas. Again. - Difficulty scaling is no longer based on the number of fragments you've collected, and is now based on your distance from the static starting settlement, Relica. This is explained on the town's Bounty Board. - There are working carts! You can place things in them like storage chests, and push them around by bumping into them. - There's a brand-spanking new system for building structures. For the purposes of testing, type /blockstest to spawn a stack of 99 Wooden Blocks. Then press [ b ] or type /build to activate build mode. There's an interface for the two available options, or you can use the [, ], {, and } keys. In a future BNC, settlements will physically expand as your complete quests, giving you more room to make structures that could attract people of all sorts to the settlement. - You can now type /map to see the entire local area you're in. In the case of dungeons and caverns, it will only show what you've explored. - If you'd like to stomp around a mostly empty dungeon to check out the new generation algorithm I'm working on, walk to a world map tile you haven't entered yet, type /dungeontest, and hit Enter. - BNC 34 is up. I'm in the middle of some map generation work, so the world is missing a few biomes and is rather... mountainy? - Implemented designated equipment slots. This is part of a larger change related to crafting, stats, and gear-type specific upgrades. Basically, for what I have in mind, being able to stack the same type of gear was too powerful. You can still equip tables and other strange things in the accessory slot. - Made some tweaks to settlements and their progression. Elders now take the place of the Bounty Board and have a bunch of quests. Completing quests still completes new facilities, but it's no longer one quest per facility - it's more like 5. I still need to implement a way to display this progress. - Commoners will now continuously give new quests as you complete ones they've given you. - Started implementing a relationship system. As you do quests for someone, they'll like you more. You can check on your status with someone by using /inspect. Soon, NPCs you're friends with will give you better rewards and perhaps some perks based on their profession. - You can now click and hold a direction on the map to continuously move in that direction. - Added blinking player indicator to /map - Added a dedicated Waypoints menu which can be seen with [ ` ]. That key now cycles through Quick Actions, Custom Actions, Waypoints, and no window. - Repeatedly pressing [ c ] will now cycle through just about every character-related window available. - Stretched out the stat scales, allowing for finer degrees of adjustment and simplifying some math - Increased the damage of heavy attacks and crits by 50% - Added a new tier of item quality. It has gone from Normal, +Artisan+, {Masterwork} to Normal, (Refined), , {Masterwork}. - Items infused with elements now name the element(s) in their titles. (i.e. Iron Dagger of Light). - Added Runic Ingots. They are made from 50 Runic Shards, and can be salvaged back down to 50 shards. The take up way less inventory space in ingot form. - Increased the odds of getting decent Unique item rolls - Rescaled the amount of stamina regen provided by resilience. Lower resilience values are less effective than before, while higher values are more effective. - Added more leniency to friendly fire turning your allies against you - Capped the maximum amount of stamina a jump/dodge can use to 50% of your max - Added confirmation prompts for resting and fast travel - Fixed waypoints not showing on the world map. Mousing over waypoints now shows a tooltip with the waypoint label, and clicking the tile will open a prompt for fast travel. - Implemented the new dungeon generation algorithm for regular dungeons - Placing a building on the edge of a map will now expand the map instead of cutting off the building. - Relica is now a permanent waypoint. - BNC 35 is up. - New sexy map gen - The number of settlements in a world is now fixed - Increased the speed of holding left-click to move on the world map - Faster load time - Fixed a crash for /inspect - Changed Lake biome to Sea - Added Deep Sea and Tundra biomes. Nothing in them yet, though - BNC 36 is up. - Bomb traps now destroy (some) walls - Added several new smaller scenarios that can be stumbled upon by entering local areas - Fixed an issue with ponds showing up black - Fixed the relatively rare occurrence of the starting map having two ponds - BNC 37 is up. - Adjusted the logic NPCs use to dodge heavy attacks. Entities with low finesse should attempt dodging a little less. - Increased the attack power provided by strength for entities who use natural weaponry, such as monsters and animals - Fixed several issues with the object connection system and pressure plates - Spaced settlements much further apart - Reverted to one world map tile representing 1km instead of 5km. The biggest impacts are that you can explore more areas in a single in-game day, and less playtime is spent tending to eating, drinking, and sleeping. - The target window should now do a better job of being highlighted when the player can perform a more meaningful action than Inspect - The default interact action for food is now Take instead of Eat /Drink UNLESS you are actually Hungry or Starving. - Added a new quest type: Gather - Added 'Give' as an option to the mouse menu when clicking on inventory items - Added a few new minor encounters - BNC 38 is up. - Minor UI tweaks and menu item rearrangements - More map gen work - Seas are Lakes again - Removed the Forest biome and moved anything related to it over to Woods - Fixed a crash related to scenario generation - Players no longer have a chance to spawn in water biomes - BNC 39 is up. - Added spicy new hazards to dungeons - Reduced the number of monsters in dungeons - Starting reworking the concept of postgame and cleaned out a lot of postgame-related code - BNC 40 is up. - Fixed a few dungeon issues, includes a very confusing message about gates that popped up when doing completely unrelated activities. - BNC 41 is up. This build will break previous saves. - Fixed several issues with broken quests - More map generation work - BNC 42 is up. - Added a High Score row to the character window - Optimizations and deprecated code cleanup - BNC 43 is up. - Fixed a GIGANTIC BOOBOO introduced a build or two ago which prevented stats from being properly calculated under most circumstances. If nothing in your run appeared to be taking damage, this was why. - BNC 44 is up. - Fixed an oversight which caused jumping/dodging to use more stamina than intended under certain circumstances - Increased the default search radius to 5 tiles. Insight can increase this radius up to a total of 10 tiles. - High score now reflects your current score if it's the highest. - BNC 45 is up. - Fixed an bug which cause garrotes to apply their damage bonus for all attacks instead of only heavies - Fixed an inconsistency with adventurer loot drop in the beginning - Fixed an issue with quests unintentionally changing distant biomes - Made some slight optimizations to the game loop to improve performance in large fights. More of those to come. - BNC 46 is up. - You can no longer craft unknown recipes. It's important to note that because of the way recipe discovery currently works, it's possible to learn recipes for items you haven't directly come across. - Updated Homesteader. Instead of being able to craft unknown objects without penalty, they are now refunded half of their material cost for structures. - Fixed several issues and missing game messages related to crafting - BNC46b is up. - Fixed fishing rods. - BNC 46c is up. Might take a few minutes to actually be available. - Fixed a quest turn-in bug maybe? - BNC 46d is up. - Removed some deprecated and redundant code which caused crashes with digging. - BNC 47 is up. - Added a 'time until impact' number next to attacks and spells aimed at the player - BNC 48d is up. - Changed the impact timer for attacks to a (!) the moment before an attack will hit instead of a countdown throughout the duration of the incoming attack. The symbol will only show if your Finesse is greater than or equal to your attacker's. - Added cast speed to custom spell descriptions and normalized the cast times of several static spells to fall in line with custom spell timings - Added several lengthy non-combat actions to the list of actions that are immediately interrupted when attacked - Fixed an issue preventing parts of the help screen from loading - Fixed a display issue with stamina bar if too much ingame time passes between UI updates - BNC 48e is up. - Fixed an issue which caused most of the game text to blink for some users. - BNC 49 is up. - Increased game log history from 250 lines to 500 lines. - Added some potentially helpful (to me) details to error messages - BNC 50 is up. - Added 5 new materials - Made quality and quantity of NPC gear scale with distance from Relica - NPCs are now geared more logically based on their class. Usually. - Hostile encounters no longer frequently overlap with local scenarios, saving the lives of countless commoners who were living happy, peaceful lives before you showed up. - Continuously pressing [ c ] now cycles through all-ish of the windows related to your character. This one actually happening a while ago and I just forgot to mention it. - BNC 50b is up. - Fixed several issues with the /give command not placing things where they should be - Fixed an issue where dungeons generated from quests were being built on the same map as the quest giver - Potentially fixed a rare edge case where applied status effects could last indefinitely - BNC 50c is up. - Reduced damage of Bloodpact by 50%, and made it non-lethal under most circumstances. If the target suffers from damage amplifying debuff, they could still die. - Fixed a few typos - BNC 51b is up. Might take a few minutes before it's available. - You can now learn new recipes from things you craft. - Added a few new starting recipes - BNC 52 is up. - BNC51b but working. - BNC53 is up. - Submenu lists now show up next to main menu lists instead of replacing them. - BNC53b is up. - Removed some old mouse menu code which caused positional and format issues with the last update. - BNC54 is up. - Adjusted Juggernaut. They no longer knock down hostiles when moving, and instead cause a shockwave after landing from a jump/dodge which knocks down hostiles around them and does damage based on the Juggernaut's attack power (which means WAY more damage than before). - Added a new innate player spell called Astral Conversion which lets you turn a collected Key Fragment into a permanent stat bonus. - Updated multi-element item suffixes to make a little more linguistic sense, i.e. Iron Dagger of Ice instead of Iron Dagger of Frigid - You now earn a Key Fragment for every 10 monsters inspected instead of every 20. - Fixed several bugs related to the titan scenario - Fixed a bug which allowed reinforced items to open the Item Reinforcement prompt - Fixed an option display issue with Obelisk Shards and Arcane Obelisks - BNC54b is up. - Added salvaging/butchering to the list of actions immediately interrupted by attacks. - BNC55 is up. - Adjusted Pugilist: "Pugilists build up a combo counter while attacking unarmed, dealing more damage with each consecutive hit. This counter is reset if they miss an attack, wait too long, or lose their target. Landing 3 attacks in a row will bleed the target, landing a 4th will daze the target, and landing a 5th will interrupt the target and deal heavy damage. If the 5th blow kills the target, the Pugilist will be rewarded with a belt of random quality." - Updated the stats of some monsters I missed in the most recent stat rework - BNC56 is up. - Made some more adjustments to stats and materials - Added crafting to the attack-interruptible list - Increased the range of most ranged weapons - Updated NPC weapons to scale with Relica distance - Potentially fixed a recursion issue with error messages - Fixed an issue with stamina cost reduction that made several skills and spells use no stamina - Fixed several issues with the Botanist class which stopped it from working correctly - Fixed crash caused by asking allies to move to specific locations - Made some optimizations to dungeons to hopefully improve performance - BNC57 is up. - Rebalanced spell damage and stamina usage across the board. They should do considerably more damage than before, especially at higher Insight scores. - Removed all (?) mentions of 'chance' when it comes to additional spells benefits. These secondary benefits should be proccing every time the spell is used. - Increased the spell cost reduction provided by Insight, staves and other focus weapons - Added a fast travel option for your tracked waypoint to the Quick Actions menu - Set the default keybinding of [ v ] to '/cast 3', which should cast your innate class ability or first spell where applicable - Fixed a crash caused during the injured adventurer encounter - Fixed linen recipes not properly showing the recipe components - BNC57b is up. - Mixtures should no longer apply rejuvenation to hostiles - Added slings, and reduced the size of Stones to match other ammunition - Increased the range of focus weapons - BNC57d is up. - Fixed a crash caused by starting as a Gunslinger - Fixed an issue with multiple scenario/encounter types spawning on the same map. The method used could end up causing performance issues on long runs. Please let me know if you notice any performance dips. - Fixed an issue with pistols (flintlock replacement) having multiple special effects with heavy attacks - Fixed an instance where large creatures caused interrupts with every attack - BNC58 is up. - Added item tooltips! Just mouse over an object in either sidebar to get a quick peek at its most relevant attributes. - Made some smaller UI adjustments, mostly related to lists. Switched from dotted line separation to alternate row colors. - Crafted scrolls no longer produce flawless spells. - Updated Scholar: "Scholars gain Clarity after inspecting unfamiliar objects, temporarily increasing their strength, resilience, and charm. Scholars cast spells from scrolls at their highest tier, and can use the same scroll several times. - "Reinforcements" have been changed to "Curios" - Optimizations and typos - BNC59 is up: - Added a chance to find clay while digging - Adjusted Scholar: --- Reduced spell slots to 3 --- New text: "Scholars gain Enlightenment after inspecting unfamiliar objects, temporarily increasing their insight. Scholars can cast spells from scrolls at higher tiers based on their insight, and can use the same scroll several times." - Fixed starting campfires occasionally spawning in water - Fixed a crash caused by quest generation - BNC60 is up. - Fixed a crash caused by selfcasting spells from scrolls - BNC61 is up. - Fixed an issue which caused finesse to apply to certain weapon attacks intended to use insight Last build tonight, I swear. - BNC62 is up. - You can now feed smallish wooden items to burning fires to keep them going - Potentially fixed an issue with fishing not working when it should - Added Pressure Plates to the starting recipes - Fixed an issue with Quick Actions not using the right action for storage chests - Removed the various dowels from the game and replaced them a single item called a 'dowel' which is made from wooden blocks. - Fixed an issue which prevented NPCs from spawning with tier-appropriate class-related items and companions - Settlement statues now spawn a fixed location, and no longer replace the settlement's Fire Pit. - Fixed a bug which prevented hostile creatures caught from fishing from attacking - Fixed a bug that would cause non-sentient objects to 'carry' objects they were handed by the player - Undiscovered monsters no longer display their details in tooltips. - BNC62b is up. - Added Burlap Satchel to starting recipes - Added bag capacity to tooltips - Capped the number of possible hazards in a dungeon and prevented them from spawning right next to monsters and other items - Fixed the 'Set' option being displayed for bomb traps which are about to detonate - BNC63 is up. - Added element and quality data to tooltips - Tightened the criteria for 'wood' in regards to feeding fires - Fixed unknown landmarks not displaying the proper data - Fixed a crash/freeze cause by a bug with NPC Scoundrels - Fixed some formatting issues with Discord messages - BNC65 is up. - Stackable items can no longer be worn. - Added Rope to starting recipes - Potentially fixed a crash caused by wandering NPCs trying to leave maps - Fast travel will now be interrupted if your health is lowered at any point in the journey. - Normalized breaking out of Immobilization in order to avoid scenarios where certain entities could be stuck for much longer than intended - BNC65c is up. - Fixed a crashed caused by the struggle action while immobilized - Fixed more formatting errors with Discord messages - Reapers now start with scythes. - BNC66b is up. - Fixed an issue where underground caverns could generate WAY more entities than intended, leading to performance issues - Fixed a bug which allowed players to quick exit caverns - Fixed a bug which allowed Animal Skins to be fed food - Potentially fixed an issue where digging into a cavern could result in discovering a very anti-climactic 1x1 nook. This issue was hard to replicate, so there's always a chance I've actually made things much, much worse. - Potentially fixed the seemingly random crash producing the 'mapcoords' error. This too, I might have actually made worse. - BNC67 is up. - Quests which require you to find or make something will now factor in the resources available to you. - Made a few changes to unique items: --- They can no longer be manually infused with elements or modifications. --- They now have random independent chances to be infused with one or more elements and modifications - Formatting and verbiage updates - BNC69 is up. We're skipping 68 because before I could even upload it, I thought of a bunch of stuff to change. - Reduced the speed of Exceedingly Fast weaponry to Very Fast. They also do more damage. - Did a quick pass over all the craftable objects and adjusted some outdated values. Generally, the material cost of several weapon types went up, and the sizes for many non-weapons has increased. - Made a few adjustment to finesse-related materials: --- Fur and Leather have swapped places as far as stats and rarity --- Square of Leather and Tanning Kit have been removed, and recipes which use them have been updated --- The material you get from butchering animals now scales with Relica distance, much like what ore you get from mining - Increased movement speed of all entities, players included. The default still says 'average', but it's faster than before. - Rune of Earth now triggers a slow instead of an immobilize - Slowness now affects attack speed as well as movement speed and Finesse. - Attacks should now properly interrupt rest. - BNC70 is up. - Reduced the strength bonus of most animals - Fruits plucked from bushes will now grow bushes when planted - Fish can no longer drown. - Fixed a bug which caused a certain animals to move slower than intended - Fixed a bug which caused too many things to be classified as 'wood' - Fixed(?) a crash related to cavern entrances ("cannot read property 'getObjectsAtCoords' of undefined) - Fixed(?) a crash related to accepting certain quests ("cannot read property 'split' of undefined) - Rivers are now 73% sexier and 5% less likely to have you swimming upon entering a local area. Random pro-tip: Clicking the orange header of the Target window will perform the interact action. This can be a a little more reliable than hitting the Interact button since it won't jump around as the status of the target changes. - BNC71b is up. Might take a bit to actually become available. - Added a comparison tooltip when hovering over items that go in the same slot as something you're wearing or holding - Added a 'Show Recipes Using X' option to the mouse menu when clicking on items in your inventory or nearby - BNC72 is up. - Added tooltips to the recipes window - Cleaned up the /give code (no more daggers for mooses) - Fixed Finesse weapons needing Strength - BNC73f is up. - The Constable class has been removed. - The Astronomer class has been removed. - Added a new class: Mortician! --- Average Health, High Insight, Above Average Strength, Below Average Charm, 2 Spell Slots --- Ability: Undertaking: "Morticians have access to the Fervent Embalming spell which raises corpses to fight for a short duration. Additionally, Morticians do not attract hostile targets when resting outdoors, and gain a bonus to all stats and vision at night." - Fixed certain holes and entrances blocking light - Fixed natural Cavern Entrances not working - Fixed no fewer than 20 bugs related to the Titan scenario - Changed the starting weapon from wood to tin - Changed NPC follow logic so all of your companions aren't constantly fighting to stand in the very same tile - BNC74 is up. - Adjusted the amount of Decay damage taken by Husks on the world map - Fixed a crash caused by accessing /keybindings - Adjusted the size/speed of several weapons - BNC75 is up. - Added a few new runes - Made several optimizations to dungeons - BNC76 is up. - Added some new and unique threats to water biomes - Water-born creatures are no longer hampered by swimming, and instead get a movement speed bonus - Added UI controls for toggling side panels under Settings & Options - Fixed(?) game crashes at Shrines - BNC76 is up. - Added islands to a select few lake biomes - Added little tabs to the sides of the UI for hiding their respective columns - Fixed a bug where defensive spells were not triggering any secondary effects - Basic meals no longer provide Rejuvination - Slightly increased the elemental attunement bonuses provided by lower quality items - BNC77d is up. - Reduced the healing power of rejuvenation ticks by half and doubled the duration of most rejuvenation sources - Added food stat boost info to tooltips, - Reduced the strength bonus given to animals by Rage - Traveling while stealthed on the world map now builds fatigue in addition to using stamina - Fixed a bug with unknown landmarks no longer representing an actual scenario if you wandered too far away without exploring them. Fixing this should also help game performance on longer runs - Fixed an issue which caused the detailed inventory screen to display worn items out of order - Made a few tweaks to the starting area - BNC78 is up. - Added stuff to islands - Increase friendly fire leniency I'm going to slow down on big changes in BNC releases so you all can provide feedback without chasing a moving target. That said, I'll still put out fixes as errors and crashes are reported, and those releases will contain whatever I've been working on up to that point. - BNC79 is up. - Optimizations - You can now right-click items to /interact with them, or approach them if they're too far away. Also added text to the bottom of tooltips so you can verify what action will take place. I also made a seemingly arbitrary change that may or may not help with the offhand issue. - BNC80 is up. - Interface updates - Removed Artisan a Masterwork chests. Others chests now have a chance to be of higher quality, and will produce items of that quality. - Fixed a display issue with the comparison tooltip on the Recipes window - Added a bit more consistency to which types of weapons provide the projectile deflection heavy attack - No more 'dfdf' - BNC80b is up. - More UI updates - Fixed an issue with chests not opening with right-click. There are probably a few more things that should work with right-click but don't. Holler if you find any. - Typos - BNC80c is up. - Fixed several issues which prevented the Colosseum landmark from working as intended - Champions now scale with Relica distance - BNC80e is up. - Fixed c1 error - Fixed several issues with window state which caused clicking -to-close to not work in several cases. - BNC80h is up. - Put some limits on the pathfinding algorithm so that it gives up sooner when it can't find a path. This shouldn't have any noticeable impact on gameplay, but should dramatically boost performance under very niche circumstances. - /items is now the default/autocompleted term to open the detailed inventory window. - Clicking the holding, wearing, and inventory headers will now show the detailed inventory screen filtered by that specific section - The default [ C ] hotkey has been changes from /carry to /compare - Fixed some inconsistencies when cycling through windows with the [ c ] key. Sigh. Found a tiny issue. BNC80i incoming. BNC80i is up. - Fixed an issue which prevented walking to the edge of your view distance when clicking a map tile - BNC81b is up. - Probably fixed an issue where items would only present the "Inspect" option in the mouse menu when entering a new map - Reduced the stamina cost of heavy attacks and jumping/dodging. - Heavy attacks can no longer be performed while Exhausted. - Increased base stamina regeneration, and decreased the contribution of Resilience - Added several new commands to view party member details: --- /partymemberdetails or /pmd to view their stats --- /partymemberspells or /pms to view their spells --- /partymemberitems or /pmi to view their items --- All of these commands are also available on the mouse menu when clicking a party member. - Started adding some experimental UI animations for basic attacks. I'm on the fence about these, and they're disabled by default. Type /uianimations if you want to check them out and give feedback. - BNC81c is up. - Reduced weapon damage across the board. This was done to manage some power creep when the fastest weapon class became stronger a few patches ago. - Reduced the Finesse penalty on large ranged weapons that benefit from Finesse - Clicking on an item on a party member's item screen will now list a handful of verbal commands related to the item. - NPCs will now interact appropriately with items given to their offhand. - Version incompatibility warnings now persist through saves and reloads - Fixed an issue where party members would not respond to requests to wear equipment - Fixed an issues which prevented heavy attack information from displaying with /inspect - More UI tweaks - BNC82 is up. - Made a pretty big optimization to the main game loop which should dramatically improve performance when there are many sentient entities in view - Fixed an issue with Bloodpacts not being transferred or removed properly - Fixed a relatively rare crash cause by leaving maps under certain circumstances - Fixed ordering issues when viewing party member inventories - Removed a bunch of deprecated and experimental code - BNC83 is up. - Added an extremely cute death animation and a generic placeholder spell animation. - UI animations are now enabled by default. You all will likely need to manually enable them with /uianimations or perform a /factoryreset - Added a tabbed window mode which will show several common window categories along the top. You all will likely need to manually enable them with /windowtabs or perform a /factoryreset - Added monster journal to mouse menu under Quests & Reputation - Fixed(?) a startup crash caused by settlement generation - More UI tweaks - BNC83c is up. - Fixed a startup crash related to missing coordinates - Minor UI and animation tweaks - BNC83d is up. - Moar UI animations. These are fun. I like these. - Fixed an issue with the starting campfire occasionally spawning at the very edge of the map - BNC83e is up. - [ e ] or /interact now selects the first option if a dialogue window with choices is displayed, just like [ Enter ] does. - Spacebar now closes dialogue windows - More animation stuff - BNC83f is up. - Fixed a startup crash - BNC84 is up. - Started work on the restructuring of settlement advancement: --- The construction notices have been changed to donation boxes --- Inspecting these boxes will tell you what materials need to be deposited --- /giving the last of the materials to the box will instantly complete the facility - Increased the default game window width from 1280 to 1366 - Corrected an oversight where finesse-based classes were starting with wool instead of leather (the new lowest finesse tier armor), or no armor at all - More UI tweaks - BNC85 is up. - Elders now provide a status update on settlement progress. I tried including what materials were left for every structure, but it was kind of an information overload for that window. For now, you'll still need to visit the individual sites to see what's required. - Tooltips for stacked items now show the total size of the stack in addition to the individual units. - Certain combat animations now reflect the element of the attack or spell were applicable - Reverted the default game window width to 1280 from 1366 and instead added a /screenwidth command to set it to any value you want between 800 and your display's width. If you want to max out the width for your display, consider using the existing /widescreen command instead. - BNC86 is up. - Increased cuteness of death skull by 86% - Added animation placeholder for defensive spells - BNC87 is up. My apologies for posting another build so quickly, but I just found some solid optimizations. - Fixed an issue where screenshake could be triggered multiple times at once, causing a dip in performance. The game should feel more responsive when you or your target are damaged by multiple sources or elements at once. - Changed longbow heavy: It now grants Quickness when attacking from stealth instead of giving a chance to remain hidden. The longbow heavy was overlooked in my initial campaign to remove most of the RNG from combat. - BNC88 is up. - More animations. - You can now swap the mouse button behavior when clicking on targets with /rightclickmenu or /rcm. I'll likely never list this as an official option anywhere, but hey, options toggles. - Increased the distance required for Gatekeeper's projectile deflect passive by 1 tile - BNC89 is up. - Optimizations by way of removing a ton of deprecated checks from spellcasting - Even more animations - BNC90b is up. - Fixed an oversight which allowed defensive/support spells to cost much less stamina than intended - Animations will now queue and play one after the other instead of overlapping. - BNC90c is up. - Fixed a crash related to finding a key fragment - Updated the fireworks animation to falling in line with other animations - Implemented a better optimized method for handling screen shaking - BNC91b is up. - Made another pretty big optimization by reducing how often NPCs rely on the more complex pathfinding algorithm to navigate to a location. - Performing a melee attack on a target that is walking (not jumping/dodging) away from the attacker will now cause the attack to execute almost immediately. If you're familiar with D&D, think Opportunity Attacks. - Adjusted NPC pursuit logic so that fast entities actually make sure they are well in attack range before executing an attack. This, coupled with the change above, should largely eliminate the issue of fast moving entities being unable to land attacks on slower targets moving away from them. - Made Lost Children faster - Clicking on quests in your quest window now gives you options to track the quest's waypoint (where applicable) or abandon the quest. - Waypoints of abandoned quests are now automatically removed. - Abandoning a quest will now degrade your reputation with its associated faction regardless of where the quest came from. - Changed up settlement Elders a bit: --- Elders now offer 3 quests at a time, one for every available faction. --- Once all 3 quests are either completed, abandoned, or failed, the Elder will provide a new set of quests. --- Settlement completion is now triggered by completing all of the facilities and talking to the Elder. - BNC93 is up. - More optimizations - when abandoning a quest, the game will attempt to delete areas and entities spawned by the quest. I did what I could, but I'm sure this still probably breaks the game somehow. TBD. - The /quests window now displays the faction and reward for completing the quest - Fixed a bug that caused the player to lose faction reputation when ANY MEMBER OF THAT FACTION ANWHERE died - Increased the curve for faction rep gain/loss, lower tiers are now every-so-slightly easier to reach, while higher ones are much, much harder - Updated the crash message a bit and removed the Error Details section, as it ended up not being helpful to me at all - M̵̓́ ̶̖̏O̵̦͊ ̸̀̽R̵̈͠ ̵͆̔E̷̅̏ ̸͎̋ ̸͍͝A̸̪͌ ̷͒̕N̶͎̈́ ̵̀̓I̵̐̿ ̶̆̓M̵̊͛ ̵̠̽Ä̵́̊ ̶̍͂T̷̛͒ ̸̬̓I̶̍̀ ̷̥̀Ȍ̶̌ ̴̓͒Ǹ̷̀ ̷͆̐Ś̷̨ - BNC94 is up. - Dramatically increased startup and save times by changing settlements to only generate their assets and data when they are first referenced or entered. This does mean that you might experience a very small delay when entering a settlement (that isn't Relica) for the first time. - Removed the input delay when initially holding down an arrow key to move - Quests that ask you to find or make a specific item now source from a larger pool of (still reasonably attainable) materials. - Using /moveto or the Approach option on the mouse menu will now keep the approached entity targeted once you reach the destination. - Added Creative Mode. It can be accessed with /-creativemode and gives you a few new commands with which to wreak havoc. Check the screenshot for details. - BNC95 is up. - Fixed an issue with the salvage command occasionally producing different results than attacking carcasses. - Raw Meat has been renamed to Chunk of Meat because of reasons. - Animations, baby. - BNC96 is up. - Put a lot of aspirational placeholders up for things I want to get done before release: --- Factions now have unique emblems and slightly more meaningful (albeit much shorter) descriptions. Faction members have a chance to drop an emblem of their faction, which at some point will be tradable to rival faction officers for goodies. --- Added 4 new facility types for settlements: temples, refineries, nurseries, and libraries. When a settlement is generated, it will pick 4 random facilities that need to be built. Relica will always have the same 4: stables, obelisk, tavern, and hunting lodge. None of the new facilities do what they should yet. --- Started work on the conversation system. There is now a Chat option on the mouse menu when talking to same-species entities which lists some general conversational tones/topics. Right now no one will understand you and what you say is typically nonconsequential. Though one time I chose 'Complain' and said, "This place is the worst." An Elder responded, "Welcome to Relica." That was great. All of the listed options are also available as slash commands (/complain, /joke, /threaten, etc) - Removed the /carry action. It was buggy and I hated it. At some point, I'll explore letting entities /take other living entities with very similar rules to /carry. - BNC96b is up. - Removed some debug stuff I forgot about. - BNC96e is up. - Fixed(?) butchering issue maybe. - Increased player joke-telling ability by 80%. - Minor UI fixes - BNC96f is up. - Instead of going to bed like a responsible adult, I chose to make an animation for cooking. - BNC97 is up. - Did a little work on the factions screen, including adding bars to represent reputation and giving the window a default shortcut (Shift + F) - Found a another sizable optimization via bug fix - factions were unintentionally keeping track of entities that had been killed or deleted - Relaxed the restrictions on what can be labeled with /name and updated the formatting so that you 1. know when something has a nickname and 2. Can see the original name via /inspect - Added material/rarity to tooltips - Faction badges (formerly Emblems) can now be turned in to rival faction officers for reputation. - Faction Officers are no longer in settlements, and can be found in outposts (a minor scenario). Nearby, you can now find faction decoders, which handle the secret message decryption officers used to. - Removed most of the hint popups from the gamelog after typing in commands. I think the interface has matured enough to no longer need these. - When moving to a new tile that is equidistant from a sentient being and an object, autotargeting will now favor the sentient target. This should hopefully make targeting quest-givers in heavily furnished areas slightly less tedious. - Clicking the status window now opens /character instead of bringing up the main menu. - Animations. More of them. Are there any changes to castles btw? @mantecarl Not yet. I'd like them to become a place where you can pick up perks based on rep, or are attacked on sight if they really hate you. - BNC97b is up. - Fixed a minor issue of certain UI elements being viewable before a character is created - Clicking on the header of a dialogue window will now close the window. - BNC98b is up. - Made a few changes to cooking: --- Meals are now always made from a single ingredient, and /cooking on a fire will make individual meals out of every object in it. --- All meals provide Rejuvenation --- Meals are now stackable --- Changed up the names of a few meal types to better indicate the stat they boost --- The stat boost provided by meals is now always ++, and lasts 30 times longer than before. - You can now access individual waypoints via the mouse menu under 'Manage Waypoints' - Using /move without specifying a direction will now move you one step closer to your target - Added the same movement trail animation to /moveto that is used when clicking a distance tile on the map - Class passives are now listed on the /spells window under Traits. The current plan is to eventually allow entities to acquire additional traits. - You can now have borderless map tiles with /borderlesstiles - Reduced the number of resources gained from butchering - Getting caught stealing now reduces faction reputation - Added a Trader minor scenario. They will take interest in a handful of your items, and will offer things of (very) roughly equal value. Usually. - BNC99b is up. - Following in the footsteps of many before it, FARA now has bump-to-interact. I wanted to make sure this would never prevent you from walking on whatever tile you want, so it only works on a handful of entities that would be blocking your path anyway, like quest-giving NPCs, large ore nodes, wells, trees, etc. The one exception to this rule is wells. I apologize if you enjoyed walking on top of wells. - Moving will now close whatever dialogue window you have open to close - Fixed some jank window formatting - Fixed crash caused by stairs - Fixed an issue where the buff animation would play upon entering a dungeon - BNC99c is up. - Added a new landmark - Did a lot of work on the trait system. If by chance you happen upon a trait manual, you can read it a 'learn' the trait, but none of the trait mechanics actually work yet. - Fixed a few issues with AoE spells not applying their effects as expected - Fixed wraith/tombstone crash - Fixed bug which caused reputation loss from killing naturally hostile entities - BNC99d is up. - Fixed a crash caused one of my crash fixes - Adjusted some material stats - BNC99e is up. - Fixed (more) issues with certain spell types not applying or cleansing effects the way they should. - BNC100 is up. - All of the traits work now probably! There are 3 kinds - minor, major, and master. Master traits are determined by your class. Minor and Major traits can be learned from manuals, but you may only know one of each type at a time. Reading a minor trait manual would override any existing minor trait you had. For now, random trait manuals can be earned by turning in enough enemy badges to a faction officer. There will be more nuance here later. - Fixed a crash caused by the Grasping Earth spell - BNC100e is up. - Jumping while riding Gorilla in Pursuit probably no longer teleport randomly - Faction Officers now tell you how many badges you need to earn another manual - The mouse menu options on the /spells window have been updated to be more useful for defensive and selfcasted spells - Fixed a (hopefully) rare bug when using the mouse to move which could cause you to travel non-stop in a direction forever until you died - General trait polish - BNC100f is up. - Typos. - BNC101 is up. - The strength attack bonus once reserved for animals now applies to all entities. Or to put it another way, strength provides twice the attack power it did before. - Doubled the duration of Rejuvenation provided by food - Trait work and polish - BNC101b is up. - Fixed an issue with NPC Alchemists buffing their enemies - BNC102b is up. - More trait work: --- Reduced badges needed per manual from 50 to 25 --- If you are disliked by a faction, Faction Officers will not talk to you. --- Added a few new traits --- Renamed several traits --- Most traits are now tied to specific factions, and the trait manual reward pool is based on your rank with that faction. At some point I want give more control over what manuals are acquired, but I don't know what that should look like yet. - BNC103 is up. - Added a new landmark - Fortresses. These will serve as hubs for most faction-related activities. Faction Officers and Decoders have been moved from the minor outpost scenario to fortresses. - More trait work: --- You can now have two minor traits and one major trait --- There's a new NPC type in fortresses called a Tactician who will show you all of the traits relevant to their faction. What you can learn is based on faction rank. On a related not, Officers no longer give out random manuals. --- The faction Decoder question can now be repeated daily. - Fixed an issue where offensive spells were not interrupting non-combat actions, occasionally leading to surprising deaths while minding your own business. - BNC103c is up. - More trait work, including addition of a fishing trait - BNC104 is up. - Optimizations! Saving should be just a tad faster, and the game should eat up memory slower than before. - Added tooltips to /compare and /inventory windows - Accidentally added a compare button to the /inventory window while trying to solve a different problem and I like it so it's staying - Added more lighting to fortresses - Recruitable NPCs now have traits - Did a little work on the conversation system. NPCs now have personalities which cause them to react positively/negatively to certain types of conversations. Grumpy people might enjoy having someone to /complain with, for instance. - Digging in the desert will now produce piles of sand - Fixed an issue where dungeon boss doors weren't working as intended. While fixing this, I noticed game performance in dungeons is still atrocious. Going to work on that next. - BNC140c is up. - Fixed a crash caused by a new thing I forgot to even mention in the 104 notes: Known entities with first names or nicknames will now display their original titles alongside their name in tooltips. For instance, if you greet a Guard named Eric, their tooltip will display "Name: Eric (Guard)" - BNC105 is up. - Made some changes to dungeons in the hopes they run a little smoother. Preliminary tests were promising. - Generally, NPCs you have a good relationship with will give you upgraded quest rewards - Defeating Champions no longer gives faction rep. This was done in part to ensure gaining high rep with multiple factions is impossible. - Reduced the drop rate of faction badges and increased the rep value of each badge - Reduced the average amount of armor NPCs wear - Removed a bunch of deprecated properties and code - BNC106 is up. - Materials for crafted items no longer have negative stat bonuses, and other stats have been adjusted. Other penalties not based on material still exist. - Stat-boosting curios are now craftable and part of the starting recipes - Simplified the number of text descriptors for stats - You can not see the worn and held items of your party members on their tooltips - Opening the quest dialogues of commoners and nobles will now trigger a greeting if you do not already know them - Fixed an issue with Astral Blessing and Astral Conversion not having any mouse menu options - Fixed an issue with quest givers occasionally asking for impossible-to-give items - You can now type /discord to see a list of cool peeps who make good decisions. I was about to remove this code but decided to clean it up instead. Options never hurt I guess? - Recruitable NPCs now have traits relevant to their faction - Typos - BNC106b is up. - Fixed party members saying they know undefined spells and listing their spells when you say 'take' - Fixed group dancing text - Fixed bumping into living Combat Dummies resetting them - Fixed tundra biome not having elevation haze on world map - Fixed Astral Blessing and Astral Conversion being listed as castable on NPCs (it didn't actually work) - More stat description text tweaks - BNC107b is up. - Added a /destroy command which completely deletes objects in your possession. It will also show up as an option on the mouse menu assuming the item is on your person and cannot be salvaged. If it is an item of value, there will be a confirmation window. - Added a virtual joystick. It can be used by clicking on the center of the screen/game log and dragging in the direction you wish to move. It shouldn't get in the way if you don't want it, but let me know if we need a toggle to disable it. - Slightly reduced the tick frequency of moving with held arrow keys or mouse buttons - /accomplishments has been changed to /journal - Added /milestones. It's a little sparse, so let me know what stats you think would be fun to track - Added and adjusted some traits - Fixed an issue with crafting where crafters were not being properly recognized as the creators of the objects - Fixed an issue with hostile encounter messages not accurately listing the visible threats if they were of similar types - BNC107c is up. - Fixed the /recipes filter not working or displaying the way it should - Fixed an issue with the main mouse menu not showing up on the first click of entering a new map - Refactored the way food buffs are applied to be more consistent. They also now work as expected when spawned in Creative Mode - Optimizations - BNC108 is up. - Added a little drag and drop magic. Try dragging things. - The maximum number of runes consumed by spellcrafting has been reduced from 5 to 4. Mechanically, this changes nothing. - Reduced the number of levels in Soldier's Dogged March from 3 to 2 - Cleaned up some virtual joystick interactions - Fixed Kung Fu Masters being able to proc stances with ranged attacks - Fixed a bug which caused Viking's Thunderous Reckoning to trigger slightly before they were at the Dying stage - BNC108b is up. - Fixed food buffs not applying the correct bonuses - Fixed an issue where NPCs were spawned with class-related items on the ground instead of their inventories - Fixed a number of issues with crafting, among them the issue of stacks not properly combining - Fixed an issue with attacks and spells not interrupting the /wait action. - Fixed a display issue with pluralizing words ending in 'sh' - Added some more funky control options, mostly for me and my desire to hold my head in one hand while controlling as much as possible with only the mouse and very little movement: --- Right-clicking the game log now brings up the context menu of your target --- Holding right-click or shift while scrolling now cycles through your list of targets --- Holding right-click and then left-clicking will /interact with your target - BNC108c is up. - Fixed an issue with mouse-wheel target scrolling still attempting to scroll the game log - BNC108d is up. - Fixed a startup crash. - BNC108f is up. - Fixed issue of randomly generated monsters occasionally sharing names with other objects, leading to all sorts of hijinks. - Removed Rune of Rays. It was redundant and broken - Removed the Attack submenu and placed Attack and Heavy attack on the initial mouse menu - BNC109 is up. - Implemented a system for rebuilding in-progress actions when loading a save. Some highlights of this are: --- Entities performing actions when the game is saved and reloaded should no longer appear stuck or unresponsive --- The game can now be saved (and will autosave) during combat. - Added Rune of Blights. Blight spells deal elemental damage over time to a single target - Added more rewards to labyrinths - Added some polish to the new mouse shortcuts and drag and drop - BNC110 is up. - Combat Dummies now keep a consistent power tier when reset. - Made some adjustments to attack power calculations in relation to negative stat ratings. Long story short, having a stat lower than Average is far less punishing than before, and the damage penalty scales linearly down to the lowest possible value. The attack bonuses provided by positive ratings remain unchanged. Hopefully. - BNC110b is up. - Increased sex-appeal of the virtual joystick by 800% - Made some changes to automated error reports so I hopefully get less garbage - BNC111b is up. - Applied some of the tricks I learned making UI animations to map animations. They should be a little more performant, and can play at the same time without distorting or interrupting each other. - Fixed two startup crashes - Fixed a bug which caused players to perform their last action upon loading a save - Fixed an issue which allowed rejuvenation duration from food to stack - Fixed an issue with large objects not blocking projectiles as intended - Fixed a display issue which caused identical items to be displayed separately in lists (i.e. 2 Wooden Blocks and a Wooden Block) - Removed a bunch of deprecated code and mentions of a 'postgame'. Some post-game elements will return at a later date. - Saddles can now be found in supply crates - Monster slaying quest should no longer spawn on water unless they came from a settlement on the water - Reduced the heal amount of rejuvenation per tick. This was done because meals are now readily available and stackable. - Increased the base damage of grazing ranged attacks and reduced the importance of Finesse - Increased reload time for smaller ranged weapons and increased the amount of finesse needed to reduce reload speed - BNC112 is up. - Removed a few references to animals and the like being Unemployed - More drag and drop magic. Dragging and dropping a possession onto a target will attempt to /give the dragged item to the target - Made some tweaks to faction stuff: --- Dramatically reduced the amount of rep needed to max out a faction --- Removed most sources of direct faction rep gain --- Removed Faction Badge drops --- Faction Officers now accept Hero's Medals instead of opposing faction badges. --- Increased the number of Hero's Medals awarded by quests from 1 to 2 --- Most quests are no longer requested by specific factions --- Turning in medals to a Faction Officer will increase your rep with their faction and decrease your rep with the others - BNC113 is up. - Fixed a few issues with certain hostile NPCs not attacking anything - Fixed an issue with non-fighter NPCs not fleeing when attacked - Added some new encounters one might come across when at odds with a faction - Hostile humanoids in random encounters are now partied together, which should make them slightly more inclined to share resources in their joint effort to murder you. - BNC114 is up. - Fixed an issue with watertight objects not being give-able - Fixed an issue with negative spell effects being applied instead of cleansed from the caster if they did not already suffer from the condition - Bleeding now deals increased damage to entities that are moving - Removed some defunct items - Added some experimental touch control stuff. It's not really ready for feedback yet, but if you open up BNC on a tablet, you'll seen an area at the bottom of the screen for swiping and tapping. It will also show up on phones but... oof, don't do that yet. Oops, found an issue. Fix going up in a sec. - BNC114b is up. - Fixed a startup crash - BNC114c is up. - Fixed encounter crash - BNC115b is up. - Made another pass on weapon damage values. Lower tier weapons got a very small damage reduction, while high tier stuff got a pretty substantial damage reduction. Additionally, the importance of weapon quality (Artisan, Masterwork, etc) has been diminished, while the importance of material rarity has been increased. The goals of these changes are 1) to encourage travel over grinding as a means of gaining power, and 2) to keep late-game combat tactical instead of devolving into a 1-shot crapshoot. - Reduced the degree of physical damage reduction provided by Resilience - Removed the grazing penalty from ranged weapon attacks - Fixed some unintended behavior with tiny equippable items - Fixed an issue which prevented more than one minor trait from being learned - Fixed a startup crash - BNC115c is up. - Death via immolation no longer deletes the corpse - Abandoned and failed quests are now immediately removed from your quest list - Fixed a few UI inconsistencies - BNC115d is up. - Fixed a startup crash - Made some optimizations to the /leave command which should eliminate the lag it occasionally triggers - BNC116b is up. - Made some substantial optimizations to the main game loop, map data structure, and NPC logic - Made some pretty large structural changes which you hopefully won't notice at all. They get the game one baby step closer to having (easily) portable save files. - Using cavern entrances is now a proper action which takes time and can be interrupted. - Abandoning quests no longer decreases your reputation with a (seemingly) random faction. - Animations for things affecting your character are now larger and play in the center of the screen instead of over the status window to the left. If you hate this, you can get the old animation behavior back with /largeanimations. If you REALLY hate this and think it shouldn't be the default, please speak your mind here. - BNC116d is up. - Fixed 'length' crash. - BNC116e is up. - Fixed cavern exits. - BNC116i is up. - Corrected material types for several base crafting ingredients - Fixed the most common instances where several actions were getting smooshed together when they should probably have a dotted line separating them. - BNC116j is up. - Screenshake no longer affects large animations, making both things more performant and eliminating the blur on large animations that play as damage is taken. - Fixed an issue where major and minor scenarios could stack on the same map. - Fixed an issue with the virtual joystick being slightly offset from the intended position on touchscreen devices - The Quick Actions window can now be hidden/shown via the mouse menu under Settings & Options, and clicking the window's title bar now scrolls through the different window types - BNC117 is up. - PEASANTS, BABY - BNC117c is up. - Fixed Questionable Meals giving buffs - Made NPC Yogis in combat a little more concerned about the task at hand rather than stretching - Maybe fixed the no-line, gray-only text issue. Maybe. Could use a hand in verifying this issue as resolved. - BNC117d is up. - Trying a different method to resolve the missing line issue. - BNC117e is up. - Minor formatting updates to the game log - BNC117h is up. - Added more drag and drop magic. You can now swap your held items by dragging one on top of the other. - Corpses no longer provide cover from ranged attacks - Fixed 'getMap' crash - Fixed 'toLowerCase' crash - Fixed titan crash - Fixed crafted items going poof - Fixed Truesight reducing vision radius in broad daylight - Fixed Alchemists ability to distort spacetime - BNC117i is up. - Fixed 'update' crash - Fixed scaling of negative faction rep to mirror the positive side - BNC118b is up. - Rebalanced crafted spell cast speeds and damage to make higher tier spells more worthwhile - FINALLY fixed that 'item on your person is somehow too far away' bug - Fixed a bug which allowed elementals to be immune to damage - Fixed a bug which prevented guidable entities from joining your party if it was full - Fixed a bug which caused the amount of stamina used for jumping to be incorrectly calculated while mounted - Mounted entities no longer process any logic, which should solve a ton of movement problems related to mounts. The downside is that you must dismount your animal friends before they will fight with you - Changed the default command for [ M ] from /monsters to /mount - Changed mount jump distance bonus from being size-based to a fixed +2 tiles - BNC118c is up. - Fixed an issue introduced by the recent class refactoring which prevented health values from being set properly. Updating ASAP is strongly encouraged. - BNC119c is up. - Removed Yogi class. Maybe it'll come back when it's cooler. - Removed a few niche actions and positions: --- Kneeling --- Crouching --- Vomitting --- Shaking --- Rolling - Reworked Bodybuilder: "Bodybuilders have access to the Flex ability which will blind a hostile target. If completely unarmored, Flex will also provide a temporary Charm bonus and cleanse negative status effects." - Removed Wooden Axe from starting area - /dodge now dodges in place instead of requiring a target to dodge away from - Fixed an issue with pond tiles not having their biome set properly, resulting in certain actions like Fishing not being suggested in Quick Actions or the mouse menu for fishing rods. - Fixed an issue with certain spells not working if you don't have something targeted, even if the spell doesn't need a target. - Lots of streamlining to mouse menu options and text formatting. - BNC119d is up. - Fixed a rare startup crash - - Added Wooden Axe to starting recipes - Reduced cost of Workbenches from 5 Wooden Blocks to 4 - BNC119f is up. - Added some native creatures to the grassland biome, dramatically reducing the hostile humanoid encounter chance - A bunch of structural changes that will hopefully go unnoticed - BNC119g is up. - Fixed a bug which prevented monsters from using their innate abilities - More boring structural updates - BNC119i is up. - Encounter rate adjustments - Some mobile experience experimentation. Will talk about them more later if they work. - BNC119q is up. - More mobile stuff. Nothing to see here yet. - BNC120b is up. - Added tracked waypoint info to /look - Added some logic for repopulating settlements - Corpses now disappear when you leave a map - BNC120d is up. - Corpses will stick around if map is waypointed. - BNC121 is up. - Small UI tweaks - Kind of fixed cooking-at-the same-time issue - Probably fixed Chaotic Fissure crash - Fixed /notes crash - Fixed /fadehistory causing all text to be grayed out when the game log reaches its 250 line limit - Removed campfires from starting known recipes - Destroying treasure chests will now essentially produce the same result as properly opening them - Removed most mentions of weather. Weather will return when it has more impact on gameplay. - BNC121b is up. - Updated Gamblers/Gamble spell: "Inflicts a random negative condition to either the caster or their target. Charm reduces the stamina cost of this ability and increases the likelihood of afflicting the target over the caster. When used on certain chests, Gamble will either upgrade the quality of the chest or completely destroy it." - Increased amount of rep gained from Hero's Medals by 500% - BNC121c is up. - /approach is now the default, auto-completed command for /moveto