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Anvil Update 3 - 1 Year of Orebound!

Greetings Fellow Dwarves,

We are beyond excited to finally release the long-awaited Anvil Update 3. This update has been in the works for months, making it arguably one of Orebound’s biggest updates to date. 

In this update, we wanted to focus on UI improvements and adding new, highly-requested features. A full description can be found further down, but here are a few key elements to this update:

  1. The Deepseeker

  2. Ranged weapons

  3. Explosive Goblins

  4. Building System Overhaul & New Building Materials

  5. Reworked Hunger System

  6. Navigator UI Changes

If you love Orebound and want to share your ideas, builds or feature requests, join our Discord server here:

https://discord.gg/tRt7KDak

The Deepseeker

The flagship of Anvil Update 3. Replacing the “infuser”, which was the current endgame building. It was not something we had time to do for launch, but now the Deepseeker takes it’s place. You have to use this building during your factory building to unlock the final gem. Currently, that is the end of the game instead of the previous infuser ending. This will help us build upon the next stages of the game for its second year.

The Deepseeker is a mysterious, but powerful building you will work towards in your world. The Deepseeker contains a machine to bind three missing gems. The King has requested that you and your clan search high and low for these gemstones to release and discover the true power of The Deepseeker. Are you up to the task?

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Ranged Weapons

Tired of risking close combat with those pesky Orcs? Working hard with the craftsman and researcher, there’s now new ways to protect your factory and put the Orcs in their place: ranged weapons. All of the following weapons can be crafted at the Tool Station, along with their ammunition, and can be unlocked via the Research Station:

  • Crossbow - Your first range weapon and probably the most accurate. Your standard ammo isn't going to do a lot, but later ammunition packs more of a punch. Bolts will arc when fired

    • Crossbow bolt - Your standard bolt.  Once fired, you'll be able to go collect the bolt if you find it.

    • Heavy crossbow bolt - A heavier, more piercing bolt that does extra damage

    • Exploding crossbow bolt -  This bolt will detonate on impact, explosion will deform the terrain and hit anyone caught in the blast.

  • Blunderbuss - A one shot shotgun that packs a lot more of a punch, although it is  inaccurate over long distances.

    • Blunderbuss slug - A single shot

    • Blunderbuss scattershot -  Multiple fragments split apart to hit multiple targets, or get one target with lots of shredding shards.

  • Pistol - A multi round firing weapon for the toughest of foes. Holds 10 rounds.

    • Pistol ammunition - Your standard ammunition for the pistol.
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Explosive Goblins

Just when you thought it was safe to go in the caves… BOOM!

Tread carefully when you explore the mines as rumour has it the Goblins have evolved and found a new way to stop you in your tracks, explosives! Be swift in your decisions, or they may catch you in the explosion. The King recommends using ranged weapons for these small, but deadly enemies so you can reduce the damage caused by their explosive radius.

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Building System Overhaul & New Building Pieces

In previous updates, the building system has been changed, but it still hasn’t met the high standards we wanted. With building a powerful factory and fortress being a huge part of the world of Orebound, it was essential for us to complete an overdue overhaul of the building system. Building that perfect structure should be easier than ever with our new building system.

Working with the Researcher, new building pieces have also been introduced to allow more creativity and intricate design choices when building your structures. Whether you start afresh or build a new fortress, these new building pieces will fit right in to your design.

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Reworked Hunger System

The bane of many of our existences: Hunger. For the past year, the hunger system has been a major inconvenience for many players. From the hunger bar draining too quickly, to no obvious sound when the player has low/no hunger, we knew that the hunger system needed a rework and rebalancing.

Here are a few changes made to the hunger system:

  • Hunger will now drain based on a variety of player actions rather than a static depletion. 

  • Fullness is a new stat introduced to the game which will provide you with a barrier to hunger drain & new buffs depending on its level. 

  • Food items will restore more hunger now and come with a unique fullness number

  • Food items will also come with a unique passive buff, depending on the quality of the food item, the better the buff will be! 

  • Added a new “Player Buffs UI” with the I button.

Navigator UI Changes

This might be a minor change, but will change the way players interact with the Navigator in a positive way. The previous UI for the Navigator was arguably unaesthetically pleasing, which makes using the Navigator less enjoyable. To improve the Navigator, a new Ui was introduced to not only make the design more appealing, but also easier to access and use.

This is just a small taste of what this update has to offer. A full list of additions and changes in this update can be found below.

We hope you are ready for the task of researching The Deepseeker, the King is relying on you.

Anvil Update 3 Full Changes:

  • The Deepseeker

    • Building

    • Voicelines and Subtitles

    • Quests and 

  • Building snap system change 

    • The building snap system has changed again and now is much more generous for snapping.

    • Looking at the edge area of most sections where a piece will snap to, will snap in that location.

    • This is in contrast where you had to aim at a regional point, sometimes floating off in empty air to get snaps to happen.

    • There is plenty of edge tolerance in the new system to account for when on top of a building and looking downwards.

    • Wood wall pieces now have side snap points at their edges so you can make corners.

    • Rune line changes to stop dragging going behind the player.

    • Wood roof rune line now goes diagonal as well as up, down and sideways

  • New ranged weapons and ammunition. All of these are crafted at the Tool Station.

  • Crossbow

  • Crossbow bolt - 25 damage

  • Heavy crossbow bolt - 40 damage

  • Exploding crossbow bolt - 150 damage

  • Blunderbuss

  • Blunderbuss slug - 100 damage

  • Blunderbuss scattershot - 25 damage

  • Pistol

  • Pistol ammunition - 30 damage

  • New weapon researches - Theses are found in the crafting section:

    • Crossbow research, unlocks the crossbow and the standard bolt.

    • Blunderbuss research, unlocks your first boomstick, blunderbuss slug, heavy crossbow bolt, and exploding crossbow bolt

    • Pistol research, unlocks the pistol, pistol ammunition and blunderbuss scattershot.

  • Ammunition now shows damage

  • Deepseeker is now a unique building

  • Outpost and Deepseeker now clears foliage underneath building

  • Fortresses will reset the first time loading old saves

  • Explosive goblin

  • Animation changes.

    • New animations and holds of various tools and items.

    • Separate first person and third person animations.

  • New building pieces.

    • A host of new double tall wall pieces in difference forms, new pillars.

    • Half thickness pillar pieces for more sprucing up your base.

    • Banners and flags to stamp your territory.  Banners will snap to the sides of buildings.

    • Slanted thin pillars and pillar corners to make angles.

  • More rotation snaps are added to splineables (pipe, belt, rail) to allow for better alignments.

  • Ctrl and left click will add items to the first free hotbar

  • Ctrl and left click on the hotbar will remove the item in the hotbar.

  • New tool tips for these controls when hovering over the hotbar and inventory icons.

  • Hotbar items can now be dragged and dropped between themselves.

  • Added prompt on left of screen for how to open stats menu

  • Ammunition for a selected ranged weapon can be changed by dropping the ammunition type onto the icon in the hotbar.  The ranged weapon has to be equipped.  This will empty out and return any ammunition inside the weapon.

  • Increased colour lighting of caves slightly.

  • An ammunition icon above the ammo indicator in the bottom left will show which ammunition is currently loaded into your weapon.

  • Footsteps added for the lower and inside mountain for dwarf and all creatures

  • Added additional polish to Deepseeker

  • Fixed Deepseeker snaps

  • Removed damage numbers from Ranged weapons description (Range Damage comes from ammunition)

  • Navigator changes:

    • Largely increased each navigator's deposit search area

    • Increased the radius in which deposits are highlighted to the player depending on navigator tool level

  • Bug Fixes

    • Fixed ladder rune line being offset badly.

    • Fixed rune line mode not properly detecting the closest face players want.

    • AI when spawned have a random rotation instead of all facing the same way

    • Lootwindow now doubled in size for when there is more loot than on one line.

    • Wood walk sound should now play on wooden pieces.

    • Many broken snaps should be fixed now.

    • The brewer now makes sounds while brewing.

    • Fixed issues with not being able to loot the orc boss.

    • Ogres sounds play now properly.

    • Fixed seeing the backpack when equipped in certain animations.

    • Portable ore drill will now start again after removing a full of ore with fuel still in.

    • Fixes portable drill starting again automatically if you fill the recipe from UI rather than the hotkey

    • Portable drill UI shows the when deposit is empty

    • Fixed no count on consumables in hotbar

    • Deposits now have to be damages with a pickaxe to destroy instead of "interacting".

    • Fixed building icons in the research UIs being squished and squashed

    • Backpack and mining helmet no longer go into your hotbar automatically when created or pick up.

    • Smelter updates UI on open.

    • Deepseeker can now be destroyed

    • Realigned top of Deepseeker

    • Fixed top of Deepseeker not having collision

    • Fixed difficulty placing Deepseeker

    • Fixed belts inputs not updating deepseeker quests

    • Fixed deepseeker quests not loading correctly from old saves

    • Fixed skip onboarding not starting deepseeker quest

    • Fixed Deepseeker NPC not looking at player

    • Fixed deepseeker allowing placement on top of player

    • Fixed loading into main menu setting SFX volume to 0

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