Update 0.60.009
Hi everyone,
here's the next update. As I wrote last time, it's mostly about fixes and tuning, and almost everything in it came from your reports here on the forum and on Discord. In the ten days since the last update I managed to get over 70 fixes and improvements done, more than I expected. Even so, some things may still act up and will need more tuning. I made it before Halloween, which starts on its own on October 18th.
The biggest changes are in the controls. Every game key can now be rebound, battle stance can be turned on with a click and the hints show the keys you actually have set. It's a step towards a more modern style of controls. I don't want to make the game simpler or take anything away from its mechanics, but some things in the controls reflect the time they were made in and the experience I had back then. Today it can be done better, and I feel myself that the game needs to be more user friendly, just not at the cost of its mechanics. Similar changes are coming soon to building mode too. It's about the interface and controls, so it's easier to work with. The building logic stays, mainly the option to plan your build ahead, but the complicated finishing of building parts will go away.
The second big thing are chests and the bank. Chests now belong to the world, they're part of it and every character in that world can use them. The bank belongs to you, one for all your characters. It's also a step towards co-op, that's why characters and worlds are separate ;)
Halloween
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Halloween starts on its own on October 18th and runs until November 1st. The quest and the reward are the same as last time.
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The towers have Halloween decorations and a bucket of apples you can bob for.
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Decorations (like the pumpkins on the alchemy station) only light up during the event, not all year.
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If you don't want events, you can turn the running event off in the main menu. Event creatures and decorations go away. The choice is per event and applies to all characters.
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Halloween creatures (pumpkins, witches) have stats based on their tier.
Controls
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Every game key can be rebound in the settings, including side mouse buttons, the middle mouse button (lock target), bar slots 1–0, the tool belt key, the Codex (F2), hide UI (F10) and unstuck (U).
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Crouch is now on V (it was Ctrl, which clashed with the tool belt). If you had something on V or 1–0, you'll see the conflict in red in the settings.
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In-game hints, the labels on the buttons on the right and the numbers on the bar show the keys you have set. The tutorial too, so you can finish it even if you rebound movement.
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While setting a key, Esc cancels it and so does clicking elsewhere. Before, Esc got assigned as the key and the new key fired right away.
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Autorun works again: F3 or double W. It stops with F3, S, pressing W again, attacking or running out of stamina.
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In building mode you can rebind rotating a part (PgUp/PgDn) and part height (Shift). When placing an item, PgUp/PgDn rotate the same way as the mouse wheel, and the wheel no longer zooms the camera.
Combat
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Battle stance can also be turned on with the left or right mouse button when there's nothing to interact with nearby. It may not suit everyone, so you can turn it off in the settings (Gameplay → Battle stance on attack) and then only Tab switches the stance, like before. I'll keep tuning it.
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New combat animations: left mouse attacks randomly switch between several combos. They don't change damage.
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Gathering from the skill bar (botanize, forage, fishing) and crafting on X work in battle stance too. The weapon is put away on its own.
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Attacking building parts no longer gets interrupted right at the start.
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An arrow to the head now hurts the creature. Before, head hits got lost, which is why birds seemed to ignore the bow.
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The click that brings you back to the game window (Alt+Tab) no longer attacks.
Chests, bank and saving
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What's in chests, barrels, cabinets, fridges and stations belongs to the world, so all your characters in that world see it. The bank is one for all characters and worlds. Old saves are converted on their own when you enter the world, with a backup made first.
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Converting a character from the old version now brings the bank too. If you converted before and still have the old save on disk, a new conversion will bring the bank.
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The backpack keeps the order you sorted it in after loading. An old save gets sorted after the first save.
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A new world with the name of an existing world no longer overwrites the old one. The game refuses it with a message.
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Age points no longer come back after loading. If you had more points because of this bug, they're now set according to what you spent. Bought bonuses stay.
Crafting and gathering
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Advanced crafting remembers the selected materials, so you can repeat the same craft without picking them again.
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Cancelling a job in the crafting queue returns the materials. Skill and empty containers are given when the job finishes.
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Typing the number of items in crafting no longer triggers bar slots, and Esc closes crafting even while typing.
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New item roasted meat: any raw meat (fish too) can be roasted on a campfire.
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A better tier when gathering is now a rare lucky find that grows with skill (1 to 5 %). Before, beginners got it in almost half of their gathering.
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A ground spot you already gathered from refreshes after two hours. Before, only after restarting the game.
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Gathering where your skill can't find anything says "There is nothing here."
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Transmutation now shows that it only raises the tier. The material bonus shows up on the finished item.
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Archaeopteryx and Axe Beak can be skinned for fur and meat.
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Mining stations snap to foundations too, so you can build more of them side by side.
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Tropical saplings (bamboo, palms, banana, mangrove and others) are fixed. Before, only a small sack showed up after planting. The ones you already planted show up correctly after loading the world.
Anomalies and A2-A
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A hostile A2-A explodes when destroyed and leaves debris you can loot without a knife.
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There are A2-A wrecks to search in the dungeon anomaly (scrap, parts, electronics).
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In the city you can climb the stairs up to the houses with chests.
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Items on shelves, altars and in cabinets in the dungeon anomaly can be picked up without jumping.
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If entering a small anomaly gets stuck, the game fades back in after a few seconds and you keep playing. Before, the screen stayed black.
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Entering an anomaly with clear weather stops the rain right away.
Settings
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FPS limit (Video).
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Brighter nights (Gameplay), the default is the same as before.
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Rain frequency (Gameplay), storms included, can go down to a quarter.
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UI size has finer steps of 25 %.
Other fixes
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Opening the map while it rains no longer stops the rain. In building mode the rain goes away and comes back right after.
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After closing the map, the character no longer keeps running if you released the key while it was open.
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Clicking through the open settings no longer triggers an action on a building part behind the window.
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The hint on a status icon goes away together with the icon.
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Cabin and villa doors no longer open only halfway after quick clicking.
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Equipment wear shows in the character window right away.
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The character no longer climbs a rock on its own when walking up to mine it. Rocks in nature are climbed with a jump.
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Weeds show both actions right away, mushrooms and grass.
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On the shore the game no longer keeps switching between water and land. No dust from your feet in water, or in the towers.
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Creatures no longer follow you into the water.
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No aggressive creatures spawn during the tutorial, only deer, hares and crabs.
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The character doesn't keep looking around all the time, only after standing still for a while.
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The gender icon in the UI matches your character.
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Clones in the vats no longer show up in the character window.
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You can climb onto the Claim Token foundation.
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"Rare items" that don't belong there no longer spawn underwater.
Codex (F2)
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A new chapter on status icons and stamina, a new part on the tool belt and pictures from the old help in 11 chapters.
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Material bonuses, diseases and healing, and biomes were filled in. The Codex is still work in progress and I'll keep adding to it.
Thanks to everyone who reports bugs, sends ideas and plays. Without you this update would look very different, I wouldn't have found many of these things on my own. And thanks for the support, and for the patience with the fact that not everything can happen right away. Please keep posting your reports here on the forum or on Discord ;)
McP
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