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v0.21.19 - Quests rework, new gear, synchronized music player and more

Hey everyone!

This update has some changes that impact the initial look, how you play and interact with the game. As well as new weapons and gear, a bit of balancing and other smaller changes.

We just recently hit 250 reviews on Steam, which I am so grateful for! If you still haven't reviewed it, please don't hold back as it's one of the best ways to support development :D

The goal of many of these changes is to address some of the problems new players run into when playing the game. Some of them are:
- With some objects being 2 tiles high, it was often confusing where you should click to interact with them and to destroy them. All objects in the game now have a custom hitbox for that.
- Walls are now a bit shorter, to further help this, and it was easy to miss things behind a wall. This can be changed back in graphics settings, but I honestly think it looks better once you get used to it.
- Previously, the sword attack animation was only visual. It's now possible to swing in both vertical directions, and the animation of the sword represents the hitbox. This change is quite drastic to how you use swords, and I may have to rebalance some of them later. Check out the GIF below, with hitboxes being shown to see what I mean.



Settlement quests were previously shared between all players. This was unintuitive, confusing and honestly worse, I think, than this new system. They are now unique to each player, so everyone can get rewards for what they are doing. So quest away!
Your quest progression will migrate, if you are the owner or part of the owner's team to the settlement.



You can now jam with your friends, or alone. Music players are now synchronized, and there is a new portable music player to play straight from your inventory.
This required quite a bit of changes to my much neglected audio engine, but I think it was worth it.

Behind the scenes, there is still a lot of time being put into the settlement system. It requires a lot of backend and engine work to expand for new features, make sure they work correctly, are optimized and so on. So stay tuned for that!

Some of the other features in this update include:

  • You now respawn much faster in singleplayer when dying to a boss.
  • Some balance changes to swamp and snow caves, as well as new enemies and crafting material.
  • Settlers can now insert more items at once into Grain Mills, composting bins etc.
  • Raiders now have boats and move much faster over water.
  • Items like ammo and potions will now be used from top to bottom first instead of reversed. Pouches still have priority.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.19 changelog[/h2]
[h3]Additions:[/h3]
Added interact hitboxes for objects in the world.
Added the ability to attack vertically using swords.
Added Frost Staff magic weapon, crafted using Frost Shards.
Added Swamp Sludge crafting material.
Added Boulder Staff magic weapon, crafted from swamp materials.
Added Frozen Dwarf enemy to snow caves.
Added Magic Branch summon weapon, found in snow cave chests.
Added Balanced Foci trinket, crafted using the other foci trinkets.
Added Swamp Cave Spider variant to swamp caves.
Added melee Ivy Armor set and renamed Ivy Helmet piece.
Added Portable Music Player, bought from Traveling merchant when in stock.

[h3]Changes/misc:[/h3]
Walls and doors are now truncated by default. Can be changed in graphics settings.
Settlement quests are now unique to every player.
Reworked sword attack hitboxes to represent the swing animation.
Deep ice now has less friction.
Wall torches can now be placed on any desired walls using rotation when placed.
Reduced singleplayer respawn time when dying to bosses.
The selected hotbar slot is now slightly more visible.
Changed tourist achievement to only count the major biomes.
Raiders now have boats and move faster across water.
You can now no longer take quests from settlements you do not have access to.
Touched up on demonic armor texture.
Pressing escape will now close the inventory if open.
Adjusted snow cave enemy spawn table slightly.
Made blue item color slightly more visible.
Increased the difficulty of swamp cave enemies slightly.
Ivy armor recipe now requires new Swamp Sludge crafting material.
Settlers will now drop off ingredients for multiple recipes in things like the Grain Mill.
Optimized settlers finding items in settlement storage.
Music players are now synchronized between players and will not restart if you leave and come back.
Items like ammo and potions will now be used from top to bottom first instead of reversed (Pouches still have priority).
Your map zoom levels are now saved.

[h3]Fixes:[/h3]
Fixed auto opened doors sometimes not closing correctly.
Fixed GL errors when minimizing the game.
Fixed wall torches able to be placed on doors.
Fixed starting roasting station spawning on top of water.
Fixes a bunch of translations.

And other smaller changes and fixes.

v0.21.18 - Settler restrict zones, reworked raids, optimizations and more

Hey everyone!

Back again with the first bigger update of the year. This update contains a bit of everything, including more settlement features and reworked raids. You can read more about them in the sections below. I plan to do these about once a month, as I have been before.

A big thanks to the people who have helped expand the official wiki. It's really starting to shape up! And a quick reminder that we also have a Discord server, where you can chat with me and other players, give suggestions and feedback. It's where I am most active.

I spent some time working on upgrading the engine for the settlement systems. The result is better estimations of paths. This was one of the stuttering sources of some settlements, and should now be fixed.

It's now possible to limit specific items or categories max items to store in your chests, and you can restrict your settlers with the new restrict zone system. This sort of overlaps with the existing defend zone system, which I think will get a rework or completely removed in the future. The UI for these will likely be changed as well.



Settlement raids have been a hot topic, and I know that it has some flaws. I don't think the feature is fundamentally bad, it just needs some changes to work better. Now raiders will come from a specific direction, and they will spawn in and prepare for a short time before attacking. You can also see the raiders on the island map, so you know where to defend.
I have some bigger plans for raids, so stay tuned for even more changes!



Once there are more options to the gear throughout the game, I plan to do a full rebalance of the progression. Right now a lot of the bosses are optional to the progression, and I would like a few more cuts in that.

Some of the other features in this update include:

  • Smart mining of floors/tiles.
  • Enchants to armor similar to trinkets, and enchants to all boomerangs.
  • Ore generation changes, will now for example spawn less gold.
  • A full set of gold gear.
  • Cosmetic (for now) minecart tracks to forest caves.
  • Some dropped items like gear will now be bigger on the ground.
  • Better clarity on some things, like armor in cosmetic slots.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.18 changelog[/h2]
[h3]Additions:[/h3]
Added smart mining to shovels.
Added tip about joining settlement owners team for private access.
Added equip control tip to armor, trinkets and mounts.
Added ability to set max stored items for each category and specific item.
Added banners equipment category.
Added Bulky and Puny trinket enchantments.
Added ability to enchant armor similar to trinkets.
Added error message when trying to use a mount where not possible.
Added transfer all button to inventories.
Added quick action buttons to pawnbroker and void pouches.
Added restrict zones for settlers.
Added full set of gold armor, weapons and tools.
Added minecart tracks generation to forest caves.

[h3]Changes/misc:[/h3]
Reworked settlement raids. They now come from a direction and can be seen on the map preparing.
Feeding troughs will now only feed animals inside their pen/room.
With smart mining on, there will now always be an indicator of the target tile.
Reduced wool cost of beds.
Armor in cosmetic slot now shows a disabled icon and tooltip is in red.
Floors now take only half the shovel hits to dig up.
Settlements are now private by default.
Armor penetration now works on training dummy, to better show DPS.
Reduced the amount of recall scrolls in crates.
Reduced the drop rate of boss summon items.
Crafting filters now say search instead of filter.
Banish settler button is now yellow as a warning.
All boomerangs can now be enchanted.
Ability trinkets are now required to be placed in ability slot if empty.
Increased time it takes for animals to grow up significantly.
Boats can now no longer be used from land.
Items like weapons, trinkets, armor and more will now be much bigger when dropped on the ground.
Adjusted ore generation, reducing the overall ores slightly.
Optimized and reworked system to estimate if mobs can path to a target completely.
Optimized job searching, fixing lag issues when a lot of fertilize jobs are available.
You can now no longer consume the same food buff if at full hunger.
Reduced damage of Void Wizard slightly.
Adjusted height of wall torches placed on sides of walls.
Hunters are now much less likely to hit other mobs when hunting.

[h3]Fixes:[/h3]
Fixed missing temple biome translation.
Fixed being able to blink scepter outside the map.
Fixed item locked being cleared if picking up a single item with right click.
Fixed some summons not able to hit other players in PvP.
Fixed settlers sometimes hauling stuff that's not needed.
Fixed Void Wizard and Fallen Wizard not resetting their AI properly.
Fixed boss health scaling sometimes showing wrong on clients.
Fixed possible frame buffer issues for systems running OpenGL 3.x.
Fixed issues related to desynced health between other clients and server.
Fixed Void Wizard clones showing health bars when shouldn't.
Fixed a few typos in english translation.
Fixed some items, like quest items always showing as unknown in storage config.

[h3]Modding:[/h3]
Added world generation game events.
Added DamageTileEvent and ItemPlaceEvent.
Added ObjectInteractEvent and MobInteractEvent.

And other smaller changes and fixes.

v0.21.17 - More feedback changes and fixes

Hey everyone!

Here comes another update with changes and fixes based on feedback. In many cases, a great game gets all the small things right, which is just one of the reasons why your feedback is so invaluable!

This one contains a bit more than the last one, and will likely be the last smaller update before the bigger changes and additions start again.

Even though I did in the last update post, I want to give another huge welcome to all the new players. The game just hit 200 reviews, and thank you all so much for that! ❤

Recently, the Discord channel also hit 500 members. If you still haven't joined, that is where I am most active and is the best place to talk about Necesse with other players and of course, me. You can join by using this link.

Of course, I also read all feedback given from inside the game, and on the Steam boards.

Another thing I wanted to mention, is that we have an official wiki at https://necessewiki.com. It has some basic information on it already, but is still missing a ton. Anyone can help add to it, so don't hold back!

Thanks so much,
Fair



[h2]0.21.17 changelog[/h2]
[h3]Additions:[/h3]
Added a tip about teams when a friend joins your world.
Added work range tooltip and visualization when hovering a workers priority button.

[h3]Changes/misc:[/h3]
Increased settler work range significantly.
Settlers and raiders will now be able to find much more complex paths.
Crafting simple bullets now no longer requires you to have a gun.
Moved a few crafting recipes around to make more sense.
Items now sink much slower in lava.
Settlers that are angry at you now forget you if you die.
Summons will now attack cave moles while they are moving.
Elder will now hunt targets slightly further away if defend zone allows it.
Your elder and guard settlers will now help you fight Evils Protector, if close enough to their house.
Increased Void Boomerang damage slightly.
Increased Razor Blade boomerang damage slightly.
Torches and consumable food will no longer drop as material death penalty.
Rope now stacks in items of 5.
Enchanting weapons with curses is now much cheaper.
Roasting station now only takes logs to craft.
Increased time it takes for Ancient Vulture eggs to hatch.
Settlers leaving will now stop up if being talked to.
There is now a small cooldown before you can pick up items dropped by yourself.
All players on a settlement team will now get village helper achievement instead of just the one handing it in.
The game will now back up your save to a different file every now and then.
Dungeon entrance now has Void Apprentice defending it instead of Vampires.

[h3]Fixes:[/h3]
Fixed a few issues with mounts causing invisible players.
Fixed possible crash when trying to move a settler that just died.
Fixed rare crash when trying to respawn.
Fixed sometimes being teleported to the wrong location when using recall.
Fixed settlers getting stuck to sides of open fence gates (by temporary removing their collision).

v0.21.16 - Feedback changes and fixes

It has been over a week since the release of v0.21, and since I have been throwing out smaller hotfixes to address some of the issues that popped up. Sometimes smaller hotfixes aren't enough, and a new version is needed for servers and clients to not get confused with each other, which is why this update has a new version number.

A huge welcome and thank you to all the new players who have picked up and been playing Necesse during the holidays. It's super motivating to hear your enthusiasm and feedback! ❤

I have been looking at your feedback submitted from inside the game, on the Steam boards and Discord. Even though I may not answer every post or comment, I do read all of them. The feedback helps a ton, and lets me know what you are looking for in the game. So keep giving it!

One of the changes in this update is the addition of a raid frequency world setting. Some of you simply wanted to chill and not have to deal with raids, which is now possible if you change it to "never" from the settings menu while in a world or when creating a new world.

In the future, you can of course expect regular updates like there have been through Early Access before. Everything from new features, updates and reworks to existing features, polish, and more content throughout the progression. In particular, I have a ton of plans for expansions to the settlement system. So stay tuned!

Thank you, and happy New Year to all of you! 🥳🎉



[h3]0.21.16 changelog[/h3]
Added raid frequency world setting.
Reduced the drop rate of seasonal hats, like the Christmas hat.
Fixed mage enchanting sometimes dropping ghost of item.
Fixed some Mac launch issues (likely not all).
Fixed rare crashes when loading a level in the wrong order.
And a bunch of other smaller fixes.

2D open-world sandbox action-adventure Necesse released for Linux

A weird love-child mixture of games like Minecraft, Stardew Valley and Terraria we have Necesse that's currently in Early Access and a Linux version is now available.

Read the full article here: https://www.gamingonlinux.com/2021/12/2d-open-world-sandbox-action-adventure-necesse-released-for-linux