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v0.21.9 - New boss, more food, settlement workstations and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


Back at it again with another update šŸŽ‰

This time it includes a new boss for the snow caves. This boss is supposed to be an early one, just after Evils Protector or around Void Wizard. Like many other, it will probably get tweaked at some point in the future.

With the new boss addition, I spent some time looking at the other ones. Specifically when playing multiplayer, where many would be a bit too easy. Some of their attacks are now scaled for multiple people, like spawning more minions, projectiles and increased health scaling.



Even though the hunger system hasn't been implemented yet, I have added some more food items which will help to get that last buff when fighting the hard bosses.
Instead of having to buy or "steal" all the seeds, ruins now spawn in caves with seeds from that biome and tier.
The hunger system is still planned and I am working out the quirks and balance of it.



Settlers can now craft items using workstations that you have set up. The system works with the new settlement storage system, where settlers will look for ingredients in storage nearby and use them. It is not very optimized yet and may cause some lag spikes when having big settlements with a lot of recipes, workstations and inventories.
With settlers farming, fishing, hunting, storing and crafting in place we are close to being able to implement settler needs/upkeep with it being possible to set up a completely self-sufficient settlement.



Just like many other updates, there has been a lot of smaller changes. Some of them are:
- Tweaked fueled crafting stations and made furnace use fuel too.
- Increased crop grow times and animal feed cooldowns.
- Many early recipes are now more expensive, so you can't just speed through them quite as fast.
- Loot from chests/drops now has a chance to have a random enchantment.
- Optimized texture loading times, especially on higher end systems.
And much more.

To everyone celebrating, I wish you a happy easter! šŸ™

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added settlement workstations and recipes.
Added map death markers.
Added show teammate markers interface setting.
Added smaller ruins that spawn in caves.
Added eggplant crop.
Added potato crop.
Added rice crop.
Added carrot crop.
Added 12 different food items.
Added Cheese Press.
Added Sickle tool.
Added new boss, fought in snow caves.
Added Spider Charm trinket, dropped from new boss.
Added Spider Claw weapon, dropped from new boss.
Added Webbed Gun weapon, dropped from new boss.
Added settlement quest tier for new boss.

[h3]Changes/misc:[/h3]
Increased time it takes for apples and berry bushes to grow fruit.
It is now not possible to place water or lava near walls and rocks.
Pressing buff button will now also try to use the best food available.
Tweaked a lot of recipes like increasing cost of gear slightly.
Food will now drop as material death penalty.
Farmers will now also harvest fruit from nearby trees and bushes.
Reduced aggro range of giant cave spiders significantly.
Reduced vampire health slightly.
Vampires and Giant Cave Spiders will now try to stay around their crypt/nest.
Reduced the amount of products received from food crops slightly.
Reduced the amount of bars gotten from crates.
Increased difficulty of Evils Protector fight, especially when playing coop.
Increased boss health scaling slightly.
Reworked Void Wizard AI and arena, should now be a bit more difficult.
Explosions will now deal a minimum amount of damage when on the edge.
Tweaked almost all boss fights to scale better with multiple players.
Some raw foods can now be eaten but provide a debuff.
Fueled crafting stations will now only use fuel if you are using them.
The forge now requires fuel to craft at.
Items found as loot (in chests, fishing, kills etc) will now sometimes have random enchantments.
Reworked processing inventories to allow for them to be used as settlement workstations.
Arrows will now only drop some of the time when hitting terrain.
Vampire lairs are now more enclosed.
Tweaked snow caves, now contain water pools and vampire crypts.
Randomizing looks will now be more often human-like.
Increases cooldown for being able to feed animals (again).
Feeding troughs will now stop feeding animals when having fewer mobs around it.
Increased the time it takes for most crops to grow.
Reworked how textures are loaded resulting in reduced loading times, especially on higher end systems.

[h3]Fixes:[/h3]
Fixed deep desert chests spawning ice crowns.
Fixed possible corruption issue in saves.
Fixed dropping 1 item into trash deleting 2.
Fixed mining a multi-tile object sometimes needing more hits.
Fixed boss minions and other able to drop items when they shouldn't.
Fixed being able to be hit more than once if stepping on ground effects.
Fixed possible crash when sending a chat message while other players are loading.
Fixed possible crash when a lot of sounds were playing at the same time.

And other smaller changes and fixes.

v0.21.8 - Food, reworked boss fights, settlement inventory system and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


It has been a while since the last update and I have been hard at work fitting as much as possible into this one. Some of the features in this update are still a work in progress, but I wanted to get it out for you to play with.

Food and hunger is something that has been requested by a lot of people. This update is the beginning of such a system. There is no hunger yet, and I am still messing around with the best way to implement this. At the moment, foods give you different lasting buffs depending on which food you eat.
Food is available from the very start of the game and I plan on expanding this to make it progress all the way into the late game.



Since the last update, I have spent a lot of time reworking and expanding the settler AI and job system. The result is now a much more dynamic system and is easier to expand on in the future.

Settlements now have a completely new inventory system, where you assign inventories as storage and settlers will automatically move items around based on priorities and filters.
This also means the last system where you set the drop off position now uses this system instead.



I was never super happy with the Pirate Captain and Evils Protector fight, so I spent some time improving them.

The Pirate Captain has gotten a bit harder and can no longer be easily cheesed (I am sure someone will find a way). He will now transform early in the fight and fly around instead of walking slowly.



Evils Protector now changes his attack pattern slightly after each phase. This hopefully makes the fight more interesting, fun and rewarding. The difficulty should be about the same, maybe slightly harder.

Lastly, there have been a lot of smaller additions and changes. Some of them are:
- It is now possible to change the sound output device in settings.
- A flesh death sound has been added which most mobs now use.
- It is now possible to send feedback directly from inside the game.
- Increased interface sizes will now be much less blurry.
- The traveling merchant now has a chance to sells a Potion Pouch for all the potions that always fill up your inventory.
And much more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added crit chance trinket enchantments.
Added death sounds to almost all remaining mobs.
Added accept/decline button directly in chat when receiving a team invite.
Added Potion Pouch, bought from Traveling Merchant when in stock.
Added ability to send feedback directly from inside the game.
Added small texture to crops when fertilized.
Added sound output device setting.
Added settlement storage system with filters, priorities etc.
Added ability to copy and paste item filters.
Added dense grass setting, defaults to on.
Added 24 different food items with a new buff mechanic.
Added 5 different food related crops.
Added apple trees, will spawn on forest and plains biomes.
Added blueberry bushes, will spawn on forest and plains biomes.
Added campfire, cooking pot and roasting station.
Added grain mill.
Added food consumed stats.
Added specific potions consumed stats.
Added shake animation to trees when hit.
Added max settlements per player world setting. Defaults to unlimited. Can be changed using the /settings command.
Added note about possible performance issues when having many settlements.
Added monitor graphics setting and makes default setting fullscreen.

[h3]Changes/misc:[/h3]
Reworked settler jobs completely.
Reworked settlement management, allowing for more complex systems in the future.
Improved chaser target finder, especially in multiplayer or when there are several targets around.
Reworked Evils Protector fight, will now progress and change after each stage.
Reworked Pirate Captain fight, adding another phase making it harder to cheese it.
Reduced lag spikes caused by garbage collection system.
Using bigger interface sizes will now be much less blurry.
Made deep cave mobs light spawn threshold same as every other mob.
Difficulty damage multiplier is now applied before any reduction. This means armor will be more useful on easy and less on hard.
Laser hit boxes (like dragon lance weapon) will now be much more consistent when moving and changing angle.
Projectiles are now always not limited to hit a target one time, but instead has a cooldown before it can it hit again.
Stink Flask is now way more effective and will spawn mobs at higher light levels.
Crop grow times is now be much less varying for the same crops.
Reworked objects that takes up multiple tiles completely.
Reworked bench rotation, meaning they will likely be messed up when you load an old level.
Objects like the bench place direction now matches the player.
Increased corner skip threshold slightly.
Reworked processing objects (like the compost bin) to simulated missed work on unloaded levels.
Compost bin now has less slots and dedicated input/output.
Increased early bows range slightly.
Vampires and Void Apprentices will no longer change position when hit.
Updated inventory quick action button icons.
Crafting items will now use ingredients from last in inventory. Just like when using ammo, potions etc.
Reduced the amount of passive animals generated on islands.
Dungeon arena entrance will now spawn closer to dungeon entrance.

[h3]Fixes:[/h3]
Fixed potential crash on main menu.
Fixed crash when trying to drop an item into slots that's not possible.
Fixed possible crash when trying to open pouches from opened inventory.
Fixed server pause when empty setting not working correctly.
Fixed being able to travel to same island, causing issues.
Fixed crash caused by projectiles that could not find an owner.
Fixed game not opening if no sound output device is available.
Fixed possible crash when catching fish.
Fixed composting bin not dropping internal items when broken.
Fixed steel boat following players into caves.
Fixed issue where Death Ripper would get out of sync and not hit anything.
Fixed issue with vSync slowing down load times.
Fixed flickering of map sections on some hardware.

And other smaller changes and fixes.

v0.21.7 - New mini biome, deep caves, enemies, items and much more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


It has been over a month since the last update, which means this is a relatively big one.

I have updated level generation with new tools that can generate more dynamic and interesting structures. Using this it is now possible to find rivers that flow through islands, a new mini biome found in the caves and a big new structure found in the new deep desert caves.
Cave spider nests and cave lakes now also use this, which means they will be more smooth and natural.



The desert now has a custom deep cave system. Complete with a new ore, a couple of new enemies and a bunch of new items found in it.
The boss introduced in the last update has been moved to this new cave, where it can be spawned by interacting with an object.



Building has gotten a few new additions, including a couple of new fences and new columns. A few textures have also been updated like stone path which now also shows a bridge when placed above water tiles.

Lastly, there are a lot of smaller balance tweaks, a new animation to dropped items and debris, the occasional texture update and more.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added small rivers that can spawn on islands.
Added ability to automatically track new quests.
Added Traveler Cloak trinket, crafted from Mobility Cloak.
Added Explorer Cloak trinket, crafted from Traveler Cloak.
Added the ability to scroll on items to quick move one item between inventories.
Added height and bounce animation to dropped items.
Added small drop animation to death particles.
Added ability to filter which items settlers should move.
Added stone fence and gates.
Added iron fence and gates.
Added wood and 3 different stone columns.
Added crypt mini biomes to forest/plains caves.
Added Fuzzy Dice trinket, obtained from surface ruins.
Added Lucky Cape trinket, crafted using Fuzzy Dice and Noble Horseshoe.
Added deep desert caves.
Added Ancient Fossil ore and bars, found in deep desert caves.
Added Ancient Fossil armor set.
Added Ancient Dredging Staff weapon.
Added Sandworm mob.
Added Desert Crawler mob.
Added move sound to Grit and Sage.
Added Skeleton Staff weapon, dropped from Grit and Sage.
Added Scrying Mirror trinket, found in deep desert cave chests.
Added Digging Claw trinket, found in deep desert cave chests.
Added Antique Rifle weapon, found in deep desert cave chests.

[h3]Changes/misc:[/h3]
Updated mini biome generation, will now have less hard edges.
Increased the amount of quartz in desert biomes.
Updated island tree generation to be more natural with open areas.
Made holding down to craft/buy faster.
Items will now no longer sink completely in water.
Reduced giant cave spider health and drops.
Reduced damage of Swamp Guardian.
Chests in the same dungeon, pirate village, caves etc. will now have more varied loot.
Updated Mobility Cloak Texture.
Reduced deep cave mobs health and aggro range.
Reduced Deep Cave Spirit spawn rate.
Hostile mobs will now also target settlers.
Settlers will now run to their home if they cannot defend themselves.
Updated stone path texture and added bridge when placed above water.
Updated village generation presets slightly.
Decreased drop chance of bait from grass.
Increased Razor Blade damage slightly.
Reworked mob spawn logic, allowing much more control over spawns.
Blood Bolt will now only be found in new cave crypt mini biome.
Noble Horseshoe is now found in cave chests.
Increased damage of weapons dropped from Reaper and up.
Sage and Grit is now summoned in deep desert caves.
Crates will now always drop biome specific loot.
Reduced loot from crates slightly, since it now spawns way more places.
Reduced boss item drops slightly.
Increased Ostrich mount speed slightly.
Reduced recipe cost of basic arrows and bullets.

[h3]Fixes:[/h3]
Fixed possible crash when joining multiplayer server.
Fixed possible fatal Java crash when music changes.
Fixed potential issue with fishing reel phase.
Fixed possible crash when killing Pirate Captain with a projectile.
Fixed some items getting unlocked when sorting.
Fixed homing projectiles sometimes not homing in on distant targets.
Fixed possible crash when opening a crafting station.

And other smaller changes and fixes.

v0.21.6 - New boss, mini biome, fireworks, jobs and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


I've been working on a new boss, even though I won't be able to complete the area for it in the game, I've decided to still release it for the holiday break. If you don't want to wait and see this boss incomplete, you can craft a spawn item in the advanced workstation and use it on the surface during the night.

I've been working on some mini biomes, the first one being spider nests which now spawns the giant cave spiders. You will have to generate a new cave to find them and more biomes like this are on the way.



2021 is coming up and for that we of course need firework. The alchemist is happy to sell you some, and you can even decide how you want it to look!

You can now tell your working settlers where to place their items and villagers to move items from one place to another. Settlements are still a heavy work in progress and some of the planned features include more jobs, threats, upkeep, settler stats and more. The goal is to make settlement building a more significant and fun part of the game.

Lastly, there are a lot of improvements and fixes. It's now possible to hold the mouse button down to craft more, reworked pathfinding, music streaming which helps load times and low memory systems, new packet handling for better multiplayer and more.

It has now been 1 year since the release of early access and the game has already had a lot of updates and over doubled in content. The scope since has expanded and there is still a lot more to work on.
Until then, happy holidays and a great new year to you all! šŸŽ‰

šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“šŸ’“

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Delay logic gate.
Added Counter logic gate.
Added attack animation to Evils Protector.
Added ability to hold left click to craft/buy for increased speed.
Added firework rockets, bought from Alchemist.
Added firework dispenser.
Added ability to set drop off inventory for working settlers.
Added move item jobs for villager settlers.
Added spider nests to forest, plains, snow and swamp caves.
Added new boss, fought on surface during the night. Spawn item crafted in advanced workstation.
Added Dragon Lance weapon, dropped from new boss.
Added Dragons Rebound weapon, dropped from new boss.
Added Bow of Dualism weapon, dropped from new boss.

[h3]Changes/misc:[/h3]
Reworked Buffer Gate, fixing a bunch of issues.
Tweaked sound positions to be more smooth when moving away from a sound.
Reworked how audio is loaded into the game, decreasing startup loading time.
Reworked pathfinding, making it multithreaded causing fewer lag spikes.
Increased the window to reel in fish slightly.
Fishing hooks will now fly in a more natural path and have a shadow.
Tweaked ambient light slightly, making it more blue in the night and more dominant white in the day.
Removed craft 5 modifier control, instead hold down to craft more quickly.
Optimized rain particles.
Mobs can now no longer spawn inside on floors.
Ghost mobs now only spawn in the open.
Tweaked mob spawns, allowing tiles to define the spawn table.
Giant Cave Spiders will now only spawn in nests in forest, plains and snow biomes.
Increased price and decreased defence of spider armor slightly.
Reworked how packets are handled, should now be much faster causing less lag/desync in multiplayer.

[h3]Fixes:[/h3]
Fixed buffer gates not loading data correctly.
Fixed possible crash on receiving logic gate output update packet.
Fixed bosses able to drop another boss summon item.
Fixed trails existing a long time causing increasing lag.
Fixed some mobs able to deal damage too often to players.
Fixed possible crash when switching between display modes.
Fixed zoom and interface size not updating when changing display modes.
Fixed possible crash while loading.
Fixed signs and inventories not updating hover tooltip.
Fixed being able to have more summons than allowed.
Fixed Swamp Guardian health not scaling.

And other smaller changes and fixes.

v0.21.5 - Settler jobs, christmas and more

To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


This update adds settler jobs which reduces the grind a bit and brings some usefulness to recruiting settlers and making their homes close to a place they can work. At the moment only the farmer and angler will work, but from this point forward it will be easy to create new jobs for other settlers and make it more intuitive.

I didn't want to spend too much time creating a lot of Christmas content, but I still decided to add a bit to the spirit. I do plan to create more complete seasonal content later and there is also something coming up for new years.

The Swamp Guardian has gotten a slight rebalance. This was mostly needed because I fixed a bug that caused some hits to not register on it. To compensate for all hits now working, I increased its health and adjusted damage and projectile numbers.

See the full changelog below





[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Farmer harvest and plant jobs.
Added Angler fishing jobs.
Added Christmas Hat cosmetic item.
Added Swamp Guardian settlement quest tier.
Added shadows to most projectiles.
Added Swamp Guardian map icon.
Added Christmas present crates.

[h3]Changes/misc:[/h3]
Some mobs will now have a random chance to spawn with a Christmas hat and a chance to drop it.
Crates will have a random chance to appear as Christmas presents and contain double the loot.
Rebalanced Swamp Guardian.
Reduced damage of Dredging Staff.
Reduced the number of settlement basic quests to complete before the tier quest unlocks.
All hostile mobs now have a small chance to drop their appropriate boss summon item.
Many weapons that couldn't hit objects before now can.
Made some items like equipment sink in liquid much slower.
Homestone is now a reward for Swamp Guardian quest tier.
Reworked explosion damage.
Increased explosion range on iron bombs and dynamite.

[h3]Fixes:[/h3]
Fixed Swamp Guardian hits sometimes not dealing damage to it.
Fixed Swamp Guardian dropping items over water or lava.

And a bunch of other smaller changes and fixes.