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v0.21.4 - New boss, mount and ability slot, items, logic gates and more

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


Even though I have been working hard on settlers, they weren't quite ready for this version.

This update adds a completely new boss type and a bunch of items around it including a new ore, new armor set and some new weapons. This brings the swamp caves closer to being complete, although there are still a bunch of stuff that can be improved. Boss drops have also been reworked, making it less grindy as you will now get more varied items from its loot table on consecutive kills.
To find the new ore, you have to generate a new swamp cave. This means old swamp caves you have visited won't have the new ore.

I've also added a couple of dedicated inventory slots for a mount and a trinket slot only accepting trinket ability items. Mounts can still be used the same way as before, but can now also summoned and mounted directly using a new control key.

Logic gates have been reworked, adding a new level layer where they can be placed. This unfortunately means that your old gates will be removed, but also makes them much more useful since they don't take up a bunch of space in the object layer. Later on I plan to use this in world generation as well.

Of course there have also been a bunch of smaller changes and fixes :)

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added dedicated trinket ability inventory slot.
Added dedicated mount inventory slot.
Added use mount hotkey key, defaults to F.
Added the ability to quick summon pets by right clicking on them.
Added help message when trying to recruit settler while having access to no settlements.
Added a bunch of common european language characters to the font.
Added Ivy ores and bars, found in swamp caves.
Added Ivy armor set, crafted from new ore.
Added new boss, fought in swamp caves.
Added Razor Blade weapon, dropped from new boss.
Added Dredging Staff weapon, dropped from new boss.
Added Guardian Shell trinket, dropped from new boss.

[h3]Changes/misc:[/h3]
Reworked logic gates. They are now placed in a layer of their own, meaning they can be placed on top of objects.
You will now keep your mounts momentum when dismounting.
Reworked how mounts are summoned, you will now be riding when you summon it.
You can now right click on pets to summon them.
Updated elder settlement help to match new settler recruit mechanics.
Updated elder help forms to use the new dialogue form.
Reworked smooth tile lighting, should now look a bit more natural.
Boss unique drops will now be much more random meaning you won't have to kill the boss as many times to get that one drop.
Water buckets can now pick up liquid a bit further from land.
Changed Elder quests to be a dialogue and possibility to complete regular quests before the tier quest.
Updated parrot texture.
Updated map item textures.
Crash report will now show up in game instead of closing the game if possible.
Level map texture will now use the colored light instead of simply brightness.
Made summoned mobs only able to hit non hostiles if they are in focus.
Player collision hits are now handled client side if the server allows it, making unfair hits less likely.

[h3]Fixes:[/h3]
Fixed settlers possibly having different prices for different players.
Fixed water height being incorrect at the edge of maps.
Fixed LED panel not showing correct texture when lit.
Fixed special characters not being rendered with the correct width.
Fixed projectiles not able to hit on main menu level and other main menu level issues.

And a bunch of other smaller changes and fixes.

v0.21.3 - Reworked settlers, crits, balance changes 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 changes how you get and manage your settlers completely. They will no longer arrive by themselves (except the elder), and you will have to go recruit them. This was a feature that took quite a lot of changes and is the beginning of making settlements more engaging and useful. They still don't do much besides trading, but that will soon change.



The early game has gotten a bunch of balance changes that will give new players an easier time to get started. The early weapons has gotten a damage boost and some of the harder cave mobs are now more rare and will now only spawn once you have progressed a bit.

Other added features includes critical hits and stats, new hairstyles and skin tones, more trinkets, a bunch of texture updates and tweaks.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added quick fullscreen toggle using F11.
Added shadow to dropped items.
Added small animation to dropped coin items.
Added a bunch of dedicated server parameters. Use -help to show available commands.
Added the ability to rename saves in the load menu.
Added critical hits, you start by having 0% crit chance, can be increased in various ways.
Added crit chance to some enchantments.
Added crit chance to some armor pieces and set bonuses.
Added 4 new hairstyles.
Added 10 less human-like skin tones.
Added Noble Horseshoe trinket, obtained from island ruin chests.
Added Ice Javelin item, obtained from snow cave chests.
Added Frozen Heart trinket, obtained from snow cave chests.
Added Frozen Soul trinket, crafted in advanced workstation.
Added fish shadow when it's about to be hooked.
Added the ability to rename settlers.
Added the ability to move settlers to different settlements.

[h3]Changes/misc:[/h3]
Reworked settler management completely. You now have to recruit all your settlers.
Optimized game load time by about 200%.
Made summons target mobs that are close to the player no matter light level.
Crates broken in deep caves will now drop a bit better items.
Floating text like damage and item pickups now have a bit fancier animation.
Made elder settler more powerful and attack mobs outside his house.
Increased damage of many weapons, especially in early game.
Some of the harder early game mobs will now only spawn once you have progressed a bit.
Updated a bunch of hairstyles.
Updated all gun textures to match the style of the game better.
Updated a bunch of item textures.
Reduced Banner of Speed bonus.
Reduced speed of bullets slightly.
Made bullet trails a bit more vibrant and visible.
Increased knockback of all guns.
Reduced knockback resistance of mummies.
Rebalanced shotgun, now sold by gunsmith after Void Wizard.
Calming rose can now be found in snow cave chests.
Item rarity colors are now more vibrant and easier to read.
Optimized server initial loading of island biomes and settlements.
Made you able to open crafting guide and pouches from toolbar while having closed inventory.
Talking to settlers now resembles a dialogue much more.
Reduced the number of settlement quests you have to do each tier.
Cave Moles can now be hit even when underground.
Did a bunch of minor balance changes all around the game.

[h3]Fixes:[/h3]
Fixed issue with running mod never being reset.
Fixed some rendering crashes caused by concurrency errors.
Fixed input and item hint characters being offset.
Fixed attack direction being wrong when attacking close to the player.
Fixed some slow projectiles not being smooth in their movement.
Fixed loading sometimes getting stuck on lighting update.
Fixes mob sometimes getting stuck trying to walk into something they can't.
Fixed auto opening and closing doors sometimes swapping their state.

And a bunch of other smaller changes and fixes.

v0.21.2 - New weapons, a lot of improvements, tweaks and fixes

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

This update adds a new type of melee weapon that is mostly focused on late-game where effects from it will resemble magic weapons. The few added this update is just the beginning.

The update also includes a new crash reporter, which will hopefully help me catch the last remaining crashes people are experiences with the ease of sending a report. Hopefully, you'll never actually see this feature ;)

I've also added the ability to set your settlement names. This is a beginning to making settlements more advanced, interesting and a much bigger part of the game. I've already started implementing this, but it's taking some time and will come in smaller updates like this one.

Homing projectiles are now much more reliable than before, same goes for weapons like swords and spears. This will especially be noticed when playing multiplayer.
Lastly, there are a bunch of tweaks to balance, some fixes and a few quality of life changes.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added Quartz Glaive melee weapon.
Added Cryo Glaive melee weapon, dropped from Cryo Queen.
Added crash reporting.
Added mud areas to swamp caves.
Added camera shutter effect when taking screenshots.
Added settlement names. When making a new settlement you will be asked to name it.

[h3]Changes/misc:[/h3]
Ammo and Coin Pouch can now pick up items when you drag it and click on an item.
Adjusted Ammo Pouch texture slightly.
Travelling humans will now disappear after a few minutes if they can't reach the edge of the map.
Updated copper armor textures to match other copper colors.
Reordered a few recipes to make better sense.
Changed place tooltip for ice tiles to be more accurate.
Changed smart mining control to only toggle if button is both pressed and released outside UI.
Reworked "homing" projectiles movement to be much more consistent.
Changed Icicle Staff textures to fit other glacial items.
Inventory slots that are locked from moving will now be visible.
Reworked a bunch of hitbox events making it more consistent that you won't get hit if it doesn't look like you will.
Settlers will now no longer attack monsters that are too far away from their home.
Traps can now hit objects like crates, vases etc.
Increased damage of traps slightly.
Bait will now drop from grass much more frequently during rain.
Made Giant Cave Spider rarer and won't spawn the first 2 in game days in forest and plain caves.
New players will now also spawn with a Wood Sword.
Cave chest rooms are now slightly more common.
Dungeon Candelabra now gives out purple light and is used for Void Wizard arena.
Settler deaths will now show a message in chat.
Player death messages will now be red instead of white.
Settlement indicator and names will now show on world map. You might have to visit the island once for it to update.
Updated ladder textures to match style better.

[h3]Fixes:[/h3]
Fixes missing translation of poison arrow
Fixed Quartz Staff enchant cost being too low.
Fixed guard settlers having too little armor.
Fixed a few items that should drop from material death penalty.
Fixed a bug that could cause things to be more "choppy", especially on higher frame rates.
Fixed mobs sometimes stopped rendering on edge of screen.
Fixed Evils Protector bomb sprite bobbing up.
Fixed a rare bug where lighting would cause an error.
Fixed not being able to pick up ammo with Ammo Pouch when having full inventory.
Fixed potential server error computer going to sleep or running super slow.
Fixed some bugs relating to desync between open menus.
Fixed client not synchronizing recipes with server.

And a bunch of other smaller changes and fixes.

v0.21.1 - Death penalties, multiplayer improvements, enchantments and more

To get this update, you again have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
You might have to restart Steam to see this new option.

This update introduces death penalties. I've always wanted there to be a death penalty, but I haven't figured out exactly how it will work. I've added a few different options, while the default is still no penalty. This will probably be polished and changed again at some point.

Enchantments have also gotten a complete redesign with many more enchantments which are focused on the different weapon types. This also adds the ability to enchant summon weapons.

I've spent some time fixing some deep bugs that required a bunch of changes. Many of these are aimed at trying to make the game feel better, especially when playing multiplayer.

Behind the scenes I've been working on some new content, including new weapon mechanics, so look forward to that!

A few of these smaller changes and fixes are also introduced in a new patch on the main branch.

See the full changelog below



[h2]Changelog[/h2]
[h3]Additions:[/h3]
Added different options for death penalty.
Added difficulty and death penalty server commands.
Added Void Bullets.
Added Poison arrows.
Added and updated a bunch of weapon enchantments.
Added enchantments for summoner weapons.
Added Ammo Pouch, obtained after completing first settlement quest tier.
Added big tooltip text interface setting.
Added hidden setting for loading the entire map before spawning in.
Added join friend option in multiplayer menu.
Added window attention requests when getting invites and joining friends.

[h3]Changes/misc:[/h3]
Increased the cooldown on being able to feed animals.
Spawn house is now sometimes mirrored.
Melee weapons will no longer hit a target twice on some occasions.
Increased reliability on melee weapon hits.
Made server handle client submitted attacks better, resolving some "fake attacks" issues.
Reduced knockback resistance of skeletons.
Increased sizes of arrows, making them a bit easier to hit.
Evils Protector will now drop Force of Wind.
Reduced damage of summon weapons since they can now be enchanted.
Mob spawns will now check if there are too many in close vicinity before spawning.
Changed sound logic gate to use semitones instead of abstract pitch.

[h3]Fixes:[/h3]
Fixed server not using saved password on load.
Fixed a bunch of issues related to inconsistent trails.
Fixed a few possible issues with new lighting engine.
Fixed some mobs not being able to walk through doors.
Fixed particles etc. sometimes bugging out, especially around loading.
Fixed Steam connection sometimes being slow at sending many packets.

v0.21.0 - New experimental, colored lights

Back again with a new experimental version.
This time it will not run quite as long as the last one, and as mentioned in earlier posts the time between updates will not be on such a strict schedule.

To get this update, you again have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
You might have to restart Steam to see this new option.

This first update is something I've been wanting to do for a long time, but couldn't fit inside the strict schedule from previous experimental: A new colored lighting mode.
This required a complete rewrite of the lighting engine, which is now much more efficient than before.

The new colored lighting mode is by default on, but can be changed in graphics settings. It's slightly more demanding on performance than white mode, but about the same as the old engine.
This is obviously just the first step and allows me to create some more immersive looking areas around the existing game, so stay tuned for that.

Below you can see a few screenshots of the new mode.
Click on the image to see a comparison between white and colored mode.



No changelog as it's only the lighting engine update.