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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

v0.21 hotfixes

Small changes and hotfixes for v. 0.21 release:

Fixed discovered map data not saving and loading correctly.
Upgraded LWJGL framework, this should fix the issue with newer Macs not being supported.
Fixed crash when trying to set a control key while having selected an invisible header.
Fixed possible crash when another player enters a chat message while loading.
Fixed save files not loading when having used characters not supported by UTF encoding.
Fixed player texts being cut short in saves when using double forward slash.
Fixed outdated library causing issues on newer Macs.