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v0.21.21 - New font rendering, settler activity, raid changes and minecarts

Hey everyone!

Back again with the next update. This one contains some very upfront changes, a bunch of new additions, fixes, and other tweaks throughout the game.

Font rendering has gotten a complete rework which resulted in much better readable text, especially at lower font sizes.
A lot of people were having trouble reading the default old pixel-y font, so I have decided to make a new font the default one. The old one can still be toggled on in the interface settings if people prefer it.



It is now much easier to follow what your settlers are doing, as it will tell you when you hover over them and in the settlers menu.
I have a lot of plans for settlers, including reworked happiness and skills. Settler equipment is still first on the slab, but if it's going to be more than just cosmetics, other things need to be in a better place first. Raids specifically are hard to balance with the dynamic between the power of the player and the settlers. More on that in the section below.



As you can imagine, I have found it is very hard to balance raids, so I made another revisit to them. Either they are too hard, or too easy and just an inconvenience.
This time around, both settlers and raiders have gotten quite a big boost in power. This ultimately just makes the player less powerful, with the goal of making you fight along with your settlers rather than just wiping them out all by yourself.
Raids are of course going to keep getting updates and balance tweaks to make them more integrated into the game loop and fun, so I will be keeping a close eye on these changes.



Some of the other features in this update include:

  • A new vibrant color in graphics settings.
  • New modes to limit settlement storage max items.
  • Minecarts and better generation of them in caves.
  • More particles when hitting trees, objects and tiles.
  • New standardized settler room requirements for all settlers.
  • A new ability trinket, found early in forest caves.
  • Balance tweaks throughout the game.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair




[h2]0.21.21 changelog[/h2]
[h3]Additions:[/h3]
Added new default font and rendering, can be reverted in interface settings.
Added tooltip to settlers about what they are currently doing.
Added vibrant color graphics setting.
Added available bait amount to fishing rods.
Added dungeon arena tip to Void Caller.
Added different modes to limit settlement storage max items.
Added summons speed to Void Mask and increases it on Quartz Crown.
Added Zephyr Boots, a new trinket ability found in forest caves.
Added minecarts and makes tracks craftable and able to be picked up.
Added minecart tracks to other biomes than forest caves.
Added more particles when hitting objects and tiles.
Added tips on how to summon/find bosses on quests.
Added hotkey tooltips to trinket ability and mount slot.
Added "What can you do?" to settler recruit dialogue.
Added Ivy Circlet armor and set bonus.
Added a full set of Ivy tools.
Added bonuses to ninja armor set.
Added Wood Path tile.
Added new Accuracy Potion that increases crit chance.
Added Lunchbox, obtained from Queen Spider quest tier.

[h3]Changes/misc:[/h3]
All settler rooms now require a bed.
Removed arbitrary room requirements from settlers like the mage, alchemist etc.
Raiders are now not as focused on the settlement.
Raiders later projectile are now much faster, can fire from further away and predicts player movement.
Settlers are now much stronger and faster at reacting to new targets.
Raiders now have more health and damage, making it much harder to clear them without your settlers help.
Banner stands now no longer have a collision box.
Sleeping health regeneration is now higher the more max hp you have.
Animal Keeper is now available to recruit after having defeated the Void Wizard.
Items left in the crafting guide will try to be inserted into inventory before being dropped.
Increased damage of spider and frost boomerangs.
Increased projectile velocity of Wood Staff.
Increased nearby crafting radius from 6 to 9 tiles.
Changed Waystone tooltip to be more intuitive.
Made settlement buff say settlement flag nearby instead of just settlement nearby.
Summon weapon enchantment modifier tooltips are now more clear in what they do.
Swamp slimes will now no longer spawn near torches on the surface.
Binoculars can now sometimes be bought from the Traveling Merchant.
Binoculars can now look further into the distance.
Changed settlers returning message chat color.
Increased armor of pirates.
Increased health of Pirate Captain minions.
Pirate Captain will now shoot faster when getting lower in health.
Increased limit on restrict zones significantly.
A message will now appear when trying to drop locked items.
Increased Void Boomerang attack speed and stack size to 3.
Replaced Baby Swordfish with another quest item and moved it to basic quests.
LED panels can now be walked on.
Increased movement speed of the Ostrich mount slightly.
Pirate islands size will now always be mediocre or larger.
Increased projectile velocity of Quartz Staff, Void Missile and Elderly Wand.
Reworked explosion sounds, adding more variety to them.
Swamp Guardian quest tier now give 2 waystones as reward.
Clocks now show current time on the item tooltip as well.
Place torch hotkey will now still work even if not able to place at exact mouse position.
It is now possible to "attack" with the Potion Pouch to consume buff potions inside it.
Minecart tracks can now generate over water and lava.
Settlement flag nearby buff is now active when you are on the same world tile as a settlement instead of just near the settlement flag.
Reduced enemy spawn rate in the dungeon slightly.
Rebalanced speed bonuses from different boots.
The feeding through will now stop feeding animals in much less crowded areas.
Increased the number of potions gained from settlement quest rewards.
Enemy spawn rate is now significantly reduced while close to and fighting a boss.
Picked up items will now prioritize pouches that already have one of the items in it when having multiple possible pouches.
Changing rooms now triggers an update on settler happiness right after.
It is now possible to remove a bound key in controls.

[h3]Fixes:[/h3]
Fixed some objects not getting snapped to by smart mining, like gravestones.
Fixed pawned items not counting in items sold and money earned stats.
Fixed hunter arriving at settlement not being able to be recruited early on.
Fixed some cases where settlers would not obey their restrict zones.
Fixed settlers sometimes hauling items unnecessarily.
Fixed loot being able to be dropped outside the map.
Fixed rooms getting invalidated and showing unknown error.
Fixed some projectiles not properly disposing of their trail.
Fixed settlers sometimes walking away from you when you are talking to them.
Fixed cases sleeping settlers would render double beside the bed too.
Fixed bug that caused feeding through to feed animals when it should have stopped.
Fixed issue where some post-processing would stop working when switching between windowed and fullscreen.

And other smaller changes and fixes.

v0.21.20 hotfixes

If you ever see a small update to the game, it's usually just smaller hotfixes that likely did not affect you, or localization updates.

So far these have been:
  • Fixed a minor memory leak.
  • Updated Chinese localization.
  • Fixed feeding trough not working properly.
  • Fixed rare issue where items sometimes disappear when picking them up. This was a server problem, so make sure the one hosting gets the update.
  • Fixed not being able to craft cannonballs for the hand cannon.
  • Fixed Swamp Guardian quest not giving a reward.
  • Fixed not being able to place mushrooms. This was a server problem, so make sure the one hosting gets the update.
  • Fixed some weapon enchantments saying they give movement speed, when they actually give attack speed on the weapon.
  • Updated Japanese localization.


Thank you for playing, and keep that feedback coming! :)
- Fair

v0.21.20 - Wall shadows, indoor lighting, smarter raiders and more

Hey everyone!

Time for another update. This time, the update is not very content heavy, but has some nice features that you will notice instantly, as well as a bunch of behind the scenes stuff. I know that many of you are waiting for the big content updates before jumping back in. And they are on the way, I promise!

The surface during the daytime was a bit boring in terms of the lighting. This update tries to improve on that by adding wall shadows that follow the sun. Indoor areas are also a bit darker, making it look like they are roofed.



Since raids were changed to only arrive from one direction, the raiders would often just pile up and be very easy to deal with. Now they will spread out more, and try to attack different parts of your settlement. This will especially have a big impact if you have a big settlement.



Pathfinding has gotten huge improvements. Both on the performance and how complicated paths settlers and raiders can find. This means that your settlers are much less likely to get stuck when trying to access something they cannot. And raiders attacking your settlement will be more effective at finding the entrance.

Some of the other features in this update include:

  • Attack speed tooltip to weapons.
  • A new enemy in the desert caves.
  • Boats now have higher max speed.
  • A message when the Angler and Explorer return from a mission.
  • Infinite water bucket improvements.
  • Item icons for recipe ingredient tooltips.
  • Progress on modding, allowing mods to alter core game code.
And a bunch of other smaller changes and fixes!
You can read the full changelog below.

Until next time,
Fair



[h2]0.21.20 changelog[/h2]
[h3]Additions:[/h3]
Added shadows to walls and reduced indoor sunlight.
Added indicator to nearby crafting when hovering the checkbox.
Added more random settler names.
Added Jackal enemy to desert caves.
Added Shine Belt trinket, found in forest cave chests.
Added a message when angler and explorer return to the settlement.
Added settler counts to settler management menu.
Added notifications when you are getting hungry and starving.
Added ingredient item icons to recipe tooltips.
Added attack speed to weapon tooltips.

[h3]Changes/misc:[/h3]
Raiders will now spread out and attack different parts of the settlement.
Increased range of Spider Claw slightly and updated texture.
Increased the range at which summons target enemies in the dark slightly.
Items will now no longer be sorted using their enchantment name prefix.
Cactus will now be chopped down if in a forestry zone.
Placing tiles and objects will now self-correct if desynced with the server.
Attacking enemies that the server does not know about will now make them disappear.
Increased the speed of wood and steel boats.
Infinite water bucket now picks up water with right-click.
Many settler jobs within the same category now have the same priority. Harvesting crops and fruit trees etc.
Reworked and optimized pathfinding.
Settlers and raiders can now find much more complicated paths.
Mobs will now try to path around water ponds.
Settlers are now much less likely to get stuck between objects.
The startup loading screen is now FPS limited, taking up less performance.
Starting house now has 2 Spruce Candelabras instead of a single torch.
The difference between projectile velocity and movement speed is now more obvious.

[h3]Fixes:[/h3]
Fixed being able to spawn more than one Void Wizard.
Fixed critters not trying to run away from players.
Fixed new sword hitboxes sometimes not working if having a very high speed.
Fixed a couple of issues when rendering walls.
Fixed wires not activating when placed on an active logic gate.
Fixed possible crash when travelling in multiplayer while someone is fishing.
Fixed rendering issues of cave moles.
Fixed possible issues with rendering of ground pillars, like Dredging Staff.
Fixed settler restrict zone renaming not updating dropdowns.
Fixed worm mobs sometimes being spawn desynced.
Fixed raiders not saving their looks, weapons, armor etc. on reloads.
Fixed jumping ball not showing as jumping for other clients.
Fixed settlers getting stuck in a doorway if too many are passing through.
Fixed some issues with teams when kicking offline players.
Fixed some placeable items not being affected by building speed.
Fixed some actions allowed by the server from clients while dead.
Fixed gradual scrolling not working. For example for trackpads.
Fixed a bunch of issues with settlers getting stuck, and trying to access things they cannot.
Fixed giant cave spiders sometimes thinking they are stuck in a wall.

[h3]Modding:[/h3]
Added ability to alter core methods using Byte Buddy advice library.

And other smaller changes and fixes.

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.