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Tinkertown Developer Blog #2 - Travel



Greetings, fellow Tinkerers from your Development Team!

After the lovely responses to our first dev blog for the “Combat & Classes” update, we decided to continue with a new dev blog on upcoming features.

As you might have seen in our roadmap, our next update will be the Travel Update which some of you have longed for so much.

What new ways will we be able to travel/move around the map

The biggest innovation will be fast travel stations, which are placeable teleporters. When interacting with a portal, you will be able to select your destination on the world map, to which you will then be teleported.

But the far more fun innovation will be traveling in mountable mine carts. You will be able to build complex rail systems and travel on them.

How will the new travel system work

Using the fast travel stations is quite simple: upon interaction, the world map opens. Here you can then select another fast travel station or other special destination points, to which you will then be teleported.

The mine cars are a bit more complicated but even more fun. The player can build a complex rail system and place a mountable mine cart on it. Once placed, you can hop into it via interaction and then race with it over the rail system.



What was the inspiration behind these travel systems

Like many updates before, we took our inspiration from the wishes of our community. For quite some time, there was a desire for faster travel options. Especially when we turned the globe into an interactive map, the idea emerged that it would be cool to be able to use the map for fast travel. So, to keep conventional travel from becoming obsolete, we decided to add dedicated fast travel stations that would cost the player a lot of resources but give them the ability to teleport to other fast travel points.

Will we see any other kind of transportation be added

Once the system is fully implemented, there are a lot of possibilities for new mountables: Horses, dragons, sandworms, spaceships... who knows?

Thank you for all the support, and we hope to see you this time! ❤️
The Tinkertown team!


https://store.steampowered.com/app/1276660/Tinkertown/




Early Access 0.13.3c


  • Swords have 360 degree swing when charged
  • Taking damage does no longer cancel charge
  • Charge is now full after 2 seconds of charging, and correctly indicated if settings per weapon are different
  • Charging can now be remapped and is no longer hold attack(default: Shift, Left Trigger)
  • Added many new loading screen tips and tricks
  • Fix an issue where using grappling hooks on friends would behave weirdly
  • Fix an issue where a certain gate in the ice dungeon was not destructable using swords
  • Fix a very annoying issue where walking and hitting at the same time would cause desync between client and server so random things get hit by weapon swings
  • Fix an issue where poison clouds would be invisible 70% of the time
  • Fixed some minor issues

Early Access 0.13.3b


  • Poison and bleed now do damage as intended, unreduced by armor
  • Fixed an issue where the boulder trap would be invisible
  • Fixed an issue where worlds could not be loaded (infinite loading screen) because some tiles would be erroneously regarded as corrupted

⚔️ The Tinkertown "Combat and Classes" Update is Out Now! ⚔️

[previewyoutube][/previewyoutube]
Greetings fellow Tinkerers,

Bring out your weapons and put on some gear! It's time for a new adventure with the Combat and Classes update! The update brings unique playstyles, charge abilities, new monster attack patterns, and much more!

Charge-Attack:
Works only on Weapons (Swords, Daggers, Spears, Axes…)

Combat:
Knockback function (player or monsters will be knocked back on hit)
The anticipation frame is reduced (Monsters attacks will happen sooner!)
Buddy-list (Enemies close to the ones a player attacked will react and might attack the player as well)

Dash:
By jumping and in midair pressing the jump button a second time, you “dash” quickly in the direction you jumped at, being able to cross more space until landing. During the jump and dash, you’ll stay invulnerable to a lot of attacks.

Monster Behaviour:
New monster's attack patterns for Goblins and Slimes; Introducing the "buddy system" that will cause certain monsters to attack in a group.



Balancing:
Monster resistances and immunities (Certain Monsters might not be affected by some Conditions/Debuffs, or the effect is reduced)

Player-Scaling (Enemies scale less in proportion to the number of players)

Stats and Balancing:
Added Dexterity and Magic (stats are added to the player base from Armors)
Weapon-Scaling (determined by specific Stats, a Weapon deals more or less damage, depending on the amount of points a player has in them)

Formula rework (how damage is applied, how armor is applied [+1 armor equals 0.5 damage reduction]

Some dishes and food Items change their targeted attributes to accommodate for the added stats

Gear:
Gear will use all Attributes, including the new Magic and Dexterity, to determine a player's stats. Armor sets usually aim to prioritize certain stats to cater to a specific Weapon Category and a playstyle. Armor-parts can still be worn as a player wants to, giving the stats they provide without any bonus or penalty on their own.

New Weapon and Armor Sets:
  • 2 New Mage Sets
  • 2 New Ranger Sets
  • 4 New Weapons (Desert Mage's Staff, Frost Mage's Staff, Oak Dagger, Ice Bow)


New Enemy:
Rune Spirit

4 New NPCs + 20 New Quests:
Armorer, Blacksmith, Bowyer, and Wizard

Known Issues:
We have located some issues with the German, French, and Chinese localization. We are working hard on fixing these issues as soon as possible.

--
We always want your feedback, so head over to our Discord and let us know what you think about the new update and what you would like to add!

Thank you for your ongoing support! ❤️
The Tinkertown Team


https://store.steampowered.com/app/1276660/Tinkertown/

⚔️ "Combat and Classes" now available on the Tinkertown Preview Branch! ⚔️



Greetings fellow Tinkerers,

The new Combat and Classes Update is now available on the preview branch! You can now jump over and try out all the latest features and give us your feedback before it's fully released next week!

IMPORTANT: Characters and worlds created or used in the Preview Branch might become CORRUPTED, so we HIGHLY recommend NOT to use your original characters or gameworlds while playing on the Preview Branch.

How to access the preview branch:

Here is a list of all the new features and changes we have made:

Charge-Attack:
Works only on Weapons (Swords, Daggers, Spears, Axes…)

Combat:
Knockback function (player or monsters will be knocked back on hit)
The anticipation frame is reduced (Monsters attacks will happen sooner!)
Buddy-list (Enemies close to the ones a player attacked will react and might attack the player as well)

Dash:
By jumping and in midair pressing the jump button a second time, you “dash” quickly in the direction you jumped at, being able to cross more space until landing. During the jump and dash, you’ll stay invulnerable to a lot of attacks.

Monster Behaviour:
New monster's attack patterns for Goblins and Slimes; Introducing the "buddy system" that will cause certain monsters to attack in a group.

Balancing:
Monster resistances and immunities (Certain Monsters might not be affected by some Conditions/Debuffs, or the effect is reduced)

Player-Scaling (Enemies scale less in proportion to the number of players)

Stats and Balancing:
Added Dexterity and Magic (stats are added to the player base from Armors)
Weapon-Scaling (determined by specific Stats, a Weapon deals more or less damage, depending on the amount of points a player has in them)

Formula rework (how damage is applied, how armor is applied [+1 armor equals 0.5 damage reduction]

Some dishes and food Items change their targeted attributes to accommodate for the added stats

Gear:
Gear will use all Attributes, including the new Magic and Dexterity, to determine a player's stats. Armor sets usually aim to prioritize certain stats to cater to a specific Weapon Category and a playstyle. Armor-parts can still be worn as a player wants to, giving the stats they provide without any bonus or penalty on their own.

New Weapon and Armor Sets:
  • 2 New Mage Sets
  • 2 New Ranger Sets
  • 4 New Weapons (Desert Mage's Staff, Frost Mage's Staff, Oak Dagger, Ice Bow)
New Enemy:
Rune Spirit

4 New NPCs + 20 New Quests:
Armorer, Blacksmith, Bowyer, and Wizard

If you want even more insight into the new update, you can read our Developer's blog, which showcases the new features and break them down even further:
https://steamcommunity.com/games/1276660/announcements/detail/3316354736734413486

We always want your feedback, so head over to our Discord and let us know what you think about the new update and what you would like to add!

Thank you for your ongoing support! ❤️
The Tinkertown Team


https://store.steampowered.com/app/1276660/Tinkertown/