1. The Last Plague: Blight
  2. News

The Last Plague: Blight News

Update v0.4.19

Another small update with a few bugfixes

All Changes:
  • Fix issue where your character would freeze up if you click hostile creatures immediately after killing them
  • Fix race condition around double-clicking and dragging an item at the same time, causing the item to move to a different inventory but with its properties wiped out and becoming "NaN" (not a number).
  • If highlighted object labels are toggled, hide them when UI is shown so text is easier to read
  • Fix issue where a corrupted save prevents the whole game from starting up. Still need to harden the saving process so corrupted saves on crashes/power loss are prevented
  • Fix minor terrain height calculation issue introduced recently that would make objects not snap to terrain that well when being placed

Update v0.4.18

Small hotfix update

All changes:
  • Fixed issue where crafting using the "Craft with..." option wouldn't use up all input materials for 2+ input item crafting recipes in certain cases
  • Fix so that dying while dragging an item in your inventory would properly clear out the item dragging UI state
  • Removed confirmation window when exiting to main menu after dying

Update v0.4.17

Some small changes/bugfixes from feedback collected from Steam Next Fest!

All Changes:
  • Soaking basin UI now shows a bit more about its state and salt content, as well as much more helpful tooltips for the hides, properly showing if there is too much salt in the basin for that hide
  • Salt can be removed from the soaking basin after all the water evaporates (a new button will appear)
  • Add camera rotation sensitivity slider in controls settings
  • Fixed double-click actions not working in inventory when crafting window was open
  • Right-clicking an item and selecting "Craft with..." will now ensure that specific slot is always used first in the crafting process. Helpful for forging with multiple heated items in your inventory
  • Forging now properly selects the correct heat level items in inventory, instead of using the first one regardless of how heated it is
  • Add delay after creatures are killed before the harvesting UI can be triggered, helps in situations where there are a bunch of creatures attacking while you try to click a bunch to fend them off
  • Fix issue where a decaying item like raw meat or animal fat inside a backpack on the ground would either forever delete the backpack itself, or turn the backpack item into a rotten meat item. Now the decaying item is properly handled inside the backpack
  • Fix issue where taken apart buildings would spit out their inventory contents (ex. tools in workbench, items in fire pit) without preserving any stats like item condition, so tools would be fully repaired
  • Fix related issue where taking apart a crucible furnace with hardened bronze would break the process so that the furnace's bricks would spawn but the furnace itself would stick around, causing potentially infinite bricks
  • Less strict spawn area requirement for Mysterious Stranger
  • Double click is now triggered even if the mouse was moved a small distance for the second click
  • When cooking more than one meat item, each subsequent item now has a much smaller increase to total cooking time
  • Fix state of trapped rabbits when killed so they are no longer considered trapped, allowing their label to appear again and be selectable

World generation progress update and release date change

[h2]New Release Timeline[/h2]

The recent Next Fest has been absolutely wild. Thank you everyone who has tried the game out and given your feedback. A lot of you are excited for what's to come and given some amazing feedback and feature requests, and I realize more and more that I want much more to be in the game before it can be release ready. The bar is incredibly high for an Early Access release of a game like this, and I want to make sure Blight doesn't disappoint.

Getting everything in by the end of this year will be a bit too aggressive of a goal, so I want to push the Early Access release back to the first half of 2022. Thanks for your understanding!

[h2]World Generation Updates[/h2]

Procedural generation is a major aspect of Blight. The goal is to have some of the most realistic and beautiful worlds generated in a game like this ever.

Been working diligently on a bunch of world generation updates and wanted to post some progress shots about what's coming soon in the next big update.

[h3]Region Map[/h3]

The current playable alpha release/demo has a basically infinitely generated world, but the game initially populates a specific large area with procedurally generated special features like lakes, rivers and a sea. A "region map" is then generated for the area that you can access:



[h3]Roads & village locations[/h3]

The world feels a bit empty though, so been working a lot on populating it with realistic village generation and roads connecting all of them:



A very customized A* approach is used for the rivers and roads, to make sure they avoid harsh elevation changes as much as possible, have the roads avoid crossing the rivers too much, and keep river paths randomized enough to look fairly natural.

[h3]How things actually look ingame[/h3]

The region map shows all the pre-generated locations as basically one big tile-map. Each of these tiles corresponds to a chunk ingame, and so when you venture to areas with roads, rivers, and villages, the game uses this tile map as a sort of metadata lookup to figure out how to generate the terrain, which objects to place, etc,





Here you can see a road intersecting with a river and generating a simple ford crossing (with generated bridges to come later)



Here is a village location. There is a central chunk designated as the village root, and a random expansion to chunks in various directions up to a certain limit.

Excited to get a playable version of all these features out soon!

Thanks for reading!

Next Fest Livestream #2

Going to be streaming the game and answering any questions on October 5th!