Metal Casting, Alloys and Patch Notes #40
Hello everyone!
I hope you are well.
Today we are releasing the following features:
[h2]Metal Casting:[/h2]
You can now build crucibles to alloy metals and cast them into molds.
Metal casting is more practical and efficient than simply forging tools from lumps of metal and can save you a good amount of time and calories.
The metal system has also received some improvements under the hood with regards to sharpness, and some other features that will become more relevant in future updates (metal beauty, malleability and weight).
Oh, and you can now also craft metal shovels!
[h2]Alloys:[/h2]
We have implemented the alloy system. For now there's only one copper alloy, but 2 more bronze types will become available once tin is introduced.
In the end we decided not to go with a completely free system as we had originally planned, as that would have mostly led to the creation of useless alloys and the loss of valuable materials that can't be recovered. Instead, new alloys will be unlocked with the acquisition of new materials or at higher skill levels.
[h2]Witchstone and Ghost Bronze:[/h2]
We have a added a few new areas to the northwest region of the map. These areas include a sterile clearing with a new toxic cave which contains a poisonous material called witchstone (In-game name for realgar).
Witchstone is highly toxic, and becomes more so when exposed to sunlight. It can be mined from this new cave, and used to create a copper alloy called ghost bronze.
You should be very careful when working with witchstone (or when mining it) as it can seriously poison you. It is recommended that you take breaks and wait until your toxicity levels have dropped before continuing with your work. Otherwise you could very well die!
Ghost bronze is harder than copper, which gives it greater durability and sharpness, but also makes it harder to work.
[h2]Version EA_0.45 + Hotfixes since the last patch:[/h2]
- Added Metal Shovel.
- Added 4 new pine areas to the north west region of the map.
- Added a new cave with witchstone veins.
- Added metal casting system.
- Added alloy system.
- Metal system overhaul.
- Added medium and large sized crucibles.
- Added witchstone, witchstone poisoning and ghost bronze tools and weapons.
- Eating feedback now takes the "Visual Effects" option into account and doesn't show flashes when the option is ticked off.
- Fixed some bugs with the new construction menu (overlap between cards).
- Added a button to cancel the construction of new room/cellar/enclosures.
- All animals now heal over time and most show tired behaviours when appropriate.
- Peas can now be planted in gardens.
- Fixed a bug which turned Berries milled in Quern into their fermenting version instead of Pulp.
- Reed Tunic now increases Stealth Profile.
- "Build a Hideout" quest now displays a proper message when completed.
- Fixed a bug which prevented the building of a nesting box inside enclosures built outside of a Mud Hut.
- Crafting Wooden Plates now properly gives Woodworking Skill.
- Green Tangle Flora section now properly lists Springberries.
- Large cloth now drops the appropriate amounts of materials when ripped apart.
- Milling Rye Grains in Querns now properly calculates the Flour Quality.
- Fixed a bug which allowed the player to urinate with too little vesical pressure.
- Simple bow can now be trashed.
- Washing yourself with unsafe water leaves you a bit dirty, just like washing in Pond does.
- Fixed Fresh Rye Stalks durability and icon not properly representing Hydration/Wetness.
- Frostleaf powder can now be added to stews.
That is all for now!
As usual we'll be fixing any issues we find and tweak things throughout the week. ;)
See you all next week!
Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/
I hope you are well.
Today we are releasing the following features:
[h2]Metal Casting:[/h2]
You can now build crucibles to alloy metals and cast them into molds.
Metal casting is more practical and efficient than simply forging tools from lumps of metal and can save you a good amount of time and calories.
The metal system has also received some improvements under the hood with regards to sharpness, and some other features that will become more relevant in future updates (metal beauty, malleability and weight).
Oh, and you can now also craft metal shovels!
[h2]Alloys:[/h2]
We have implemented the alloy system. For now there's only one copper alloy, but 2 more bronze types will become available once tin is introduced.
In the end we decided not to go with a completely free system as we had originally planned, as that would have mostly led to the creation of useless alloys and the loss of valuable materials that can't be recovered. Instead, new alloys will be unlocked with the acquisition of new materials or at higher skill levels.
[h2]Witchstone and Ghost Bronze:[/h2]
We have a added a few new areas to the northwest region of the map. These areas include a sterile clearing with a new toxic cave which contains a poisonous material called witchstone (In-game name for realgar).
Witchstone is highly toxic, and becomes more so when exposed to sunlight. It can be mined from this new cave, and used to create a copper alloy called ghost bronze.
You should be very careful when working with witchstone (or when mining it) as it can seriously poison you. It is recommended that you take breaks and wait until your toxicity levels have dropped before continuing with your work. Otherwise you could very well die!
Ghost bronze is harder than copper, which gives it greater durability and sharpness, but also makes it harder to work.
[h2]Version EA_0.45 + Hotfixes since the last patch:[/h2]
- Added Metal Shovel.
- Added 4 new pine areas to the north west region of the map.
- Added a new cave with witchstone veins.
- Added metal casting system.
- Added alloy system.
- Metal system overhaul.
- Added medium and large sized crucibles.
- Added witchstone, witchstone poisoning and ghost bronze tools and weapons.
- Eating feedback now takes the "Visual Effects" option into account and doesn't show flashes when the option is ticked off.
- Fixed some bugs with the new construction menu (overlap between cards).
- Added a button to cancel the construction of new room/cellar/enclosures.
- All animals now heal over time and most show tired behaviours when appropriate.
- Peas can now be planted in gardens.
- Fixed a bug which turned Berries milled in Quern into their fermenting version instead of Pulp.
- Reed Tunic now increases Stealth Profile.
- "Build a Hideout" quest now displays a proper message when completed.
- Fixed a bug which prevented the building of a nesting box inside enclosures built outside of a Mud Hut.
- Crafting Wooden Plates now properly gives Woodworking Skill.
- Green Tangle Flora section now properly lists Springberries.
- Large cloth now drops the appropriate amounts of materials when ripped apart.
- Milling Rye Grains in Querns now properly calculates the Flour Quality.
- Fixed a bug which allowed the player to urinate with too little vesical pressure.
- Simple bow can now be trashed.
- Washing yourself with unsafe water leaves you a bit dirty, just like washing in Pond does.
- Fixed Fresh Rye Stalks durability and icon not properly representing Hydration/Wetness.
- Frostleaf powder can now be added to stews.
That is all for now!
As usual we'll be fixing any issues we find and tweak things throughout the week. ;)
See you all next week!
Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/