Leather Armor Update, Primeval Woods, Branch merge and Patch Notes #56
Hello everyone!
Hope you're all doing well.
New update today!
First, today we'll be merging the huntsman into the main branch, so the content from the last few updates will now be available to all our players.
Now let's get to the content:
[h2]Leather Armor:[/h2]
[h3]Clay Basin:[/h3]
Not really a leather item, but something useful for working leather. Clay basins can now be fired in kilns and used to soak reeds or nettle, to tan or to dye. They are also needed for making leather armor and can collect rain water.
[h3]Leather Protection:[/h3]
Leather clothes now grant protection based on their quality and hardness.
[h3]Boiled Leather Armor:[/h3]
The following armor pieces can now be crafted: bracers, greaves, cuirass, and helmet. Leather armor is twice as protective as normal armor clothes, so it should be ideal for players that want to try to take down large animal like bears or the forest beast.
[h3]Leather Coif:[/h3]
A leather hat to complete the set. Insulation and a bit of protection, not much else.
[h2]Map Changes:[/h2]
The primeval woods map region has been expanded and tweaked.
Here are some of the changes:
- A new boar has been added to the northern area of the map. He likes to rest near the primeval woods.
- A new location, the damp hollow, now acts as the end for the stream and comes with a pond and willows.
- The old hollow has now being moved further north.
- A new location, the still hollow, can now be found in northernmost area of the map near the lake. It comes with a cold cave that is good for preserving food.
- Multiple new oak areas have been added to the primeval woods region, including a clearing with nettle.
- There's a new cave with a secret exit that connects to the damp hollow.
- This region is no longer a dead end and now connects to the southern areas of the pine woods too.
[h2]New General Features:[/h2]
[h3]Tree Marking:[/h3]
You can now mark pine and oak trees while exploring, provided you have a cutting tool equipped. This should help players find their way a bit better if they are not familiar with their surroundings or don't have a map yet.
[h3]Wildman:[/h3]
The wildman way is now available. He starts in the old hollow and is combat oriented.
[h3]The West Stone:[/h3]
There is now a new landmark near the primeval woods. It's a large boulder with some peculiar characteristics. It is of spiritual importance, and can eventually act as a shrine under the right circumstances, helping you deal with the effects of loneliness and offering some protection.
[h3]The Wandering Oak:[/h3]
There is a new spirit tree in the woods that will behave in strange ways once you have spend enough time in the forest. This spirit is angered by certain behaviours and has a judgemental and oppressive nature. You can also learn a special ritual from it under some circumstances.
There is also a new ritual that can be learned from the sacred oak.
[h3]Primeval Wolves:[/h3]
Sometimes, once enough time has passed and if the wolf pack is struggling too much, a primeval wolf might emerge from the western woods and claim some territory in the forest.
These are larger, more territorial wolves that can make some areas of the forest more dangerous.
They can of course be skinned for their darker furs (which can also be turned into special coats).
Farmer players have little to worry about them, but hunters will eventually meet them.
[h2]Coming next:[/h2]
For the next update, we're planning on releasing the first stages of the trading improvements, as well as some new livestock we hope you'll enjoy!
And after that, it'll be time for the swamp expansion, which will open the way to a lot of new content, including iron working!
And now, to the patch notes:
[h2]Version EA_0.61 and hotfixes since the last announcement:[/h2]
- Added leather coif, bracers, greaves, cuirass and helmet.
- Added clay basin.
- Added new locations to the map (damp hollow, secret cave, wild tangle, boulder grove, old woods, old glade, still hollow, needle slopes, shady thicket).
- Added Wandering Oak and Primeval Wolf agents.
- Added the West Stone and stone friend.
- Tweaks to armor system.
- Added tree marking feature for pines and oaks.
- Added bless and curse grove rituals.
- Added primeval woods boar.
- You can now wear 2 items on the pant slots.
- Leather Blueprints now require a Cutter in each step and steps take 15 minutes longer if done with a poor tool such as sharpened stone.
- Spiritual Coats can no longer by dyed.
- Going up hill no longer takes 15 extra minutes but the extra stamina cost is more noticeable.
- Downhill travel actions no longer recover as much stamina as before.
- Toned down the atmospheric sounds inside caves and removed them altogether from some of them.
- Fixed a bug where some old leather items would not drop their constituent items when destroyed.
- Fixed a bug where some leather items would not remember which type of cordage they were made of.
- Fixed a bug where loading and saving the game on Huntsman would make him lose some of the courage he gets from the moon maiden charm.
- Fixed numerous typos and improved some texts.
- Fixed a bug which caused Carcasses to no longer be butcherable if the butchering process was interrupted by Wolves.
- Fixed a bug which sometimes made Animals stick around after they are killed.
- Quest for Eating Roasted Cattail Roots now completes when eaten with an Eat All action from a Clay Bowl or similar.
- Fixed a bug where sometimes the Moontouched attack would spawn a wrong event with wrong art.
- Switched the Wolf Pass Start Perk for the Old Hollow start and moved the starting resources to it.
- Old Hollow now has a Cave with a spring inside it.
- Washing organs in the stream now takes only 3 minutes.
- Diving from Southern Rapids to Greenfalls now makes your clothes wet properly.
- Starting with a Cabin on a custom character now properly places the Cabin in River Clearing.
- Fish meat filling can no longer be cooked into Meat Cakes.
- Newly created reed tunics now drop the resources they were made from when dismantled.
- Changed the unlock condition for Wood Carving from a piece of log to a minimum amount of woodworking skill.
- Fixed the east direction action when traveling in the dark in the lake grove.
- Leather Shoes from starting perks now dismantle into the right things.
- Travel to another area quest is no longer tracked before unlocked and will not complete as soon as unlocked if travel was done in the past.
- Research improvised shelter quest is now completed as soon as research is done.
- Fixed a bug which prevented the equip bracket fungus on a wound quest to complete when equipped to a stitched wound.
- If the lake is frozen you can now travel between northern lake bank and the lake island even during the night.
- Fixed the bug with some animals not respawning back into the map after being killed.
- Changed the mosquito sounds to make them less grating.
- Fleshed Leather description now includes that it can be tanned with brain mush.
- Tweaked burrow locations to make badgers and foxes more present.
- Added an additional fox agent.
- Fixed Fly Agaric Powder icon.
- Changed unlock conditions for specialized tools, their blanks and casts.
- Spring Start Perk now ensures that you don't get too much snow on the first two weeks of spring.
- Fixed a bug where gutting a fatty fish would not complete the gut the Fish subquest of the Lakes Bounty quest.
That's all.
See you all for the next update!!
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/
Hope you're all doing well.
New update today!
First, today we'll be merging the huntsman into the main branch, so the content from the last few updates will now be available to all our players.
Now let's get to the content:
[h2]Leather Armor:[/h2]
[h3]Clay Basin:[/h3]
Not really a leather item, but something useful for working leather. Clay basins can now be fired in kilns and used to soak reeds or nettle, to tan or to dye. They are also needed for making leather armor and can collect rain water.
[h3]Leather Protection:[/h3]
Leather clothes now grant protection based on their quality and hardness.
[h3]Boiled Leather Armor:[/h3]
The following armor pieces can now be crafted: bracers, greaves, cuirass, and helmet. Leather armor is twice as protective as normal armor clothes, so it should be ideal for players that want to try to take down large animal like bears or the forest beast.
[h3]Leather Coif:[/h3]
A leather hat to complete the set. Insulation and a bit of protection, not much else.
[h2]Map Changes:[/h2]
The primeval woods map region has been expanded and tweaked.
Here are some of the changes:
- A new boar has been added to the northern area of the map. He likes to rest near the primeval woods.
- A new location, the damp hollow, now acts as the end for the stream and comes with a pond and willows.
- The old hollow has now being moved further north.
- A new location, the still hollow, can now be found in northernmost area of the map near the lake. It comes with a cold cave that is good for preserving food.
- Multiple new oak areas have been added to the primeval woods region, including a clearing with nettle.
- There's a new cave with a secret exit that connects to the damp hollow.
- This region is no longer a dead end and now connects to the southern areas of the pine woods too.
[h2]New General Features:[/h2]
[h3]Tree Marking:[/h3]
You can now mark pine and oak trees while exploring, provided you have a cutting tool equipped. This should help players find their way a bit better if they are not familiar with their surroundings or don't have a map yet.
[h3]Wildman:[/h3]
The wildman way is now available. He starts in the old hollow and is combat oriented.
[h3]The West Stone:[/h3]
There is now a new landmark near the primeval woods. It's a large boulder with some peculiar characteristics. It is of spiritual importance, and can eventually act as a shrine under the right circumstances, helping you deal with the effects of loneliness and offering some protection.
[h3]The Wandering Oak:[/h3]
There is a new spirit tree in the woods that will behave in strange ways once you have spend enough time in the forest. This spirit is angered by certain behaviours and has a judgemental and oppressive nature. You can also learn a special ritual from it under some circumstances.
There is also a new ritual that can be learned from the sacred oak.
[h3]Primeval Wolves:[/h3]
Sometimes, once enough time has passed and if the wolf pack is struggling too much, a primeval wolf might emerge from the western woods and claim some territory in the forest.
These are larger, more territorial wolves that can make some areas of the forest more dangerous.
They can of course be skinned for their darker furs (which can also be turned into special coats).
Farmer players have little to worry about them, but hunters will eventually meet them.
[h2]Coming next:[/h2]
For the next update, we're planning on releasing the first stages of the trading improvements, as well as some new livestock we hope you'll enjoy!
And after that, it'll be time for the swamp expansion, which will open the way to a lot of new content, including iron working!
And now, to the patch notes:
[h2]Version EA_0.61 and hotfixes since the last announcement:[/h2]
- Added leather coif, bracers, greaves, cuirass and helmet.
- Added clay basin.
- Added new locations to the map (damp hollow, secret cave, wild tangle, boulder grove, old woods, old glade, still hollow, needle slopes, shady thicket).
- Added Wandering Oak and Primeval Wolf agents.
- Added the West Stone and stone friend.
- Tweaks to armor system.
- Added tree marking feature for pines and oaks.
- Added bless and curse grove rituals.
- Added primeval woods boar.
- You can now wear 2 items on the pant slots.
- Leather Blueprints now require a Cutter in each step and steps take 15 minutes longer if done with a poor tool such as sharpened stone.
- Spiritual Coats can no longer by dyed.
- Going up hill no longer takes 15 extra minutes but the extra stamina cost is more noticeable.
- Downhill travel actions no longer recover as much stamina as before.
- Toned down the atmospheric sounds inside caves and removed them altogether from some of them.
- Fixed a bug where some old leather items would not drop their constituent items when destroyed.
- Fixed a bug where some leather items would not remember which type of cordage they were made of.
- Fixed a bug where loading and saving the game on Huntsman would make him lose some of the courage he gets from the moon maiden charm.
- Fixed numerous typos and improved some texts.
- Fixed a bug which caused Carcasses to no longer be butcherable if the butchering process was interrupted by Wolves.
- Fixed a bug which sometimes made Animals stick around after they are killed.
- Quest for Eating Roasted Cattail Roots now completes when eaten with an Eat All action from a Clay Bowl or similar.
- Fixed a bug where sometimes the Moontouched attack would spawn a wrong event with wrong art.
- Switched the Wolf Pass Start Perk for the Old Hollow start and moved the starting resources to it.
- Old Hollow now has a Cave with a spring inside it.
- Washing organs in the stream now takes only 3 minutes.
- Diving from Southern Rapids to Greenfalls now makes your clothes wet properly.
- Starting with a Cabin on a custom character now properly places the Cabin in River Clearing.
- Fish meat filling can no longer be cooked into Meat Cakes.
- Newly created reed tunics now drop the resources they were made from when dismantled.
- Changed the unlock condition for Wood Carving from a piece of log to a minimum amount of woodworking skill.
- Fixed the east direction action when traveling in the dark in the lake grove.
- Leather Shoes from starting perks now dismantle into the right things.
- Travel to another area quest is no longer tracked before unlocked and will not complete as soon as unlocked if travel was done in the past.
- Research improvised shelter quest is now completed as soon as research is done.
- Fixed a bug which prevented the equip bracket fungus on a wound quest to complete when equipped to a stitched wound.
- If the lake is frozen you can now travel between northern lake bank and the lake island even during the night.
- Fixed the bug with some animals not respawning back into the map after being killed.
- Changed the mosquito sounds to make them less grating.
- Fleshed Leather description now includes that it can be tanned with brain mush.
- Tweaked burrow locations to make badgers and foxes more present.
- Added an additional fox agent.
- Fixed Fly Agaric Powder icon.
- Changed unlock conditions for specialized tools, their blanks and casts.
- Spring Start Perk now ensures that you don't get too much snow on the first two weeks of spring.
- Fixed a bug where gutting a fatty fish would not complete the gut the Fish subquest of the Lakes Bounty quest.
That's all.
See you all for the next update!!
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/