1. Isles of Silence
  2. News

Isles of Silence News

0.4.1 - Polish + Fixes

[p]NEW QOL:[/p][p]- Added unique tracking text per monster[/p][p]- Added variations on the message that is displayed when you bail from a quest, based on how much damage the monster did[/p][p]- Isle 3 tabs now have proper art[/p][p]CHANGES:[/p][p]- Notably buffed the Shrist to encourage Isle 3 exploration[/p][p]- Buffed the Rivik's health and armor, as well as some damage values[/p][p]- Made Orym a more prominent player in Isle 3's story. Further reworks to come[/p][p]- 'Gelid seed' requires 2 less Fuel to heat up[/p][p]- Added some new UI art to the quest page. Further reworks to come[/p][p]- Tabs automatically shrink if they would otherwise go off-screen at current size settings[/p][p]- Zoomed in the Quest camera to prepare for upcoming Combat animations[/p][p]- Offline progress should be notably faster when calculating Golems[/p][p]FIXES:[/p][p]- Some typos fixed[/p][p]- Offline Progress sometimes listed 'seeds planted' incorrectly[/p][p]- The boat should no longer become unusable before heading to a new Isle[/p][p]- Clicking through the diary can no longer scroll the entire screen[/p][p]- Characters should now properly move Isles when they deliver dialogue[/p]

0.4.01 - Hotfix

[p]CHANGES:[/p][p]- Added (WIP) to the Golem crafting category, as it's not yet implemented[/p][p]- 'Golem' tab has been renamed[/p][p]- Tab icon resolutions have been enhanced[/p][p]FIXES:[/p][p]- The Fert Golem task no longer has issues[/p][p]- Some of Illid's dialogue pertaining to Isle 3 no longer unlocks early[/p][p]- Golem bonus numbers should no longer have long decimals[/p]

0.4.0 - Crystil Hearts

[h2]Golems are here![/h2][p]And with them come (almost) full automation. Explore the heart of Isle 3, and see what secrets and horrors may lurk beneath its surface. This one's got it all: A new major system, new monsters, new story, new characters, and a new Seasonal Event to top it all off! Add to that the myriad of bug-fixes, quality-of-life improvements, and a full UI overhaul, and you've got the result of many sleepless nights and a reason to return to the Isles.[/p][p][/p][h2]Spooky Season is upon us![/h2][p]It's perhaps a week late, but better late than never! Candy is raining from the sky onto the Isles through the entire month of November. Multiple brand-new layered armor sets are available to be created over the course of the event (and permanently kept after), thanks to our wonderful artist responsible for many of the existing armor designs you see in-game. Keep an eye out too, more may be added as the event goes on![/p][p][/p]
Full Changelog:
[h2]NEW CONTENT:[/h2][p]- GOLEMS! Automation is here [/p][p]- New Isle 3 Locale[/p][p]- New Isle 3 Monster + Armor[/p][p]- Expanded Isle 3 Story[/p][p]- Tons of new items + recipes[/p][p]- New seed[/p][p]- 2 new tiers of Stoonmelt[/p][p]- More Village Construction options[/p][p]- New Hunter(s)[/p][p]- HALLOWEEN EVENT + Several Layered Armors[/p][p]- 2 new Achievements[/p][p]- Isle 3 has a visual map[/p][h2]NEW QOL:[/h2][p]- Added more Offline Tracking[/p][p]- Added Refinery to notifications[/p][p]- Can now determine minimum Tool level per quest[/p][p]- Can toggle Village Decorations[/p][p]- Golems again[/p][h2]CHANGES:[/h2][p]- UI Overhaul across the board[/p][p]- The bar that shows up when you're on an online demo build has been tweaked[/p][p]- 'Reckless' skill now makes you take more damage from sources that ignore armor (posion, heat, etc.) at half the usual multiplier (previously no increase)[/p][p]- Ship Auto-Loading now takes some time. This is to set up future automation[/p][p]- Can now right-click ship's inventory to remove[/p][p]- Lowered the Refinery's max mastery cap for both organics[/p][p]- Added an icon to show that you can change a ship's name[/p][p]- Tool breaking now appears after chop/mine message to hopefully avoid some confusion[/p][p]- Items no longer show a number if they are the only item[/p][p]- Some item descriptions changed[/p][p]- Isle 3 now has a dark theme[/p][p]- Nicknames for certain long item names on Item Cards (such as on the Inventory page)[/p][p]- Seasonal Items now have unique colors[/p][p]- Shrist has a slightly lower evasion stat, but gains combat familiarity slightly slower[/p][p]- Renamed all 'crystal' to 'crystil', because 'stoon' needed a friend[/p][p]- Upped the resolution and fixed some art on the original 3 armors[/p][h2]FIXES:[/h2][p]- Village construction page no longer looks compressed when first accessed[/p][p]- Manifest now retains alphebetical order[/p][p]- Can no longer change the boat's destination mid-travel[/p][p]- Web build should load faster, as it caches certain images more efficiently[/p][p]- Items now visually sink in the Refinery to a consistent depth[/p][p]- The game no longer indefiniely pings Steam if you're not logged in on web[/p][p]- Isle tab colors update their colors when changing themes[/p][p]- Fixed some incorrect values when displaying "Total Raw Resources", as it did not account for recipes that outputted multiple of one item[/p][p]- There was actually indeed an insidious bug in the monster targeting system that made them more likely to pick off individual hunters[/p][p]- Recipes that use FUEL now show the numbers in the correct order[/p][p]- Fert Barrel now remembers your last selected recipe on load[/p][p]- Coastal Pass now appears on the map again[/p][p]- Can no longer reinforce armors past their max levels[/p][p]- Armors with negative reinforcement levels now appear as 'starred', though the extra bonuses are saved. Should fix itself over time[/p][p]- Finally fixed the zombie hunter bug, where hunters would sometimes be considered dead upon starting a quest even with full health, causing an instant fail in some cases.[/p][p]- Hunters only use health potions when they'll benefit from the full heal. This was only an issue with the best healing items and high levels of the 'Metabolized' skill[/p][p]- Village no longer appears de-constructed if re-loaded[/p]

0.3.11 - Hotfix

FIXES:
- Rime Root recipes no longer unlock early

0.3.1 - Achieving New Horizons

At long last, Steam Achievements are here!
[p]We also dive into the beginning of Isle 3, but just enough to finally beat that pesky final monster introduced on Isle 2 last update...[/p][p]Serving as a bridge between the last major update and the next, this update brings the major things above alongside several QOL features and loose ends that weren't quite tied up in 0.3.0.[/p][p][/p][p]We also have a brand new Community Art-piece, this time by "Lee"![/p][p][/p][p][/p][p]Full notes here:[/p][h2]NEW CONTENT:[/h2][p]- Added ACTS. These are small cutscenes that play before major story beats[/p][p]- STEAM ACHIEVEMENTS! + Achievement images and better notifications when unlocked[/p][p]- Isle 3's opening locale is ready to be explored[/p][p]- 3 new Achievements[/p][p]- Added a Watchtower upgrade and respective donation materials[/p][p]- Added Wardrobe and Manifest upgrades and respective donation materials[/p][p]- Added Shrist Armor set[/p][p]- New Armor Skill: Incised - increases amount of drops from a successful quest[/p][p]- New Armor Skill: Smouldering - sets you on fire in exchange for higher damage[/p][p]- New stage in the dynamic menu[/p][p]- New seeds stemming from the previously unused Drodden drop[/p][p]- New Amalgam to help with the Shrist[/p][p]- New level to the consumables pouch[/p][p]- New Community Art from "lee"![/p][h2]NEW QOL:[/h2][p]- Better Offline menu. Now shows items crafted and how many of the items you gathered were used while crafting[/p][p]- Added a Growth Speed bonus to the Farm based on total Expertise[/p][h2]CHANGES:[/h2][p]- The first isle no longer visually has a campfire on the 'Expeditions' screen until the story has been progressed[/p][p]- Shrist drops are finally named[/p][p]- Lowered Sealslug requirement for "Expand into the Hardlands" Village upgrade[/p][p]- Updated 'monster slime's description to make it more clear what its purpose is[/p][p]- Illid now notifies players when they unlock the Antidote[/p][p]- Can now see Equip Set names when hovering over the equip buttons[/p][p]- Hunter boxes now visually indicate when they are fainted via desaturation and darkening[/p][p]- The menu is now frozen to 16:9[/p][p]- Renamed 'Upgrades' to 'Kits' and gave them their own Inventory tab[/p][p]- Tab sizes automatically shrink once a certain amount are unlocked and tab size is set to 'default'. Can be reverted any time[/p][p]- Increased the cost of erron weapons by a single 'erron bloom'[/p][p]- Moved petrified bark to the 'Chopping' category for the Isle 2 excursion[/p][p]- Notifications vary visually between types/content[/p][p]- Small formatting tweaks[/p][p]- Lowered 'Sparkett' fuel value[/p][p]- Removed 'use time' from Amalgams description, as it's unimplemented currently[/p][p]- Shrist's health lowered slightly[/p][h2]FIXES:[/h2][p]- Auto-Equip tools now works for the 'Molten Gorge' and other Expeditions with that one's mechanic[/p][p]- typos upon typos[/p][p]- Monster attack images should generally be loaded by the time combat begins[/p][p]- Boats can no longer be auto-loaded while travelling[/p][p]- 'One Man Army' achievement no longer unlocks if you bail from a quest[/p][p]- Notifications no longer show Isle names before Isle 2 is unlocked[/p][p]- Recipes requiring Fuel no longer appear/disappear on Isles and categories they're not supposed to[/p][p]- The Dinghy on Isle 2 is no longer created with an improper amount of Hunter slots[/p][p]- Excursions can no longer be cleared by dropping items, they must be brought back to camp. The previous behavior was unintended, and resulted in me losing a rare drop on my playthrough >:[/p][p]- Craft 'Auto' tab updates when changing Isles[/p][p]- Removed the unbuildable construction visual from the Village Construction page[/p][p]- Achievement count updates correctly[/p][p]- Making the ship in Isle 2 now sets the destination to Isle 1 again[/p][p]- Equipment sets can no longer try to equip armor that doesn't exist[/p]