1. BitCraft Online
  2. News

BitCraft Online News

Patch-Notes - Thursday 18th September

[h2]Dungeon Sweep-up,[/h2][p]This week we are tackling some of the outstanding things from the dungeon update that didn't make it in for the version 1 release, as well as some issues that you helped us discover in the testing.[/p][p]Bossing in a shared (non-instanced) world,[/p][p]Despite in many ways the dungeon looking like a traditional MMO dungeon, the fact that it is not instanced actually makes it closer to an open world boss or open world dungeon in terms of the design it requires. The core aspect of this is that both the gameplay and the rewards should not be negatively impacted by having other players join. [/p][p]Something that was on our radar before we launched the update was that there were two further things that would bring the system closer to this ideal:[/p][p]Enemy Scaling - the enemy should be able to get stronger as more players join the encounter to prevent it from being trivialized. It’s also important that the way in which the enemy scales does not negatively impact the EXP gained or the contribution which goes towards rewards (both of which are calculated based on damage done)[/p][p]Non-weighted contribution loot - Within the contribution loot system there are two main ways of giving rewards, either a fixed amount of loot is given for a contribution threshold being reached (non-weighted), or loot is given based on the volume of contribution (weighted). We opted to ship with the latter due to the lack of enemy scaling system at the time of release but our goal was to move over to the former once we were able to add enemy scaling. Ultimately both are useful and have varying limitations - non-weighted essentially requires scaling, otherwise the enemy can be killed so quickly in large groups that no player is able to meet the minimum threshold for loot, whereas weighted introduces more competition between players preventing some players from being able to get meaningful amounts of loot. You can see both of these systems at play in other games with open, mass player, boss encounters such as Meta Event Bosses in GW2 (non-weighted) or Mass worlds for bosses like Hueycotl or Zalcano in OSRS (weighted)[/p][p]With this week’s update we are adding both of these which should hopefully bring the design of the dungeon more inline with our original goals and will function in the following way:[/p]
  • [p]The Sentinel Boss (and likely all bosses going forward) will scale a new damage reduction stat which reduces damage taken,[/p]
  • [p]This Damage reduction happens after EXP and loot contribution values are calculated meaning that while your effective damage to the boss health is lowered the rewards are not,[/p]
  • [p]Loot for the boss will now be based on non-weighted thresholds. By reaching certain discrete levels of contribution during the fight players will receive a given loot roll, once the top threshold is met that player will not receive additional loot. Our goal will be to balance these loot thresholds to a point where there is enough motivation to do your best, while also not fretting about the presence of other players.

    Other Issues being fixed,[/p]
[p]We’re also fixed some other things that were causing problems such as:[/p]
  • [p]The Boss (and all enemies for that matter) will now correctly not regenerate hp while in combat,[/p]
  • [p]Players can no longer rush through the various rooms of the dungeon. Now all enemies need to be cleared before you can go to the next room,[/p]
  • [p]Made some improvements to the camera collisions with walls in the dungeon,[/p]
  • [p]Fixed some visual issues in the dungeon causing some visual effects to receive too much bloom post processing and some instances of z-fighting with the floor,[/p]
[p]Conclusions and Next Steps,[/p][p]We hope that these changes bring the dungeon to a much better place. We will be keeping an eye on how this impacts things and will be listening to your feedback on whether this takes the dungeon systems to a stable place. Going forward we plan to focus on balancing the content (difficulty and rewards) as well as introducing new dungeons and bosses in the near future.[/p][p]The next aspect of the game which is going to be getting some love is Hunting, then some big improvements to Sailing and Hauling. I’ll be looking forward to sharing more on that next week!

-- Patch Notes --

Added,[/p]
  • [p]Improved VFX for all player combat actions,[/p]
  • [p]Tier 7-10 food,[/p]
  • [p]Various stats to weapon tooltips,[/p]
[p]Changed,[/p]
  • [p]Players and enemies no longer passively regenerate health while in combat,[/p]
  • [p]Feral Sentinel now gains increased defenses when fighting more players,[/p]
  • [p]Feral Sentinel will now drop loot using a new (non-weighted) contribution system,[/p]
  • [p]Dungeon portals to the next room are now locked unless all enemies in the current room are defeated,[/p]
  • [p]Terraforming dig-sites are now walkable in order to prevent griefing,[/p]
  • [p]Lowered intensity of the vignette when taking damage,[/p]
  • [p]Dungeon enemies regenerate health while out of combat again,[/p]
[p]Fixed,[/p]
  • [p]Feral Sentinel being able to move while performing Ground Smash,[/p]
  • [p]Enemies spawning too close together inside dungeons,[/p]
  • [p]Camera being rotated in a random direction after entering dungeon portals,[/p]
  • [p]Siege engines being invisible when 'Hide unused deployable's setting was enabled,[/p]
  • [p]Tier 8-10 fertilizer recipes using the wrong inputs,[/p]
  • [p]Tier 8 diamond ring recipe using the wrong input,[/p]
  • [p]Quantity slider not going beyond 1 when crafting cargo,[/p]
  • [p]Crafting animations sometimes freezing,[/p]
  • [p]Visuals inside dungeons being too strong in certain lighting conditions,[/p]
  • [p]Floor z-fighting in some parts of the dungeon,[/p]
  • [p]Potential fix for UI not showing when interacting with a project site,[/p]
  • [p]Potential fix for UI not showing when trading another player,[/p]
  • [p]Potential fix deployable inventory UI not showing when opening the player inventory[/p]

The BitCraft Podcast: Episodes 1-2

[p]Hello everyone;[/p][p]We have two amazing podcast episodes for you to enjoy. The first episode covers Teloril of the Ottoman Empire, one of the BitCaft content creators and an empire ruler! [/p][p]Episode two covers Monthly Update Q&A.
[/p][p]BITCRAFT BULLETIN EP. 1: Teloril of the Ottoadman Empire![/p][previewyoutube][/previewyoutube][p]BitCraft Bulletin Ep. 2: Monthly Update Q&A (VOD)[/p][previewyoutube][/previewyoutube][p]You can also listen on:

Episode 1
Spotify: https://open.spotify.com/show/5XHY529...
Apple Podcasts: https://podcasts.apple.com/us/podcast...
Official Website: https://bitcraftonline.com/podcast

Episode 2
Spotify: https://open.spotify.com/show/5XHY529...
Apple Podcasts: https://podcasts.apple.com/us/podcast...
Official Website: https://bitcraftonline.com/podcast [/p][p][/p]

Message From The Game Director!

[h2]State of Item Transportation and Future Plans,[/h2][p]First off I want to apologize for this announcement coming out after yesterday's update. I know our communication about the game design intent for recent changes hasn't been awesome and that falls on me. I am looking to make some process changes so that we can improve this going forward.
[/p][p]Problems with Logistics in BitCraft,[/p][p]One of the major selling points of BitCraft is the single non-instance world where distance matters. The reason we don't have a central marketplace in BitCraft is because we think the movement of items throughout the world should be meaningful and provide an activity for players who love the idea of being a merchant who moves items for profit. This profit, however, only exists if moving items across the world is not trivial/instant.[/p][p]I believe we've made this intent clear across our past blogs and stream Q&As, but I think the state of the game over the last weeks since the housing update has led players to lose sight of that while we were working in the background to address the issues.[/p][p]Our goal with the house movement changes was to make housing moving with the goal of item transportation not viable. I'm aware that in some cases it was actually made easier and with the hotfix we just released I believe that will be addressed.[/p][p]Additionally our intent was never that players were transporting raw gathered cargo over huge distances, but that refining outposts/towns would be incentivized to allow the condensing of raw cargo -> items -> packaged cargo to make shipping much more effective. We understand that the cost of setting up these mid tier outposts is too high on the research side and have plans to address this as well.[/p][p]With that I want to share a bit more about our vision and also what changes are coming down the pipe over the next few weeks.
[/p][p]Vision for the future,[/p][p]We want merchanting and even the hauling of gathered/processed goods home to your local settlement to be both viable and rewarding. To do this we need to make sure that this is the best way to do logistics and that this "job" in the world of BitCraft is both valued by other players and rewarded by us as the game developers.
[/p][p]What we are aiming to do other the following weeks is:[/p]
  • [p]Remove any unintended mechanics allowing for "cheese" ways of mass moving items,[/p]
  • [p]Drastically rebalance the stats of carts, boats and mounts to make transportation more viable,[/p]
  • [p]Add more packing options to give more items the ability to be shipping easily,[/p]
  • [p]Provide engaging gameplay and rewards for doing the act of hauling (want to save some surprise here, but I think we have something cool),[/p]
  • [p]Reintroduce ways of leveling sailing by actually being out on the ocean sailing,[/p]
[p]Other changes which are coming a bit later (likely within next 2 months):,[/p]
  • [p]Gondolas (Basically BitCraft's version of bridges that fit in a 2.5D world) will allow traversal over more complex terrain,[/p]
  • [p]Ability to make more specialized towns/outposts easier so that raw cargo can be refined closer to where it was gathered and package reducing it's size by an order of magnitude or more.



    Thank you.
    Game Director: Minch[/p]

Patch Notes — September 11, 2025,

[h2]Patch Notes — September 11, 2025,
[/h2][p]Added,[/p][p][/p]
  • [p]Settlements show now on the map if they have a Waystone, Bank or Marketplace,[/p]
  • [p]UI windows will now remember their position after restarting the game,[/p]
  • [p]VFX to the Sentinel's enrage ability,[/p]
  • [p]New amulets have been added,[/p]
[p]Changed,[/p][p][/p]
  • [p]Timer to move your house is now based on how many items are stored inside the house,[/p]
  • [p]Lowered spawn rate of Skitches in the Desert biome,[/p]
  • [p]Inner light is no longer granted when logging in inside a dungeon,[/p]
  • [p]Rebalanced weapons dropped in dungeons,[/p]
  • [p]Existing amulets have been balanced,[/p]
[p]Fixed,[/p][p][/p]
  • [p]Not being able to move your house to another region,[/p]
  • [p]Buildings with an NPC not updating the rotation of the NPC when rotated,[/p]
  • [p]Pillar shaping sometimes also showing the original terrain,[/p]
  • [p]Tier 5 gate not being placeable,[/p]
  • [p]Another case of audio stuttering,[/p]
  • [p]Hunting tooltip showing the wrong damage number,[/p]
  • [p]Incorrectly showing the Storage logs tab for Banks and Deployables,[/p]
  • [p]Not being able to remove paving more than once,[/p]
  • [p]Potential fix for player moving to a random location when trying to deconstruct a building[/p]

Pre-Patch Small Dungeon Update

[p]Hello everyone,[/p][p]We have a very small patch for Dungeons today, with a bigger patch coming later in the week.

In this Dungeon Update[/p]
  • [p]Reduce dungeon collapse timer from 5 minutes to 3 minutes,,[/p]
  • [p]Increase the feral sentinal HP from 12k to 15k,,[/p]
  • [p]Remove health regen from the sentinel,,[/p]
  • [p]Increase dungeon respawn time from 10 minutes to 1 hour[/p]