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BitCraft Online News

BitCraft Online Server Maintenance Patch Notes

Hello Everyone,
We completed the server maintenance. The updates are not immediately visible in game (stay tuned for the weekly update to the client later today).

What we changed
  • Cluster networking configurations
  • SpacetimeDB version with performance and memory optimizations
  • Optimized version of Empire mapper
  • Memory optimization of animal ai agent

BitCraft Online: Scheduled Maintenance concluded

Hello Everyone.
(Scheduled) maintenance has concluded. You are now able to log into BitCraft Online. We apologize for any inconvenience and thank you for your patience and understanding.

To not overwhelm the servers we will be letting people in slowly.

If you run into any problems. with the latest (update/fix) please send a support ticket to BitCraft Online Support

Thank you

Maintenance Details:
SpacetimeDB Cluster Update

Single-world MMO Bitcraft Online implements highly requested new control scheme

Two weeks on from its launch, the first Bitcraft Online update brings one of the most-requested features to the new sandbox MMO with the introduction of a new, direct control scheme. Out now on Steam, Bitcraft takes the satisfaction of gathering resources and building a town with your friends in Minecraft, fuses that with the long-form skill grind of Old-School Runescape, and lays it across a singular, shared world to create a truly player-led experience. Now, its first update makes several welcome additions, including the option to switch from its default click-to-move to WASD controls.


Read the rest of the story...


RELATED LINKS:

New sandbox MMORPG with one giant, shared world gets surprise early Steam launch

Upcoming MMO BitCraft Online has one, persistent world and a snug atmosphere

Patch Notes Weekly Update - WASD, Claim Supply Balance

Hello everyone
Weekly Update (07/02) - WASD, Claim Supply Balance


We are pleased to post the changes for our first weekly update. We hope there is something exciting in here for everyone. Please be aware that just because something is not in here doesn't mean we aren't prioritizing it or working on it. We have a lot more improvements and fixes in development that we are eager to ship as soon as they are ready!

The server changes will be live as of the time of posting (no restart needed). The game client changes are currently live on the preview branch (steam beta) which will require a restart of the game to update to the latest version if you are already on it in-game. You might need to restart steam for this update to become visible. The plan is to publish the preview to the main steam branch (no beta/preview) tomorrow. It's up to you if you want to try it out today or wait.

The headliner of this week is definitely the addition of a new controls preset - WASD Character movement!

This is by no means a perfect implementation of WASD, but it's a cleaned up version of the one we had tested internally which I had mentioned before. We have countless more improvements we will be adding to it if it proves popular, but we opted to get what we had out to you this week than hold it back longer.

The other major change is the disabling of the temporary claim supply drain reduction. As a note, you will find that the drain is cheaper than it was prior to the temporary change for small claims (3000 tiles), if you find the drain is too high, you might consider downsizing your claim or using some of the coins in your treasury to buy supplies from players using your claim.

[h2]Notable Changes include:[/h2]
  • Added several new hair colors (Blonde default for new characters and several colorful options from the Twins, more to come in future updates)
  • Added some new elixirs crafted by Scholar that can be used while crafting and gathering for more active effects
  • Added new pavement options for every tier
  • Increased Monster and Huntable animal protected time from 10s -> 60s
  • More than doubled the chance of obtaining crop oil when processing starbulb plants
  • You can now see the tier of a settlement by right clicking it on the map (more info will be added in a future update)
  • Several fixes with marketplace UX including allowing to list many cargo, smarter default prices and ability to see stuff being bought without having it in your inventory and jumping directly to create order screen when no orders exist.
  • You now gain EXP for sailing or riding mounts (the amount is small for now to gauge feedback and test without disrupting the meta too much)
  • Updated the way quests track objective to make it easier to re-track an objective (should solve case where temple isn't marked)
  • Fixed carts and mounts not being able to move in the swamp
  • You can now edit marketplace orders again
  • You can now context menu on a player target or chat message and mute a player without reporting them


[h2]Other Changes:[/h2]
  • Minor performance improvement to the FPS drop when opening or closing the map (we are working on a larger fix for this asap)
  • Pet owls will now sing and sleep when idle
  • Added a Map icon for Alesi's hideout
  • Reduced FPS drop when crossing chunk boundaries
  • AFK disconnect now takes you back to login screen instead of closing the game
  • Fixed an issue on MacOS that would result in a pink/brown screen
  • Added the ability to skip specific quests in onboarding (instead of skipping all)
  • When purchasing from a shop, the cost amount now updates for quantities >1
  • Added a few new Travelers tasks
  • Add icons for many missing vault clothing
  • Frenzied fish no longer will despawn until their frenzy time is up
  • Updated animations for shortsword attacks
  • Updated Svim's Ocean fish tasks to be worth more coins
  • Fixed some issues with pavings flickering or having seams between them
  • Removed many items which are not obtainable from showing in the marketplace buy list UI
  • Updated the actions of a few more crafting recipes (gem fragments, pigment)
  • T1 Fiber bushes are now flattenable (can be paved or built over without removing them)
  • Fixed packing bricks giving tailoring exp instead of masonry
  • Fixed several typos in item or task descriptions
  • Fixed issues with hair clipping through many hats
  • Fixed terratoads not dropping loot
  • Several performance improvements to some resource models in the game
  • Added a rate limiter / slow-mode for non-local chat channels to prevent spam (will be balanced as we get feedback)
  • Fixed the bug with getting notifications for trades which haven't actually completed
  • Fixed your chat messages being missing after teleporting to another region
  • Made it so that holding down F will automatically climb when prompted without needing to re-press


BitCraft: Early Access - Week 2

[h2]Hello everyone.[/h2]
Priorities and Updates

We’re super excited to see how all of you have been progressing in BitCraft and the fact that we keep hitting new peak player counts shows that this is just the beginning for BitCraft!

The team has been firing on all cylinders taking the mountains of feedback, suggestions and bug reports you’ve given us, and working to put the most effective dent in them. There’s a near infinite amount of stuff we could do next and so this is where prioritization is key to make sure we are focusing on the right stuff to improve the game the most with the things we do next.

[h2]Updates[/h2]
As we enter the second week of BitCraft being released into Early Access we are moving to the next stage of update cadence. While in the first week, we were focused exclusively on near daily highest priority fixes. We are now entering the beginning of a more predictable weekly update schedule. In the coming weeks, we will be releasing an update each week, which contains new content, bug fixes, and other improvements and balance. We will continue to release ad hoc updates for the highest priority issues. Updates will roll out over the course of Wednesday-Thursday with new client builds starting on the preview branch (Steam betas) and content/server changes coming on either day depending on if it is backwards compatible.

Our goal is for these updates to focus on the following categories of changes:
  • New Content
  • Balance
  • UX improvements
  • Bugfixes/Performance Improvements


While we aren’t planning huge system additions in the coming weeks, we do have some larger content updates on the horizon which will come as we begin to add more substantial monthly updates into the mix. Some of these include Player Housing and PVE Dungeons.

[h2]Balance[/h2]
We feel as though we are past the serious server instabilities we experienced in the first few days and so we will be reverting the temporary claim maintenance cost change. This change was a reduction of more than 10x in the supply cost of claims. As we revert this though we are also planning to make a balance tweak based on feedback from the last week. We will be retaining some level of buff for small claims (max size T1/2) but we will add a ramping cost as claims grow in size. This was always the intent and will keep large very populated claims in a healthier equilibrium. If you find your claim drain is too aggressive you might need to downsize a bit. As always, we welcome feedback and this will probably need further balancing to get perfect.

We’ve also seen some claims taking advantage of the much cheaper banks to add multiple to their claim. The developer intent was not to allow many banks per claim, instead this is balanced out by storage of claim itself, deployables, and player housing (in the near future). We fixed the bug that allowed this to be possible and will be removing claims which have more than 1 bank per claim for fairness. We will refund the cost of the writ and any items players have in the bank will be sent to item recovery. If you are a claim who took advantage of this we recommend saving us and your citizens the trouble and removing the extra banks.

[h2]Griefing[/h2]
When it comes to cases of players griefing or causing conflict in the world, our policy is to take the stance of “Moderate don’t mediate”. This means intervening and actioning cases where players are doing things against the rules or community guidelines of the game, but not stepping in in places where the tools in the game are designed to facilitate sandbox player interactions.

At the Character and Settlement Scale, doing something using in game mechanics which has the express purpose of bothering another player and has no in-game remedy for that player to take, is considered griefing and will be actioned as a form of moderation. In the medium term we aim to remove these cases through game design, but in the short term we will take action.

[h2]Example[/h2]
  • Using a claim totem to prevent another claim from expanding.


Doing actions which have a remedy or are under player control we will not take action and is considered part of the sandbox experience of BitCraft

[h2]Examples[/h2]
  • A player you gave permission to on your claim, taking a bunch of items and leaving the claim.
  • A player removing pavings from a road you built on an unclaimed area.



At the Empire scale we currently believe that anything goes (between empires), but if it comes up that there is something players are doing with no fair recourse that others can take we will make it clear. We do not intend for Empires to affect or do battle with Settlements and vice versa. We understand there are undesired cases right now where Empire watchtowers can affect claims, but that is not our intention and we aim to resolve these issues as soon as we can.

We hope this update is informative and we’re excited to be releasing the first weekly update later today, stay tuned!