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BitCraft Online News

Display Your Allegiance to Your Chosen Empire Today With Empire Banners!

[h2]Empire Banners[/h2][p][/p][p]Empire Banners are obtainable by purchasing Regal Fabric from the Hexite Exchange for 2,500 Hexite each. This fabric allows you to craft banners in several styles: Understated, Modest, Traditional, Fancy, Regal, and Lavish.

The Fancy, Regal, and Lavish Empire Banners cost two Regal Fabrics making them 5000 Hexite each.[/p][p]
You can check out the banners below
[/p][h3] Traditional, Modest and Understated.[/h3][h3]
Fancy, Regal, and Lavish.
[/h3][h3][/h3][p]For more information check out our website.[/p]

Cosy Cottage - Profession & Skill Hats, New Furniture and T7 Dungeon Changes

[h2]Added[/h2]
  • [p]New hat collectibles have been added to all level 20 profession and skill achievements.[/p]
  • [p]Empire banners can be built using Regal Fabric, bought from the Hexite Exchange.[/p]
  • [p]Added a context-menu option to collect crafts from buildings.[/p]
  • [p]Added cottage tier 8 furniture set.[/p]
  • [p]Most furniture can now be built outside with the following exceptions.[/p]
    • [p]Rugs / Carpets can't be built outside.[/p]
    • [p]Interior Storage can't be built outside.[/p]
    • [p]Hanging plants can't be placed outside.[/p]
  • [p]T10 Clay is now available to be gathered in the world. [/p]
[h2]Changed[/h2]
  • [p]Polished up the new claim tech research UI.[/p]
[h2]
Fixed.[/h2]
  • [p]The tier 10 fishing workstation being inaccessible.[/p]
  • [p]Jittery movement when hunting on mounts.[/p]
  • [p]Enemies having negative armor values by debuffs.[/p]
  • [p]Marketplace notifications showing up when transferring to another region.[/p]
  • [p]Click to Move not ignoring resources.[/p]
  • [p]Pathfinding for farming fields and terraforming digsites.[/p]
  • [p]Not being able to extract resources on neutral claims.[/p]
  • [p]Supply protection threshold not being enforced in some cases.[/p]
  • [p]Not being able to climb out of water in some cases.[/p]
  • [p]Selected chat-channel resetting when opening the build menu.[/p]
  • [p]Gothic furniture should now correctly refund items when deconstructed.[/p]
[h2]Araknir Dungeon Changes[/h2]
  • [p]Projectiles will now correctly despawn.[/p]
  • [p]Lowered small Araknir min and max damage by 10% (note this isn't a full 10% - reduction since strength still affects the Araknir damage).[/p]
  • [p]Lowered big Araknir min and max damage by 10% (note this isn't a full 10% - reduction since strength still affects the Araknir damage).[/p]
  • [p]Lowered big Araknir HP by 500.[/p]
  • [p]Lowered small Araknir hp by 100.[/p]
  • [p]The large Araknir's spawn time has been extended. It now spawns every 2 minutes, up from 1.5 minutes.[/p]
  • [p]Increase the coins gained from the Sentinel and Araknir dungeon by 30%.[/p]
  • [p]Araknir movement speed has been increased.[/p]
  • [p]Lowered damage threshold required to get better loot from Araknir nest by around 50%.[/p]
[h2]Traversal Changes[/h2]
  • [p]Carts can now go in water down to a depth of 4, up from 2.[/p]
  • [p]Whitewater Skiff can now go up and down a water elevation change of 18, up from 12.[/p]
[h2]Known Issues[/h2]
  • [p]The in-game tooltip displays an incorrect protected time when crafting capsules. This error is due to the tooltip failing to correctly account for the extra safety time.[/p]
  • [p]Due to a bug, the stack size for Regal Fabric has been temporarily set to one. Once a fix is implemented, the stack size will be infinite.

    [/p]

Hotfix for Early Access - 1.18

[p]We just released a small update which this should address the following things:[/p]
  • [p]Fixed Enemies not attacking after getting KOed and getting back up and not moving,[/p]
  • [p]Fixed an error with one of the packages packing into the wrong item,[/p]
  • [p]We have also disabled the purchase of Pumpkin.[/p]

Threaded Wilds - Challenging Late-game Dungeon and QoL,

[p]
[/p][p]Araknir Dungeon,[/p][p]We've heard feedback from the veteran players in BitCraft that they've enjoyed the combat dungeons but so far they have all been too easy for their over-leveled characters. This week hopefully brings a real challenge for those of you who have higher levels and gear. [/p][p]The Araknir cave brings some formidable enemies and spawners which will continue to send out enemies until dealt with. For the boss fight we wanted to air on the side of too difficult to really give the community a challenge to overcome. It boasts some powerful weapons, cool cosmetics and a new pet as rewards so get out there and squash some bugs![/p][p]More Packages,[/p][p]We've added quite a few new package options. I wanted to apologize for this falling through the cracks after it was announced last month. I am looking to make sure stuff like this doesn't happen going forward and I appreciate the community pinging on this to bring it back on our radar.[/p][p]Under the hood changes,[/p][p]We have some larger changes under the hood included in this week's update which are laying the groundwork for some bigger updates in the coming weeks. This should have no noticeable impact, but it's possible it may introduce some issues we didn't catch in testing. Let us know if you find anything specifically around combat actions, interacting with items (eating food, equipping gear) or general interaction logic with things in the world.
[/p][p]Pumpkin heading out soon (for now),[/p][p]Pumpkin will be leaving the shop tomorrow for this year, but will make a reappearance sometime in the future.

Patch-Notes

Added,
[/p]
  • [p]A new tier 7 dungeon[/p]
    • [p]Includes new weapons, pet and cosmetic rewards,[/p]
  • [p]Hunter's Goat, obtainable from Alessi, which allows you to hunt from mountback,[/p]
  • [p]Cargo packaging recipes for:[/p]
    • [p]Parchment,[/p]
    • [p]Fish Oil,[/p]
    • [p]Tannin,[/p]
    • [p]Pelts,[/p]
    • [p]Raw Meat,[/p]
    • [p]Lake Fish Filets,[/p]
    • [p]Ocean Fish Filets,[/p]
    • [p]Flowers,[/p]
    • [p]Rope,[/p]
    • [p]Bark,[/p]
    • [p]Pigment,[/p]
    • [p]Ink,[/p]
    • [p]Glass Vials,[/p]
    • [p]Pitch,[/p]
    [p][/p]
[p]Changed,[/p]
  • [p]Increased the stack size of raw food, pitch, and tannin,[/p]
  • [p]Lowered the amount of actions required for packaging and unpackaging,
    [/p]
[p]Fixed,[/p]
  • [p]Being unable to move after being tabbed out of the game for a while,[/p]
  • [p]Being unable to move after interacting with a traveler,[/p]
  • [p]Tier filtering not working in the marketplace,[/p]
  • [p]Claim selection dropdown being invisible in light theme,[/p]
  • [p]Dungeon trackers not showing the name and tier when far away,[/p]
  • [p]Not being able to store a deployable in some rare case,
    [/p]
[p]Known Issues,[/p]
  • [p]Camera collision inside the new dungeon still needs some tweaking[/p]
  • [p]Pet movement for the new pet has some glitches[/p]
  • [p]Camera Bug: Player character is unable to click in the Alesi cave, you will need to rotate your camera to move.[/p]
  • [p]Unable to auto dismounting from a deployable when gathering.[/p]
  • [p]Left click to interact control scheme is not working as intended. You have to use the Shift left click to move.
    [/p]
[p]We've also done some backend work in preparation of an upcoming feature that touched a lot of systems. Please let us know if you encounter any problems.[/p]

Outposts & Artisan Towns

[h3][/h3][p]Hey guys![/p][p]A goal we've had for BitCraft for a long time is to properly incentivize players to create settlements and outposts across the world which can act as sanctuaries of civilization in distant or dangerous biomes, and functionally act as a place for anyone to come process raw gathered cargo before making the full trip home (benefitting the settlement owner in the process). At the same time we've been very cautious to avoid upsetting the current balance of both having larger towns which congregate dozens to hundreds of players and the overall rate of progression through the tiers. With this update we are making some changes, hopefully in a way that furthers our goal while minimizing the impact on the things we are happy with. [/p][p]This update introduces the concept of profession-specific research for claims, which can be done for a fraction of the cost of unlocking all professions (current tier unlock research will stay), allowing you to more easily create a higher tier outpost settlements or progress in a smaller group to high tiers while only focusing on a few professions. The way this fits into the existing research, is that in order to unlock the specific profession, you need an item only crafted in a settlement which has all professions unlocked. This preserves the cutting edge rate of progression while allowing new claims to progress through specific research much faster. Before you dive into the update, remember this is a first iteration on a new concept for our game and we will be gathering feedback on it to figure out what works and what doesn’t. In particular a game like BitCraft is a constant balancing act, so we will be reviewing carefully how players interact in the new system and if the specific research requirements require adjustments. [/p][p]This update was technically quite complex to implement and a few changes came down to wire, and some didn’t make it in. In particular we are going to have (but don’t have in this update yet) a clear indication on the map for which claims are “Towns” (meaning that they have all professions unlocked) and which are “Outposts” (specialized in only a subset of professions). In particular, beyond giving traveling players information on what claims offer what, the goal is to give towns more visibility and prestige as they require more effort and larger groups to progress.[/p][p][/p][h3]Added[/h3]
  • [p]New claim research UI, allowing claims to specialize in specific professions[/p]
  • [p]New Hexite Exchange UI, allowing players to purchase items and services for shards[/p]
  • [p]New audio for the Giant Crab boss[/p]
[h3]Changed[/h3]
  • [p]Buffed the output of Empty Buckets for tiers 5-10[/p]
  • [p]All claim tech is now researched instantly[/p]
  • [p]All buildings construction recipes of a tier are no longer gated solely behind the "Tier" upgrade and are now instead gated behind their respective profession claim tech[/p]
  • [p]Tier upgrades unlock the ability to research the claim techs of that tier (eg, tier 3 unlocks the ability to research tier 3 township or tier 3 farming) as well as the ability to build storage, housing and walls of that tier[/p]
  • [p]Township research is exactly as expensive as upgrading to a new tier is now and it automatically researches all profession tech of that tier (for example, tier 4 township would unlock tier 4 fishing, foraging). This means that if you plan to research everything, these changes shouldn't really impact your progression[/p]
  • [p]Individual profession research is much cheaper and should allow players to specialize claims more easily. Upgrading a single profession is about 1/9th of the cost of upgrading to a township[/p]
  • [p]To research individual professions, players will need to craft "Outpost Research" at a Township of the tier they're trying to progress their profession to. This means that someone in the world must research township of a given tier before anyone can progress their individual profession research to that tier[/p]
  • [p]Additionally we've moved a few things from Rumbagh to the claim tech tree[/p]
    • [p]Market and Bank kits have been removed and instead settlements will have to research the ability to build these. Players can convert existing market and bank kits to hex coins by right clicking them[/p]
    • [p]Banks can be researched by a Tier 2 Settlement[/p]
    • [p]Marketplaces can be researched by a Tier 4 Township[/p]
[h3]Fixed[/h3]
  • [p]Move on Map not working with the WASD control scheme[/p]
  • [p]Charged Heart V having the same stats as Expanded Heart IV[/p]
  • [p]Showing automoderated messages to other players[/p]
  • [p]Naming error in hay bale items and buildings[/p]
  • [p]Whispers being disabled by default in the General tab[/p]
  • [p]Mounts that are following the player sometimes getting stuck on pavement[/p]
  • [p]A rubber-banding issue when traversing cliffs[/p]
[h3]Known issues[/h3][p]There appears to be an issue when having a pet deployed already and deploying the new pumpkin qitt pet. You'll need to first store the other pet before deploying it for him to show up.[/p]