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BitCraft Autumn Settlement Showcase – Recording Invitation!

BitCraft Autumn Settlement Showcase – Recording Invitation!
[p]
Hello everyone!,
The cozy winds of autumn have arrived, bringing golden leaves, harvest season… and spooky Halloween vibes! This fall, we’re hosting a Seasonal Settlement / Claim Showcase Recording Session and we’d love for YOU to be part of it!

[/p][h2]Theme,[/h2][p][/p]
  • [p] Show us your autumn-inspired builds and creativity!
    [/p]
  • [p] Cozy Fall Settlements, Haunted Halloween Towns,
    [/p]
  • [p] Thanksgiving-Themed Communities, Player Community Event,
    [/p]
  • [p] Pumpkin Villages,
    [/p]
[p]
Or your own creative storyline themed around autumn!
Settlement showcases are welcome, but story-driven showcase ideas are also encouraged and feel free to get creative!


[/p][h2]Recording Details,[/h2][p]Dates: October 25th – 30th
Video will be uploaded to the official BitCraft YouTube channel For reference, check out previous recording sessions from BitCraft Alpha & Demo great memories with our players!

[dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink][/p][h2]How to Join,[/h2][p]If you’d like to participate, please send an email to [email protected]! We’ll discuss your idea and find a time to record together.

Let’s celebrate the magic of autumn together in BitCraft! We can’t wait to see your creativity and seasonal spirit

Thank you![/p]

BitCraft Lo-Fi Radio 🎮 | Chill beats to craft/study to

[h3] Hey travelers!
[/h3][p] We’re thrilled to announce that the BitCraft Lo-Fi Radio is going LIVE for the very first time on YouTube today!

Take a moment to unwind with Rumbagh’s stories and Svim’s songs. Whether you’re studying, building, or simply exploring your thoughts, this one’s for you.

Where: [dynamiclink][/dynamiclink]
[/p]

Traveler’s Trade - Cart Off-Roading, QOL, Bulk Sell Items To Traveler's & More

[h3]
Hello everyone,
[/h3][p]We had a larger social feature we were hoping to have ready this week, but it needs a bit more time in the oven. We are hoping to get it to you all in the next week or two.
[/p][h3]Cart Off-Roading,[/h3][p]A few weeks ago we began making changes to bring carts and wagons into our vision of having carts be optimal for gathering, while wagons are optimal for hauling. This is reflected in their current stats and we will be continuing to refine that. This week we are adding some new functionality to strengthen this archetype for carts by allowing you to gather from your cart without dismounting.[/p][p]Additionally all carts, wagons and mounts can now be taken into shallow water which should make navigation much easier. We will be looking for cases where it makes sense to take this new logic even further in the future (swimming mounts?).[/p][p][/p][h3]More info on Fall and seasonal content,[/h3][p]We also wanted to provide some more info on the previously added Fall content as well as how future content will also function.[/p][p]During seasonal events new resources, items and collectibles can be found and obtained. At the end of the event, sources for these items will stop spawning but existing ones will stay in the world until gathered. We will be communicating at least 2 weeks in advance when seasonal content is ending. Our current plan is to leave the Fall content up until late November. We will announce the exact end date in the near future [/p][p][/p][h3]Other Quality of Life,[/h3][p]This update brings some other simple but impactful quality of life improvements, like enabling you to bulk sell items to travelers, this is particularly useful for selling flotsam treasure to Svim. This also enables bulk buying cargo from travelers which can be useful for buying supplies cargo.[/p][p]Next a highly requested feature was the ability to bulk unpack packaged cargo. This is now possible at the same station where the packaging is done in addition to the ability to unpack a single package from your back.[/p][p]Finally we made some small improvements and temporary changes to the marketplace to make things a little better until we have a chance to make some larger changes based on community feedback. The main change you will notice here is that the quantity always starts at 0 which prevents you from accidentally processing an order before you have checked the values. They will be changed when some of the more holistic changes are ready to be both clearer and more smooth.
[/p][h2]
Patch Notes[/h2][p][/p][h3]Added,[/h3]
  • [p]Gathering resource while driving a cart,[/p]
  • [p]Max button to quantity input fields,[/p]
  • [p]Additional boat animations and VFX that respond to the wind,[/p]
  • [p]Crafting recipes to unpack packaged items,[/p]
  • [p]Allowing deployables to move in shallow water,[/p]
  • [p]Four new boat variants,
    [/p]
[h3]Changed,[/h3]
  • [p]Marketplace UI buy/sell starts at a quantity of 0 and shows the total price on the button, [/p]
[h3]Fixed,[/h3]
  • [p]Waystones not always being deleted on other regions,[/p]
  • [p]Banks, waystones and marketplaces not always showing up on the map,[/p]
  • [p]Ramparte and Terratoad visuals,[/p]
  • [p]Not being able to trade multiple items with travelers in some cases,[/p]
  • [p]Not being able to extract a resource on land while swimming,[/p]
  • [p]Inventory drop action not refreshing after moving,[/p]
  • [p]Jakyl Dens not always being despawned correctly, causing large amounts of Jakyls in an area,[/p]
  • [p]Marketplace UI showing categories with no items,[/p]
  • [p]Marketplace UI showing items from other categories, e.g. 'Leather Clothing' in the 'Leather' category,[/p]
  • [p]Claim supply timer not aligning with the server when taking ownership of a claim[/p]
[h3]
Extra Changes[/h3][p][/p][p]We're releasing a small patch that will address some of the concerns that were raised after the update we released earlier today:[/p][p][/p]
  • [p]Windrider clipper and cargo clipper now both require 50 sailing to craft and use tier 5 materials,[/p]
  • [p]Fishing ship and cargo ship now both require 80 sailing to craft and use tier 8 materials,[/p]
  • [p]Ship now has 15 cargo slots[/p]

"AUTUMN HARVEST IS HERE AND IT BRINGS NEW SEASONAL CONTENT, AND CLAIM UPDATES"

[h2]Autumn Seasonal Content,

[/h2][p]This week brings the beginning of our fall seasonal content. You can now find autumn resources throughout the world which can be gathered to obtain rare cosmetics and materials for making fall decorations for your settlement or house, as well as some fall themed food items. While these items won’t be removed, the resources that give them will only be around temporarily so go hunt them down while they are here! Our plan is to have this type of seasonal content return and grow in the future.
[/p][p]Marketplace Fixes,[/p][p]For those who missed the previous updates, we had some issues that arose over the last week relating to the market which ultimately prompted us to need to temporarily disable the marketplace while we did a full audit on the logic. This led to a few issues being uncovered including confirming the ones we were aware of from players. We have already deployed the fix for this two days ago, but I wanted to mention here as I know some players will only see this through steam and not our discord.
[/p][p]Claim Ownership Takeover & Supplies Protection,[/p][p]The final important aspect of this week's update is a two part feature which should create a safer and fairer way for claims to change hands when running out of supplies, especially in cases where the owner is MIA. Due to issues where random players were trying to “snipe” a claim which was expiring, we’ve updated the logic so that co-owners, then officers, then members have a first chance to take ownership of a claim before it becomes open to everyone. The way this works is that at certain time left thresholds, players with these ranks can take ownership of the claim before it runs out of supplies and become inactive for a smoother, uninterrupted transition. These values are currently set by us at:[/p]
  • [p]Co-owners can take ownership at 3 days remaining (72 hours),[/p]
  • [p]Officers can take ownership at 2 days remaining (48 hours),[/p]
  • [p]Members can take ownership at 1 days remaining (24 hours),[/p]
  • [p]Anybody can still take ownership at 0 time remaining (0 supplies) when the claim is inactive.,[/p]
[p]With this change we have also given all active claims a free 3 days worth of supplies so any owners out of the loop who carefully planned out their time remaining needn’t have any concern about losing their claim to a co-owner or member before they expected.[/p][p]The second part which both compliments this and helps address other common issues is a supplies spending protection which the owner of the claim can set on the treasury tab to make it so that supplies cannot be spent to take you below a certain amount of maintenance time left. This is currently defaulted to 72 hours which will prevent you from going into the range where someone in your claim might take it from you, but it can be set as high as the owner wants. I think it’s likely large claims may want to set this to even weeks long to keep a nice buffer. This supplies spending protection threshold applies to both research using supplies and empire capsule creation.
[/p][p]Up Next,[/p][p]While we got a bit off track from our plans this week due to the marketplace issues, we haven’t forgotten about stuff we’ve been communicating. Up next week we have more packaging, bulk selling to travelers, more deployable variants and quality of life, as well as hopefully a big expansion to the social/chat side of the game.[/p][h2]
Weekly Update Patch-notes,
[/h2][p]Added,[/p]
  • [p]Seasonal Fall resources, cosmetics, furniture and food,[/p]
  • [p]The ability to clear out resources that you don't have the tool or skill requirements for when inside a claim,[/p]
  • [p]The ability to take ownership of a settlement as a co-owner/officer/member before the claim runs out of supplies (3 days, 2 days, 1 day respectively, All claims received 3 days bonus supplies),[/p]
  • [p]Ability for settlement owners to set a supplies spending limit, which can be found in the Treasury tab, that prevents research or Hexite capsule crafting from bringing the supplies level below that threshold,[/p]
  • [p]Added construction power training from Brico,[/p]
  • [p]Additional Audio Sound Effects has been added to the crab boss,[/p]
  • [p]Various small improvements to the tutorial,[/p]
[p]Fixed,[/p]
  • [p]Several issues with the marketplace, allowing us to fully unlock the marketplace again,[/p]
  • [p]Tier 9 Ruby Ring requiring the wrong input items,[/p]
  • [p]Not being able to open item piles from a distance, especially when pile is inside of a cliff corner,[/p]
  • [p]Cargo visuals showing offset inside carts,[/p]
  • [p]Passenger animations not working correctly in boats,[/p]
  • [p]Players Character not animating correctly after emoting in a vehicle[/p][p][/p][p]
    The in-game screenshot was taken by one of our amazing community members. [/p]

WINDS OF TRADE - SAILING UPDATE THAT BRINGS WIND TO THE WORLD AND SAILING EXP!

[p]In this week monthly update, bringing a smaller set of changes but what we believe has a big impact on the game.[/p][previewyoutube][/previewyoutube][p] Wind in your Sails,[/p][p][/p][p]The entire world of BitCraft now has wind throughout it which can be seen through a handful of means. The wind is most easily visualized on the main map, which now has its toggle-able elements on a side panel (previously in the setting menu) for quicker access. You can toggle on the wind directions there to see an overlay of the wind directions. The wind can also be seen on a new wind flag on the top of all boats. Finally you’ll also notice particles and effects in the world are now responsive to the wind direction, such as wind streams, smoke, or falling leaves.[/p][p][/p][p]What does the wind actually do you might ask? For now the primary thing the wind will impact is sailing. All boats with sails (currently all boats) will receive bonus speed when sailing with the wind. Going 180 degrees towards the wind will result in a moderate boost and the 90 degrees towards the wind will result in a major boost. Going in the 180 degrees against the wind will result in the current base boats speeds (no penalty).[/p][p]These boosts have some base amount but can be raised further as you reach higher sailing levels, currently topping out at nearly double speed when going with the wind at level 100 Sailing. While the bonus scales, even the level 1 Sailing impact is nothing to scoff at. [/p][p][/p][p]We’re aware that sailing directly with the wind isn't the most realistic but we decided that it was the most intuitive for those not well versed in the intricacies of gybing and tacking.[/p][p][/p][p]Sailing EXP and Skilling Game loop,[/p][p][/p][p]With the addition of wind we also wanted to give players a stronger reason to get out on the high seas and sail! So we’ve added a new type of resource - Lost flotsam.[/p][p]These resources can be found somewhat uncommonly out on the ocean and give a hefty amount of sailing EXP when collected. Once acquired the flotsam can be brought back to the new sailing station to be cracked open for further sailing EXP and a variety of goodies.[/p][p]Our goal with these flotsam resources is that they respawn regionally, which means that untouched areas of the ocean can potentially pile up a lot of them, whereas areas which are constantly pillaged will naturally have less. This should reward getting out there and exploring the further reaches of the oceans. One thing which is challenging for us to balance internally is how many of these create a good equilibrium for a live world amount of players, so we will be monitoring the state of these and determining if more are needed to get the right feel and balance


Boat and Deployable Progression.,[/p][p]Another aspect of this update is an exploration into a new possible direction for deployable progression. This is not a full commitment yet, but a targeted experiment to try a new pattern for progression. In this update we’ve added sidegrades for the raft and the skiff as a sample/experiment of this new direction. In short, deployables would have more crafted and less formulaic upgrades and sidegrades which generally come from deeper investments in the associated Skill. In the future if this sort of progression is determined to be fitting, we will likely expand it to include the other boats and possibly other deployable types such as mounts.[/p][p]Some of what you’ll find in the flotsam items are untiered sailing materials which can be used to modify existing rafts and skiffs into varied versions of them with unique stats (and likely unique visuals in the future if we commit to this direction).[/p][p][/p][p]Impact on Logistics/Hauling,[/p][p][/p][p]While the wind system is at the center of making sailing and getting around more enjoyable and interesting, we also put a lot of thought into the impact this can have on hauling, merchanting and logistics.[/p][p]We’ve intentionally tried to design the patterns of the wind to have some permanence that allows for optimal “routes” to be found and taken advantage of for some time, but also to not have the wind be completely static. So far we balanced it in a way where the base wind changes slowly over the course of days, while also having a higher frequency layer that gives the wind some life and leaves room for more second to second steering (albeit minor) during your journey.[/p][p]We'll be keeping an eye on the effects the nature of the wind has on the game and tuning if needed. We'd love to hear your thoughts on if you think the wind should change more often or less often or have more or less complexity to it.[/p][p][/p][p]Armor and Weapon Scrapping,[/p][p][/p][p]Finally unrelated to wind or sailing, but worth mentioning is we finally have Armor and Weapon scrapping.[/p][p]Thank you for your patience waiting for this one. Weapons, Tools and Armor all have their own type of scrap which we believe will keep the economy of these things more stable and scrapping only works on profession crafted equipment so no scrapping or upgrading your favorite dungeon weapon. Our plan is to instead fill in more tiers and rarities of these unique sourced weapons and equipment as we add more PVE content while also expanding on more types of crafting armors and weapons as well, similar to the duelist set which was recently added.


Winds of Trade - Patch Notes,[/p][p][/p][p]Added,[/p][p][/p]
  • [p]Global wind system affects boat speed with the wind.,[/p]
  • [p]Map settings UI added directly to the map for toggling icons.,[/p]
  • [p]Additional craftable boat variants.,[/p]
  • [p]New sailing resources found in the ocean for crafting and sailing EXP.,[/p]
  • [p]Sailing craftable workbench introduced.,[/p]
  • [p]Various visual wind direction indicators.,[/p]
  • [p]Armor and weapon scrapping now available.,[/p]
  • [p]Mounts can be set to auto-follow via context menu.,[/p]
[p][/p][p]Changed,[/p][p][/p]
  • [p]Enhanced player animations when sailing.,[/p]
[p][/p][p]Fixed,[/p][p][/p]
  • [p]Skitch meat from T1 dungeon now grants cooking XP when cooked.,[/p]
  • [p]Tier 10 clay spawns in the world.,[/p]
  • [p]Can now leave player house during all tutorial stages.,[/p]
  • [p]Passenger animations reset correctly after extraction.[/p]