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BitCraft Online News

BitCraft Online: Weekly Update And Patch-Notes

[h2]Hello everyone,[/h2][p]
Banks are now deconstructable again - We are not taking any further actions on the multiple banks this week. The developer intent was always that there would be one bank per claim, and the current state of settlements having multiple banks is not good user experience. We have plans to make banks upgradable and expandable in the future, being able to add more slots, tabs, or depth to the storage. This is also important with the introduction of player housing to make sure that the storage you can build in your player house isn't totally invalidated by settlements creating many cheap banks.

Settlement Placement Proximity - We've added a minimum distance that you can place a player settlement from an existing player settlement. We believe this will give settlements less frustration when it comes to a new settlement popping up on your doorstep. This doesn't impact/change the ability for claims to be expanded close to each other. We've been monitoring how players are using settlements and claims in the game over the last few weeks, and we have taken note of several cases that we believe are unhealthy for the game. This is the first of several changes aimed at remedying some of these unintended uses of settlements.

[/p][h2]Future Plans[/h2][p]Tool/Equipment Scrapping - Since we designed the tool upgrade system, we were aware that there would be an accumulation of low rarity tools and had always planned to add a way to recycle them for some use. We have nailed down the design we are going with and are hoping to include this in next week's update. The primary use of scrap will be to make further attempts at raising the rarity of a tool. The goal is to not disrupt the value of high rarity tools, while raising the price floor for low rarity tools to prevent them flooring the market and eventually becoming worthless. I'm mentioning this now so you can make an informed decision on what to do with your extra tools over the next week.

Player Housing - We are making good progress on finishing player housing. I wanted to give a bit of info as I've seen many questions on how it will work. Players will be able to buy a house deed from Brico which will give them a house. Players can upgrade their deed with Brico to get a larger house. Your house cannot be destroyed or lost in any way and has no maintenance cost. Your house is accessed by "moving" it into a residential building in the world, this acts as the door in the world connecting to your house. Ruined towns have a residential building which can accommodate infinite players, while player settlements can build buildings which have limited slots. Active players with their house in your settlement will give addition income for the town, creating an incentive to build sufficient housing (similar to coins minted by players using your crafting stations). You can move your house to a new location, including if you are evicted, or if the residential building you are living in is removed. You can customize the permissions of your house similar to a settlement and share a house with other players. We will release some more in depth info and reveal of housing prior to it's release in the game, we can't wait for you all to try it.

[/p][h2]Patch-Notes - Weekly Update July 10th[/h2][p]
Note: we are aware of an issue on MacOS causing some graphical issues on the map and are working to fix

Notable Changes
[/p]
  • [p] Player settlements can not be placed within a minimum range of another player settlement
    [/p]
  • [p] Banks are deconstructable again (No further actions are being taken on banks this week)
    [/p]
  • [p] Fixes to how several stats show in the stats window which made them look incorrect
    [/p]
  • [p] Further improvements to empire map territory rendering and names
    [/p]
  • [p] Added options to hide some map icons and skip the animation transition (this is an workaround for the map frame drops while we continue to improve the underlying issues)
    [/p]
  • [p] Added a new type of supply pack crafted by scholars
    [/p]
  • [p] Added around a dozen new emotes, you can see them in the emote list in the expanded chat area
    [/p]
  • [p] Added the ability to make fertilizer from Meat and Ocean Fish
    [/p]
  • [p] Made several buffs to hunting EXP (more EXP per action while hunting and processing, processing takes longer)
    [/p]
  • [p] All hunted animals now give 3 hides instead of 2 when processed
    [/p]
  • [p] Fixed the passenger seat on the Ox mount
    [/p]
  • [p] Updated the stacking size of clay and sand to stack higher
    [/p]
  • [p] Many buildings are now prevented from being built inside (currently just in Alesi's hideout)
    [/p]
  • [p] Added Achievements and Titles for skills that were missing them (and new UI to see Skill Achievement)
    [/p]
  • [p] Updated T4 berries to have much more health and respawn more aggressively to deal with the overall low amount of them (will take effect on new ones)
    [/p]
  • [p] Fixed several cases where some T7-10 resources would drop the wrong tier of item when destroyed)
    [/p]
  • [p] Added the ability to deposit coins into Settlement treasury
    [/p]
  • [p] Entity Labels (toggled with U) can now be customized in the settings (which things you want to see labels for)
    [/p]
  • [p] Fixed bug where barter stall buildings could have their stock accessed by players with less than co-owner permission
    [/p]
  • [p] Added the "First Awakened" title to the game (if you own on the hub you will receive next time you login into game)
    [/p]
  • [p] Added 2 new Types of Pillar Shaping: cobblestone and framed dirt (more of these coming in future updates)
    [/p]
[p]
Other Changes
[/p]
  • [p] Rangifer has unique color now
    [/p]
  • [p] Traveler fruit rarity updated to reflect it's rarity/usefulness
    [/p]
  • [p] Fixed a bug causing camera to get disconnected from your player
    [/p]
  • [p] Deployables should now include their info in the tooltip (this might be listed twice until we remove the stats from the description text)
    [/p]

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