Update 0.50.059 - 063
Hello everyone,
this is another update that belongs to the balancing and debugging section.
The main change (but that's not a change - this was in the game before and it just was turned off for a while), there is the possibility of losing raw materials during the failure of the production or losing your equipment during the fight.
Our game really builds on material bonuses and a complex manufacturing process.
Therefore, it is important to realize that each item is unique - the T5 sword or shield is always different (depending on the material used).
It is really vital that items with inappropriate materials can be lost.
Here is a sample of what are the differences between the different shields (an example is to influence the decay (loss of item during combat)):


There are also changes in the fight (which we will still balancing) - but because it is also influenced by skill and bonuses.
The fact that you have full T10 equipment is realy good but when this equipment have bad material bonuses, its realy bad and you're going to feel really hard during the fight.
For better mixing and selection of bonus material, the "ADVANCED" tab is teh best choice during production.
Below is a complete list:
For example - fight with the bear lv 29.
Our character has mainly equiment T5 from the steel and scorpio (so protection is of many parts 99%).
This bear hit us only for 5 HP on 90% - because we have good skill and good equipment.
At 10% he made a critical hit and it was a maximum of 54 HP - which is for our life on value 1190 HP realy nothing and decay for our equipment after this fight its absolute funny - realy zero. And we can kill him for 3 + 4 ours strikes with sword. So it's not as bad as it may seem. it just revives the fight and shows that you have the wrong equipment for this level craze.
But if we fight again with the same bear and same character, but with the T0-1 equipment. We get a hit of 250 HP commonly, and the Critical is up to 400 HP.
It's all about the equipment!
this is another update that belongs to the balancing and debugging section.
The main change (but that's not a change - this was in the game before and it just was turned off for a while), there is the possibility of losing raw materials during the failure of the production or losing your equipment during the fight.
Our game really builds on material bonuses and a complex manufacturing process.
Therefore, it is important to realize that each item is unique - the T5 sword or shield is always different (depending on the material used).
It is really vital that items with inappropriate materials can be lost.
Here is a sample of what are the differences between the different shields (an example is to influence the decay (loss of item during combat)):


There are also changes in the fight (which we will still balancing) - but because it is also influenced by skill and bonuses.
The fact that you have full T10 equipment is realy good but when this equipment have bad material bonuses, its realy bad and you're going to feel really hard during the fight.
For better mixing and selection of bonus material, the "ADVANCED" tab is teh best choice during production.
Below is a complete list:
Changes in item decay - balancing
- Again we have allowed the possibility of destroying your equipment during combat (temporarily this feature has been deactivated and you could not lost any equipment during combat - which is now back to the original settings).
- You can lose your gear during the fight - remember it!
- Not always TIER decides everything for equipment - T5 shield is not always the same - material bonuses are essential.
- Tools, weapons, and armor have new information on how much they can reduce decay.
Fight changes - balancing
- Creatures no longer have their level in one fixed value. But according to your skills and atributes they are in the range (recommended level to +5).
- Creatures are slightly tougher (Halloween creatures are easy due to event).
- Any creature can make a critical hit. Even if creatures repeatedly hits character only for 1-5 HP, a armor can be punctured and you get a real blow that can break the armor (and destroy it with one blow). Not to mention your life!
For example - fight with the bear lv 29.
Our character has mainly equiment T5 from the steel and scorpio (so protection is of many parts 99%).
This bear hit us only for 5 HP on 90% - because we have good skill and good equipment.
At 10% he made a critical hit and it was a maximum of 54 HP - which is for our life on value 1190 HP realy nothing and decay for our equipment after this fight its absolute funny - realy zero. And we can kill him for 3 + 4 ours strikes with sword. So it's not as bad as it may seem. it just revives the fight and shows that you have the wrong equipment for this level craze.
But if we fight again with the same bear and same character, but with the T0-1 equipment. We get a hit of 250 HP commonly, and the Critical is up to 400 HP.
It's all about the equipment!
Wound healing changes - balancing
- Wound healing (bleeding) now has a chance of failure - it depends on your First Aid skill and the item's tier.
- Information about the% success of the treatment can be see in onmouse tooltip in bottom bonuses/informations (last icon on the right - red broken heart).
Crafting changes
- It is already possible to lose some raw materials in case of unsuccessful production (not during building).
- The basic chance of losing raw materials during failure production is 50% - you can reduce this chance to 25% with a new passive bonus!
- New bonus in the "crafting basics" section.
- Crafting now has higher skillgain (but only for skills (such as carpentry, alchemy, etc.) - not for attributes (strength, logic, etc., they have skillgain lower).
Other changes
- Now you can activate the autorun - using the F3 key - do not forget the fatigue ;)
- UI - Better define tabs in Craft Window (BASIC / ADVANCED).
- UI - color differentiation of the indicator to% production success.
- New Recipe for Oil - Available in the Alchemy section.
- New floating information if you lose an item (during combat, production, etc.).
Issue fixes
- The monsters in the desert have already been properly spawned.
- Improved performance during rain.
- It's no longer raining in the starting temple.
- Some images in the tutorial was be fixed.
- Blueprints that can be learned no longer show quality (it was confusing information).
- Repairing mine stations no longer reducing their quality / tier.
- Floating icons on the map are already showing well (the issue was manifested only when you have the UI scale is changed in the game settings).
0.50.060 - 061
- Fixed a problem with the production of leather items - when there is a poor definition of material and bonuses (items that was made with this error, unfortunately bear the wrong attributes - must be made again).
- Fixed issue with age when the character reached 75 years old and the game has been restarted.
- All creatures now are a little bit harder.
- The blade can now also be made from bones.
- The fish hook can now also be made from bones.
- The Sewing Kit now has only one recipe.
- Sewing kit now has new ingredients - 2x blade.
- New option to switch to production from other material for the same recipe - if the item has other recipes from diferent materials (such as: Blades, Heads, etc.).
- It is no longer possible to open the production window using the "X" key - if your character is in a battle stance.
0.50.062
- Other modifications to some recipes.
- Adjusted weight of some items.
- Adjusted ingredients for some items (mostly weapons and tools).
- Correction of some items (definition of their material).
0.50.063
- Planning of building elements now has a greater range.
- The camera has a greater range during the planning of building elements.
- There have been other minor and major repairs in the building mode.
- It is now possible to complete the building component directly in the building mode.
- Fixing some items attributes.
- It is now possible to produce three types of shields - wood, leather and metal.