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Update 0.50.071

Hello everyone,

this is not an realy update but more a notice.

From Thursday 16.11. to Monday 20.11. we will be out of our office and we will not be able to respond to your questions, suggestions etc.
We will be at "Game Developer Sessions" in Prague - every year there we go and rest and relax with other developers.

We are so sorry that we will not react here in these days.
We thank you for your understanding.

BTW: If you like our game and love it, do not be afraid to write a review here at the Steam. This getting a lot of energy for us. A lot of people write a review if they are unhappy, but otherwise they forget about review and they do not realize how important they are to us. Thanks so much for everyone!

But as you know almost every day we make small patches and part of this announcement is one small one;)


Issue fixes
  • Fixed issue with the interaction in a small cave near the starting place.
  • It is already possible to assign active skills again if they have been removed from the skillbar.


It recommends you to check steam integrate the game files - it is possible that you will not download all the files of this update.

And here is a list of all the minor updates since the last announcement 0.50.064:

0.50.065 - 0.50.070
  • Fixed some issues interaction with roofing components.
  • Fixed some issues during building mode.
  • Small patch in UI.
  • Using the F10 key, it is now possible to hide the game UI to make a better picture (via the F12 key).
  • There has been a technical change in visualization of models for world mushrooms and metal nodes (visually you do not see any change). But it is possible that the performance of the game is slightly elevated or reduced - it is a correction due to global collisions - it is still in the testing and balancing.
  • The "Take All" button is no longer displayed during the upload of the data to the container.
  • The "Take All" Button requires confirmation in some situations:
  • 1) If the weight of all items to greater than 1000 kg
  • 2) If the weight of all items is greater than half the maximum load capacity of the character.
  • 3) If the weight of all items and the weight of the inventory exceeds the maximum load capacity of the character.
  • There does not longer show up showing better quality in farm fields (on mouse tooltip) than is the global max quality limit.
  • If you have a hidden game UI, it is reactivated if you open a map or building mode.
  • Adjusted collisions for unattached mining stations, cottage house and claim land token.
  • More debugging of collisions around the world.

Update 0.50.064 - 070

Hello everyone,

we have another minor update.

We're really busy these days and we're solving minor fixes and debugging games.
Which we want to fine-tune before we begin to create next big updates.

We are also working hard on better translation for our ingame texts.
This involves a lot of work in the game code but also a thorough preparation of the master text for the final translation.
So hold your fingers;)

But especially enjoy the game!

Below is the entire list:

Gameplay changes
  • The Halloween event has ended.
  • Improving the visual impression at the character's equipment.
  • Improving the visual impression at the monsters.
  • Negative affect - "hot temperature" - is only applicable in desert locations.
  • Character equipment (armor) already provide higher resistance to negative affect "cold temperature" (currently does not distinguish the material).
  • The possibility of making "Crude Sword" - this is a sword made of wood (suitable for beginners).
  • A bit improved performance in some situations.
  • Tuned sound for Ambient sounds and background music accompaniment with regard to biome.


Issue fixes
  • The game no longer running in background when lost focus.
  • It should no longer rain in the house over some parts of the roof.
  • Correction of production logic behavior in case of unsuccessful production.
  • Correction of the interaction (craft window) in the popup menu when you manipulate with burning items for fireplace or select a tool.
  • There is no collision interaction when you click on the (X) button in the UI of the custom container.
  • The inventory itself closes if it is opened using reward chests and has not been opened before.
  • Other small repairs in the building mode.
  • Small adjustments in UI.
  • Small adjustments in interact logic with world raw resources.


0.50.065
  • Fixed some issues interaction with roofing components.


0.50.066
  • Fixed some issues during building mode.


0.50.067
  • Small patch in UI.
  • Using the F10 key, it is now possible to hide the game UI to make a better picture (via the F12 key).
  • There has been a technical change in visualization of models for world mushrooms and metal nodes (visually you do not see any change). But it is possible that the performance of the game is slightly elevated or reduced - it is a correction due to global collisions - it is still in the testing and balancing.


0.50.068 - 070
  • The "Take All" button is no longer displayed during the upload of the data to the container.
  • The "Take All" Button requires confirmation in some situations:
  • 1) If the weight of all items to greater than 1000 kg
  • 2) If the weight of all items is greater than half the maximum load capacity of the character.
  • 3) If the weight of all items and the weight of the inventory exceeds the maximum load capacity of the character.
  • There does not longer show up showing better quality in farm fields (on mouse tooltip) than is the global max quality limit.
  • If you have a hidden game UI, it is reactivated if you open a map or building mode.
  • Adjusted collisions for unattached mining stations, cottage house and claim land token.
  • More debugging of collisions around the world.



And here is a list of all the minor updates since the last announcement 0.50.059:

0.50.060 - 063
  • 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.
  • 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).
  • 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.

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:

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.

Update 0.50.057 - 058

Hello everyone,

as you've surely noticed during the past week, there were many small updates that were either hotfix or solved balancing games.

In total, eight of these small updates were released for the week.

This new update "0.50.057" is also among the small ones that mainly balance and repair.

But it is definitely worth highlighting these changes:

It is now possible to search for recipes in the production window.
Building mode now shows the names of building components + necessary ingredients for final construction and especially building parts you have not yet learned (not found blueprint).
There has also been a significant change in skill and atributes acquisition/skill rate - attributes and skills now grow exponentially - the higher the skill / stat the then grows more slowly.
But if you have a higher generation, the speed is improving.

Below is the entire list:

Gameplay changes
  • CRAFT - It is possible to search in the production window by the name of the blueprint.
  • CRAFT - blueprints in the left (in categories) no longer show confusing (in this part UI) prefix "Beginners" for (Armor, tools, weapons, etc.).
  • BUILDING MODE UI - now shows as onmouse the name of the building and the required ingredients.
  • BUILDING MODE UI - it is now possible to display even not learned building parts.
  • TUTORIAL - Adjusted tutorial - if a player has made a hammer or parts of it prematurely.
  • UI - The Tier information on the item icons is newly shown in the top left corner (instead of the lower left corner, where collision with the visual piece number information) occurred.
  • UI - The mouse over item tooltip in the inventory now shows the number of pieces (if larger than one).
  • UI - It is no longer possible to take "Take All" action in the bank.
  • UI - Unstuck action requires confirmation.



Balancing
  • All production packages (Rope, Cloth, Leather, Plank, Wall, Log, Trick, Brick, Nail) now require 12 ingredients.
  • Completely adjusted skill rate - Higher value of the skill is trained slower than the lower value.
  • The bigger generation of your character gives the better the skill rate, even on the higher skill.
  • Adjusted minimum value for tools / weapons decay.


Issue fixes
  • Fixed bug with bad AGE POINTS attribution in some situations.
  • Applied fix that checks and corrects AGE POINTS.
  • Your AGE POINTS can get into a minus - if you've used the bug and assigned points via this problem - it's a good idea to reset your points.
  • There is no more snowing where it is not logically appropriate. Such as in the winter months in the desert and the jungle - in these locations, it is snowing if you are in higher mountain areas (regardless of biomes).
  • BUILDING MODE UI - They are already showing up the default building UI keys shortcuts for new players.
  • BUILDING MODE UI - if you have an active element and you click on a filter or a selection of another element, the currently held element will no longer be built.
  • The "Take All" action already correctly reflects the weight setting (in game options) and divides the items between Inventory and A2-A Storage.
  • GHOST MODE - Cutted trees/bushes are no longer visible after a restart game.


0.50.058
  • Correction of AGE POINTS calculation.
  • Amount of raw materials needed for some packs has been reduced.
  • Trees and bushes now give more seedlings (randomly from 1 to 3 pieces).
  • Ferns now have the ability to collect leaves.
  • Options - You can now set Camera FOV (video section).

0.50.048 - 056 - Halloween event + New character UI



Hello everyone,

there is another new update.
This time brings a Halloween event, that many people expect to be able to accomplish their achievements. And also enjoy the atmosphere with Halloween elements;)



But this update is not just about the Halloween event - it brings a lot of fundamental features to the game and that:
A brand new character window where you will find lots of information and especially passive bonuses!



These passive bonuses essentially influence the behavior of the game - and they can help you them a lot (reducing production time, getting better items, etc.).
Passive bonuses values is multiples, so the more bonuses you have are they stronger.



Below you can find the full lists:

Halloween event
  • A Halloween event has been activated.
  • In the world you will find three Halloween event enemies.
  • In the world has be found special rewards "trick-or-treat".
  • During the event, it is possible to get all Halloween achievements and special halloween items.
  • The Halloween event has its special smaller chain quest.
  • The event will be active for approximately 14 days.


New character window
  • Totally new character UI.
  • The ability to better see your stats and attributes (more information will be added later).
  • The ability to see your character and rotate with her + zooming.
  • Comprehensive Skill Information + Information what stats is increased.
  • Easier activation of active skill for the skill bar.
  • Special passive bonuses.


Passive bonuses
  • Your character can now divide the points for aging and for the next generation.
  • For each character year you get one AGE POINTS (points is only gained from the age 18 to 75 years old).
  • For each generation, you get 5 GENERATION POINTS.
  • These points can be divided into passive bonuses.
  • Distributed points can be reset at any time.
  • Currently, the following bonus categories are applied in game:
  • Generation - Generation Basics
  • Exploration - Harvesting Basics
  • Crafting - Crafting Basics
  • There are no active/prepared bonuses in category "Combat" (at this time):
  • Combat - Armor Basics
  • Combat - Weapon Basics


Gameplay changes
  • The 2nd Annual Event was off.
  • Unfinished quests (for 2nd Annual Event) you have still active. And you can finish them.
  • The attack of the character is faster.
  • Decreasing drain of stamina in defensive stance or during defending.
  • Defense - The newly applied% chance of a successful defense (if the player is defending) a chance affects the quality / tier shield.
  • Modified formula to calculate total attack and defence attributes for character.
  • Modified Formula to calculate monster level.
  • New informative floating alert texts during battle (about unsuccessful defending, loss of life, bleeding).
  • The door (wood trunk version) construction no longer requires finding a blueprint for the building.
  • Improvements (upgrading) in building components, stations, etc. do not now require multiple raw materials but always only 1 piece
  • of each ingredient -
  • modified in 0.50.051 to 3 pieces.
  • It is already possible to build a building component, a station, a token, etc. from a better material - the resultant construction takes into account the used quality and the material level.
  • It is already possible to upgrading a building component, a station, a token, etc. from a better material - the resultant construction takes into account the used quality and the material level.
  • Salvaging building components/stations already reflect the given building level.
  • Transmutation now requires only 2 pieces of ingredients instead of 4 pcs.
  • Editing the skill title "MISCELLANEOUS ITEMS" to the correct "HI-TECH ITEMS".
  • Mining from rocks now requires Hammer instead of Pickaxe.
  • Adjusted Arrangement of Ingredients for Big Barrel blueprint.
  • Adjusted weight limits for barrels, etc. (But remember the limit is affects always the quality / tier. If the quality is less than 35, the limit will always be small!) - We recommend making new barrels;)


0.50.049 - 050
  • Correction of points calculation for passive skills.
  • All skills and points have been reset.
  • It is therefore necessary to divide the bonuses again.


0.50.051 - Balancing
  • Crafting passive bonus "Crafting better products T0 - T3" reduced from a maximum of 50% to 20%
  • Crafting passive bonus "Crafting Speed T0 - T3" reduced from a maximum of 75% to 50%
  • Crafting passive bonus "Transmutation Speed T0 - T3" reduced from a maximum of 75% to 50%
  • Passive bonuses for production time and transmutation time already work separately.
  • Upgrading the building parts / stations / token now requires 3 pieces instead of 1 piece for one ingredients.
  • Decreased coefficient for the required skill during production.


0.50.051 - Issue fixes
  • Passive production bonuses are shown correctly in the UI.
  • Transmutation of water now requires only two raw materials and returns the correct number of empty bottles.
  • It is already possible to make leather armor correctly.
  • Fixed the UI interaction issue in passive bonuses section.


0.50.052 - Issue fixes
  • Fixing a issues with assigning startup items into the new character's skill bar.


0.50.053


  • Adjusted calculation for combat, defense and animal level.
  • Transmutation of meat does not generate raw meat as cooked.
  • The built-in well from "claim land token" now accept "claim land token" tier.


0.50.054
  • Each new character will also get 10x Healing Covers (into skill bar) as the starting equipment.
  • Every building element / building / station now has a default checkbox in the UI "Also use raw materials with higher tiers than needed." set to on.
  • Climbing skill has already corrected the improvement factor.
  • Displaying floating text if the character has a lack of stamina.
  • It is already possible to transmute the "Oil".


0.50.055
  • The start quest - "kill 1 hare" - has been changed to "kill any 1 monster".
  • Quests are no longer showing confusing material - for example, in the quest "Get any Pelt", confusing material such as ("Doe", "Hare", etc.) is not shown in brackets.
  • Name correction for Azalea, where was a typo (Azaela).
  • Repair skill for collecting Azalea from shrubs.
  • Fix a typo in the character window.
  • Collecting "oils", "wines" and "cola" in postapo (ruined) city already takes into account forage skill.
  • Beverage skill already improves well with tea brewing.
  • Transmutation of Oils will correctly return the number of empty bottles.
  • Decrease the baseline of critical chance on better tier at collection.
  • Increased TIER cap from raw resources from T5 on T6 - better tier can be earned even bigger based on tool, bonuses, etc.
  • Information on the increase in status (Strength, Logic, etc.) is now more frequent - instead of increasing by 0.05 it informs you about an increase of 0.025.
  • Smaller corrections of some German texts.
  • The Basic Crafting section now also includes Bandages.


0.50.056 - Fixing issues for New players
  • Fixed an error when the action keys "E" and "F" did not appear. If you played the game for the first time.
  • The new character automatically gets in the skill bar 5 x "Stamina and Minnor Healing Potions".
  • The starting location - the path from the temple to the first obelisk is more secure.
  • Anomaly - Postapo (ruined) city - can already be found here using botanical skills (herbs and grass) - for making bandages.