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Alpha 0.11.0 - Of Trees & Tonics

[p]Hey everyone![/p][p]The Open Alpha 0.11.0 is now available for download on Itch.io![/p][p]In this update I’ve reworked the biomes of the game, making them more distinct, and adding a third biome: The Taiga.[/p]
New biomes
[p]Previously, the biomes only had a tiny impact on the game, changing the sprite in the map screen, and choosing what creatures to spawn.[/p][p]Now, they’re truly different from one another. Each biome can generate different trees, plants and animals, with different densities. The 3 current biomes are:[/p][p]Temperate Prairie[/p][p]Previously called grasslands, this biome is rich in healing herbs and coyotes, but you won’t find many trees around. Grokker really like to live here.[/p][p][/p][p]Temperate Deciduous Forest[/p][p]Previously called forest, this biome is composed of dense oak and birch woodlands populated by wolves and bears.[/p][p][/p][p]Taiga[/p][p]The new biome, a cold forest composed mostly of pines. Grokker avoid the colder regions, leaving it for the wildlife and the terrifying Varningr.[/p][p][/p]
Challenge Rating
[p]Quest difficulty has been reworked to revolve around a concept or Challenge Rating, or CR. The CR is a score computed for every quest, and also for the player, and it’s an estimate of how hard a fight will be. A high CR creature has a higher chance of winning against a low CR creature. The quest difficulty is based on the difference between your own CR and the quests CR.[/p]
Patch notes
[h2]Gameplay[/h2]
  • [p]“Cleave” action now doesn’t require targeting a creature;[/p]
  • [p]Biomes now vary vastly between eachother;[/p]
  • [p]Changed how temperature and rainfall are generated in World gen;[/p]
  • [p]Quest difficulty is now measured in “CR” (Challenge Rating), compared to the player’s own CR;[/p]
  • [p]New oak tree sprite;[/p]
  • [p]New tree: Birch;[/p]
  • [p]New tree: Pine;[/p]
  • [p]New harvestable plant: Witch Hazel;[/p]
  • [p]New harvestable plant: Goldenseal;[/p]
  • [p]New harvestable plant: Yarrow;[/p]
  • [p]New harvestable plant: Devil’s Bush;[/p]
  • [p]New grass color for prairie;[/p]
  • [p]New biome: Taiga;[/p]
  • [p]Trees now drop their own materials (cosmetic only);[/p]
  • [p]New craftable potion: Tonic of Vigour (Increases strength);[/p]
  • [p]New craftable potion: Tonic of Invigoration (Increases agility);[/p]
  • [p]New craftable potion: Tonic of Attentiveness (Increases intuition);[/p]
  • [p]New craftable potion: Tonic of Sturdiness (Increases constitution);[/p]
[h2]Visuals[/h2]
  • [p]Improved some visual effects of the teleport spell;[/p]
  • [p]Added shadows to tall objects like trees;[/p]
  • [p]Large objects are now hidden when over the player or the cursor;[/p]
[h2]UI[/h2]
  • [p]Biome is now shown when hovering over a Point of Interest on the map;[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed issue where the quest marker was shown behind the hotbar;[/p]
  • [p]Fixed issue where the map didn’t start centered on the player;[/p]
  • [p]Fixed issue where the date could be zero (“0th of Jan”);[/p]
  • [p]Fixed crash on trade dialog (Thank you Heliostics!);[/p]
  • [p]Fixed rare crash while on combat (Thank you Gilbert!);[/p]
  • [p]Fixed issue where status effects could take the HP lower than 0;[/p]
  • [p]Fixed lingering tooltips from the map screen;[/p]
  • [p]Fixed issue where completing a fetch quest didn’t refresh the Chat options;[/p]
  • [p]Fixed issue where completing a quest completed several other quests;[/p]
  • [p]Changed how definitions are loaded, shouldn’t conflict between versions anymore;[/p]