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Solace Crafting News

Hotfix v 1.0.2.10

It's Saturday here, but there were a couple things that ended up being pretty debilitating for some people I wanted to take a look at. I have disabled the movement locking during combat and harvesting, that seemed to be seizing up for some players, so hopefully that will fix that until/if we decide to improve and reimplement it. I've also fixed freelook cam and cursor lock turning on or off improperly in certain situations, as well as a problem with the basic melee attack.

v 1.0.2.10 2023.01.07
- Removed movement lock during actions
- Increased melee range
- Fixed auto-attack animation and cooldown being able to fire at a longer range than the actual attack
- Fixed cusor lock and freelook falling out of unison in some cases

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

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Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker

Hotfix v 1.0.2.8

Definitely some problems with the latest patch, it was a big one!

I have repaired most of the biggest problems brought up so far. It's noon here, so I exported and uploaded a patch while I made some lunch. I will now get to work on some other things that have been brought up. Sorry this stuff made it all the way to live, should be largely sorted out today and tomorrow.

v 1.0.2.8 2023.01.06
- Fixed mouse sensitivity setting not working
- Fixed invert mouse Y setting not working
- Fixed player collider being too tall
- Fixed jump gravity being too low
- Fixed the refining UI (forges, etc) staying open even after cases of closing the connection with it
- Fixed settings still being able to revert to temporal AA causing targeting reticles to flicker
- Fixed a bug causing object spawn placement to randomize, especially obvious between client and server
- Fixed MP mobs going invisible while moving

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker

v 1.0.2.7 Now Live!

Now bringing a host of changes from the beta branch onto the live build!
The main categories of change can be summarize as follows:

- Improved world generation performance
- New player controller and animations (Use the V key to switch between locked and MMO cam)
- Tab targeting
- Dungeon improvements

The player controller and animations have long been a deal breaker for a lot of players as the previous setup was just not quality enough for people whose minds work that way. We all have different wants and needs when it comes to gaming, and you certainly can't please everyone, but the new controller does feel a lot better, even though we are still hammering out some kinks.

We still have a number of upgrades in store for the targeting system and dungeon / encounter enhancements, though I have spent most of today plotting our next moves on a much broader scale. There are long term goals in regards to combat that the tab targeting moves us closer to, but is by no means the total package. I hope to be uploading a video to talk more on our plans for the next few months soon.

There does still seem to be a problem with boat riding related to the new controller that I was not able to get today, but I will jump on it first thing tomorrow, and I noticed, after the hour long export, that I forgot to update the year to 2023! I'm sure no one has ever done anything so careless, I do apologize, and have taken care of that typo already for the next patch.

Happy New Years to you all!
I am looking forward to Solace Crafting's best year yet!

v 1.0.1.1 - > v 1.0.2.7 2023.01.05
- Added a direction indicator pointing towards your current target
- Added character, inventory, craft, skills, and journal buttons to the overlay
- Implemented new player controller
- Implemented tab targeting / click to target
- Improved monster health bars
- Improved terrain texture quality filtering
- Added Gold Mine rooms to Dungeons, gold can now be mined from exposed gold veins in these rooms
- Barrels containing resources can now be found scattered around dungeons.
- Storage rooms now occasionally spawn in dungeons, where players may find useful items and uncommon goods.
- Secret treasure rooms now spawn in dungeons, if players spot and reveal their location, they are rewarded with treasure.
- Spike traps now spawn in some corridors, making dungeons more dangerous
- Reduced the size of goblin dungeons
- Switched to Fast Approximate Anti-aliasing (shader compatability issues, may be temporary)
- Improved world generation queue logic
- Improved object spawning logic
- Improved biome noise math
- Implemented multi-threading to save functions
- Redesigned player teleportation handling in and out of caves/dungeons/floating islands
- Added noise to tree spawning
- Increased most tree resource maximum rewards
- Fixed bugs causing void areas where no walls or floor would exist
- Fixed stun skills not working properly
- Fixed damage over time abilities not properly adjust damage for level differences
- Fixed debuffs/effects overriding one another

The most recent changes in regards to beta are as follows:

v 1.0.2.7 2023.01.05
- Added a direction indicator pointing towards your current target
- Fixed a dedicated server specific problem causing a lot of harmless error spam
- Fixed the possibility to get stuck between harvesting animations making you unable to move
- Fixed a bug with entering dungeons

Development update

Happy Holidays everyone!
I was hoping to make this post at the same as pushing the changes currently on beta to the live build, but there's still some small bugs that we're ironing out, so I'll be covering a mix of what's currently on beta and some of what's just around the corner.

[h2]What's going on on Beta?[/h2]
Currently on beta we have a LOT of changes being tested. The biggest of which are:
- New player controller. The player controller is what blends the huge amount of different animations the player uses as it runs around, swings swords, and throws fireballs. This has been re-written from the ground up for a much smoother, modern controller.

- New world generation algorithms. World generation is something that has to run in real time as the player moves around, up to and beyond 1 million kilometers in any direction. It's one of the most important aspects of the Solace Crafting engine, and has been upgraded in a wide variety of ways with better code, making better use of multi-core processors, and spreading the hard work out across multiple frames. This is an ongoing process with the goal always being as smooth and high of a frame rate as possible. Unfortunately one of the developers I hired specifically to work on improving our draw calls, a major drain on frame rate, disappeared without word. I hope he's alive and well, but was forced to freeze the contract.

- Mob targeting. Combat has always been a bitter sweet part of Solace Crafting. "Kinda janky" would be a fair explanation of the previous state of combat. In truth, combat was never intended to be the main aspect of Solace Crafting, but it is still a very integral part of it as crafted equipment needs a good reason to use it. Switching to a targeting system is the first step in an extended plan to improve the combat experience, with a lot of upgrades to monster AI, combat mechanics, and a few surprises planned out for the next few months.
This change has primarily switched from the camera previously being locked to the mouse, to a more MMORPG style of controls where the right mouse button is held down to move the camera. A locked camera mode for those that prefer it has also been implemented, but by default this unlocks the cursor for use to be able to click on monsters, NPCs, and UI buttons, all of which play into more upcoming improvements we have planned for 2023.

The bulk of these features are in and working, we're just smoothing out some of the rough edges before we push things to the live build.

[h2]New UI in the works[/h2]
A user interface revamp is in the works, and I wanted to take this opportunity to bring it up a little bit to get the discussion going. We're still in the planning and design phase, so these images do not reflect the final look of what we're aiming for, just the layout and flow improvements. One of the main improvements that I personally want to add is the ability to click and drag windows so players can position and dock things as they see fit.



Here the proposed layout for the main inventory screen collapses the stats window by default for a much slimmer design, and reorganizes the equipment slots to a more body relevant layout.



The crafting window is planned to do away with the profession buttons, instead listing the profession that a craftable item is related to along with the players current level in that profession. The stats and ingredients lists will automatically scale to fit however many lines are needed making the UI viable for more complex items.



In today's patch I've introduced some simple buttons on the overlay linking to inventory, crafting, etc., and these may remain in some form or another, but I also like the proposed idea of holding down CTRL to bring up a window selection wheel something like the above image, for quick access to the most common windows.

Again, these aren't the actual colors or design of the windows that we are going for, just proposed changes to their layout and functionality. Please let us know what you think!

[h2]New building skins under construction[/h2]
Currently we have a mix of wood and stone structures, but we will be upgrading from two materials to nine materials early next year. This will also open opportunities to get new town and player harvesting resources in. I was hoping to get some pictures up for this section, but it's Christmas Eve =D We'll show them off when they're done.

[h2]Encounter improvements[/h2]
In order to get some basic improvements up in time for the winter sale, we have not begun work on the more serious plans we have for revamping encounters such as caves and dungeons, but we do plan to be spending a fair amount of time in January working on combat improvements, mob variation, and most fun of all, encounter generation methods. For starters we've added a few new things to goblin dungeons including a storage room, a secret room, traps, and gold veins. We would like to next month really step up the room and layout generation of all encounter types, above and below ground, to not include just rooms, door, and hallways, but platforms, pits, stairs, balconies, and lots of inter-connectivity to better work with the variety of mob abilities and modifiers we have planned.

[h2]Closing[/h2]
All-in-all there is a lot we're excited to start working on including new recipes, recipe types, weapons, skills, dimensions, quests, town functions, modding support, full controller support, and improved multi-lingual support. We've gone from just me to around 2.5 people over the past few months, and it's really exciting to see the hastened progress. Hopefully our baby keeps gaining traction and we can continue to expand our capabilities to bring better and more engaging content as time goes on!

Thank you so much to everyone that supported me through Early Access, and to everyone that has stuck around despite a less than perfect launch. Merry Christmas!

Kyle Postlewait


The latest changes to beta are as follows:

v 1.0.2.6 2022.12.24
- Added character, inventory, craft, skills, and journal buttons to the overlay
- Improved tab target algorithm
- Fixed the building and terraforming interfaces reading WASD movement even when not holding down RMB
- Fixed character size being able to affect foot position on ground
- Fixed running down slopes resulting in a hopping animation
- Fixed death and revive animations
- Fixed an issue with entering encounters
- Fixed underwater animations
- Fixed demons not spawning properly with solace defense waves
- Fixed animations getting stuck when performed in quick succession sometimes

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker

Beta v 1.0.2.5

Had a beta patch on Monday, and just finished pushing up a second. Between the two of them, should have the major bugs cleared up. There are still some things that are fixed, but not in my lap yet, in particular different height characters models feet not meeting up with the ground properly, and hopping down slopes rather than running. And the first person camera logic is a little wonky, turning the character model off too early and some things. These and others should be sorted out tomorrow, and hopefully we'll have a few days left to add some new fun stuff in =D

v 1.0.2.5 2022.12.21
- Camera wheel will no longer zoom the camera while interacting with UI elements
- Reduced maximum camera zoom out distance
- Free look (V key by default) will now switch in and out of locking the camera to the cursor
- Fixed autorun not working with the new controller
- Fixed a bug where loading a game saved in an encounter would result in loading into a void
- Fixed a bug improperly despawning objects client-side in multi-player, also negatively affecting performance
- Fixed the possibility for a spawn logic discrepancy between server and client making some objects appear unharvestable

v 1.0.2.4 2022.12.19
- Fixed movement input persisting while dead
- Fixed LMB RMB camera controls going through UI
- Fixed mobs positioning improperly bug that came back in MP
- Fixed breakable barrels and secret rooms to work in MP

You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta.

Join us in Discord!

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Check out the bug / suggestion tracker