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Patch 0.8.0 now live + Development update

This patch has been a long time in the works, and in truth is not yet 100% complete. In this post I'll go into What's new, why this patch is being pushed live incomplete, and what's been going on here at Big Kitty Games.

[h2] - What this patch brings to the live branch[/h2]

At the bottom of this post there is a condensed list of patch notes that lists the changes between the current live version and the new live version, and I've covered these topics in greater detail in previous posts, but there are a couple of big changes that I'll go over.

The math behind all systems in-game has been updated to a shifting scale of values that adjusts itself based on the level of the player. This means that at level 0 having 1 strength grants you no bonus and no penalty, and likewise at level 50 having 51 strength grants you no bonus and no penalty. If however you have 75 strength at level 50, you will be receiving a variety of bonuses including increased health, increased melee and ranged damage, etc. The reason for this is two fold. For one, the old system was a form of linear progression where an attribute bonus difference between levels 0 and 1 would be something like 100%, but over time, the difference between two levels would drop down to numbers like 0.1%. Secondly, because levels are infinite, health and damage numbers were capable of going beyond the capabilities of 32-bit numbers. This new system solves these and other problems by having a base set of values that any "balanced" character will have, and a scale of possible bonuses and penalties that keep the math under the hood at manageable and balanced numbers regardless of your level. It is however fun to see your damage and health numbers go up, so these numbers are scaled, though only visually, when presented to the player.



The 4 Archetype skill trees have been redesigned and 8 Job skill trees have been added now as well. This amounts to around 240 skill nodes now available, and all characters upgrading from the live version will have their adventuring skills reset so they can reassign their points as desired.

Monster classes and abilities have also been added to the game, though there are still only a handful of monsters that have been equipped with varying classes and abilities.

Almost all of the old animations have been entirely replaced with new animations. Animation has always been a weak point of mine, and in studying up a bit I came to understand that a lot of the animation I was using were built for more "toon" shaped characters and so don't properly translate when fit onto standard human shaped models. The new animations that have now replaced most of those old animations are built specifically for human models. I also completely did away with the old animator, which is a compilation of state machines that blend what animations should be playing on the player at any given moment, for a fully scripted animator. Manually creating an animator can involve hundreds if not 1,000+ mouse clicks, and locating a problem can be just as difficult. To avoid that, as I do want to add more animations and more "categories" like 1-handed melee, 2-handed melee, etc., I wrote a machine that can construct an animator purely from code. As such there may be an animation state or two that I have overlooked, but can address easily if enough once brought to my attention.

[h2] - Why this patch is being pushed live now[/h2]

Being honest here, this is not everything I wanted to get into 0.8.0 before pushing it to the live branch. There is a lot still under construction, including unfinished skills, a lack of skill animations, audio, and visual effects, as well as some lesser features that have been temporarily disabled. This patch has been in the works for months and with every week that passes the differences between the live branch and the beta branch grow farther apart. This has led to an increased difficulty in managing bug reports among other things, and I really need to push these changes live to get a better grip on the current state of the game before moving forward.

Because of this there may some small problems that were fixed on the live branch that get reintroduced with the

[h2] - Regarding the current state of development[/h2]

I've also spoken a few times over the past 12 months about a growing heaviness in regards to development of Solace Crafting. The project has over 180,000 lines of code, and I've spent something like 10,000 hours on it, in this chair, at home, alone. It's been a very difficult journey thus far, and I have no intention of ending it. Having said that, over the past couple months I've had to come to terms with the fact that I am extremely burnt out on working on a single solo title for a straight four and a half years now. When I put together the game's core design back in 2017 it was full of a lot of great ideas that I was never able to realize on my own and over time had to repeatedly shorten the roadmap. That's not necessarily a bad thing, it's just a learning process that I had to go through. Despite repeatedly redesigning the roadmap, my optimism of being able to put together all things that I wanted to in maybe a couple years max, we're still here and SC still needs quite a few more hours even after 50 months of dedicated development.

In truth, the first month of early access back in January of 2018, was one of the best selling months I've ever had, and it fueled my optimism that I would very much be able to afford more paid freelance work than I ever actually was able to. In reality, one month not long after that I made less than 500$, and overall it's been an ongoing struggle, not necessarily to pay my bills, but to refrain from doing more of the things that we all want to do. This over time is a weird form stress that I never really had experienced prior to starting my own business.

I have been aware of these different angles of stress slowly building up on me and pledged at the start of 2021, that 2021 would be the year that we would leave early access, for better or for worse. Then later in the year, after wrestling with whether to go through with it or not for several months, I decided to start the 0.8 branch by revamping the game math and adding more skills to the game. This was a massive undertaking, and I should have been more aware of that truth by then. The skill trees are something I designed back in 2017, and have always been something I've really wanted to implement, but in hindsight, they may have been better left for a post-1.0 release patch.

Sure enough, after several months working on 0.8, I was completely exhausted. I tried for months to take breaks during the week, but no one is more aware of the bugs and shortcomings of the game than I am, and the desire to create better is a constant thorn in my head when I'm only "stepping away" for a bit. A few weeks ago I was generously gifted a VR kit and finally decided to put Solace Crafting down for real, albeit of course temporarily. I "officially" have started working on a new title and did nothing but that for two weeks straight, and have already made a lot of progress in the game itself. That four and a half years of experience has made a very big difference, not only with the speed at which I can develop things, but my ability to judge what's important, what's not, how long something is going to take, and so on. I'm still only a little over two weeks into development of the game, and not ready to start blabbering about it, but I need, not want, need to be open my actively working on something else, as that has become a necessity for my own well-being.

Having taken a few solid weeks to do something else, my burnt motivation for SC has had some time to heal and I've been gathering bug reports and reassessing the current situation and how to best approaching going forward from here. I do believe that just slapping the "good enough" sticker on it and seeing what happens if I release out of early access is not something I can morally get behind, but I do also think that for my own well-being, both mentally and hopefully financially, that focusing intently on adding nothing else to game, but rather polishing and improving what is so that I can release a version 1.0 and temporarily switch into "maintenance mode" where I only address problems and bugs, while I work on something else for a while. If the game generates enough interest (sales), then I can continue to put my resources (money & time) back into the game in the hopes of turning it into all of the things I want it to be.

What I've come to realize recently though is that Big Kitty Games is more important than Solace Crafting. If Big Kitty Games can thrive, then I can always come back to Solace Crafting regardless of what happens over these next few months. But there seems to be a very real chance that I will dry up and run out of money if I stubbornly keep trying to "muscle" my way through development of my first love.

I've spent the past couple days working again on SC, and am planning to work on SC for the next few days, but it's likely I'll be working on my second title on and off from now on. I hope I'm able to get SC to a solid 1.0 release in working condition over the next few months, and hope it is able to make enough money for me to keep working on it well beyond 1.0!

Best wishes as always,
Kyle Postlewait
AKA Malkere

v 0.7.8.10 -> v 0.8.0.21 condensed patch notes
- Upgraded animator to a fully scripted construct
- Replaced all players animations not specifically built for a semi-realistic humanoid avatar
- Added poison to several animals
- Disabled equipped weapon/tool models when in first person
- Reactives like force field can no longer be resisted/dodged/blocked/parried
- Changed enchants to scale statically providing 75% when > 5 levels above, 50% > 10, 25% > 15, and 0% > 20
- Added monster/animal "archetypes," ex: Tank/RangedDPS/MeleeDPS
- Added a monster/animal ability system
- Added abilities to rock elementals, wolves, and imps
- Added skill names to the majority of skill based attacks printed to the combat chat log
- Improved block and parry logic
- Changed fonts to the alchemy profession
- Removed Recall mana usage
- Added 192 new Job skills, some of which are still works in progress
- Improved the font clarity in a lot of UI
- Improved enchant details explanation on enchants/sockets
- Added some basic instructions to the solace storage UI
- Added ascend and descend specific key bindings
- Changed attribute and statistic math to new system
- Increased flattening around procedural towers
- Monsters more than 15 levels under you will no longer agro
- Added a /checkheightmaps console command
- Fixed paper being unstackable
- Improved the strong harvesting skills descrpitions to explain that they share a single hotkey
- Improved terraforming performance
- Enabled terraforming in multi-player
- Added /dayspeed and /nightspeed multiplier commands as well as world creation settings
- Altered the ghost death animation so they don't "fall" through the floor

Latest changes to beta:
v 0.8.0.21 2022.03.31
- Upgraded animator to a fully scripted construct
- Replaced all players animations not specifically built for a semi-realistic humanoid avatar
- Repositioned tool/weapon holding position/rotation

You may need to restart Steam for the update to begin.

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 0.8.0.19

Stealth, Familiar, and other new skills now available =D

Sorry I haven't posted patch notes for the past couple of patches, it's been a little hectic. This post is catching up on three beta patches. 99% of the new Job skills are in and working with this patch with the remaining need for new animations, audio, and visual effects remaining.

Biting off a chunk as large as this is rough on the ol' sanity, but trying to temporarily veer away from the main task at hand for the sake of sanity often ends up just making the main task heavier. We're now quite a fair amount of content behind on the live version compared to beta and that makes working on small patches for the live version more and more difficult. I'm trying to focus on this last bit of content that needs work to bring the live branch up to speed, so I can focus on bugs, performance, and recipes for a while after that.

Dual wielding and two-handed melee weapons likewise have just been something I'm trying to not get too distracted by until I can further check off the actual skills that are being implemented, but those are much less difficult things I know some people are eager for and just wanted to point out that they are high on my todo list.

v 0.8.0.19 2022.02.22
- Added several new animations
- Finished/fixed Stealth, Ambush, Familiar, Cure, and other skills logic/icons/descriptions
- Added poison to several animals
- Fixed wall torches not being awarded to players along with cleared procedural towers

v 0.8.0.18 2022.02.08
- Finished programming most Job skills besides Stealth and Familiar (animations/vfx wip)
- Improved running animations so that weapons/tools do not clip through the player
- Disabled equipped weapon/tool models when in first person
- Fixed water and lava cave surroundings not flattening properly
- Fixed vertical dungeons from being able to spawn chests/monsters on top of hatches
- Fixed crosshair opacity settings not reloading properly
- Fixed water cave basic resources not being harvestable
- Fixed Crasc not being properly lootable
- Fixed Deconstruct skill button not properly dragging to the hotbar
- Fixed a bug causing terrains to improperly despawn after teleporting causing players to fall through the world

v 0.8.0.17 2022.01.29
- Reactives like force field can no longer be resisted/dodged/blocked/parried
- Changed enchants to scale statically providing 75% when > 5 levels above, 50% > 10, 25% > 15, and 0% > 20
- Fixed enchants being able to apply negative effects
- Fixed player dodge/parry/block messages printing in the outgoing area (mid) instead of the incoming area (left)
- Fixed the posibility of reactive damages killing an already dead entity

You may need to restart Steam for the update to begin.

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! Follow development live on Twitch!

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

Check out the bug / suggestion tracker

Beta v 0.8.0.16

I've started streaming again, for those with an interest in game development. I'll be streaming from Tuesday through Friday, 9AM-12PM Japan time. It's not the most exciting thing in the world, but it's actually pretty helpful for me to feel forced to talk out loud about what I'm doing, and of course provides a space for direct interaction with players.

I was pretty burned out with the Job skill trees, I've stepped away from them for most of this week. Instead I've been working on improving the new combat math, fixing a variety of errors, and have added several new features to monsters as well.



I've got a couple monsters now making use of projectiles, like the imp pictured above. The first step in this update involved upgrading monsters and animals, which I group together as "entities," to make use of the same stats that players use such as Melee Critical Chance, Strength, Stamina, and so forth. Now that entities are using the same attributes and stats we can properly apply debuffs like reducing armor, attack speed, intelligence, and so on.

To then expand on that I built an "archetype" system for entities so that they can now spawn as different archetypes within their own genus (am I using that correctly?). For example Earth Elementals can now spawn as a Generic (balanced melee), Tank, or RandedDPS archetype. The RangedDPS archetype has increased Str, Agi, and Dex, and throws rocks at players it targets, while the Tank archetype has heavy armor and increase Sta, etc. This opens the doors for all entities to make use of abilities and I hope to add lots of them, like roar debuffs for bears, rhino impales, scorpion poison, harpy screeches, and so on.

Further down this road I would like to add random Traits to champion+ entities creating for example things like an Arcane Scorpion, or an Ethereal Mummy, likely with improved stats, and preferably improved experience and loot. But, we do still have a number of the more complicated Job skills to work on, so lets not get ahead of ourselves.

Best wishes!

v 0.8.0.16 2022.01.28
- Added monster/animal "archetypes," ex: Tank/RangedDPS/MeleeDPS
- Added a monster/animal ability system
- Added abilities to rock elementals, wolves, and imps
- Fixed several errors related to run speed

v 0.8.0.15 2022.01.25
- Added skill names to the majority of skill based attacks printed to the combat chat log
- Reduced the scaling of damage and armor math against differing levels
- Improved block and parry logic
- Finished more Guard and Adventurer skills
- Fixed a projectile specific error
- Fixed a number of critical multipliers being calculated way too high

You may need to restart Steam for the update to begin.

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! Follow development live on Twitch!

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

Check out the bug / suggestion tracker

Beta v 0.8.0.13

A few patches have been uploaded to beta over the past couple days addressing some issues with the new stats and combat math, as well as some multi-player specific problems and skill tree improvements.

v 0.8.0.13 2022.01.18
- Removed Recall mana usage
- Balanced unlockable weapon recipes to new math system
- Fixed monoliths not being properly interactable in multi-player
- Fixed planting mushrooms in tilled ground throwing errors
- Fixed problems with mana halving/resetting
- Fixed a player projectile bug

v 0.8.0.12 2022.01.17
- Reset adventuring skill points spent
- Fixed new characters starting out wounded
- Fixed the skills spent indicator bar not scaling properly & moved it into the skill tree scroll rect
- Setup manual positioning of the archetype skill buttons
- Removed level caps on skills
- Fixed and improved indication of level 10 requirement to purchase Job skills
- Finished several more Guard skills

v 0.8.0.10 2022.01.15
- Fixed some skills not attaching to hotbars properly
- Fixed being able to receive negative exp for fighting monsters between 10-20 levels lower than yourself
- Fixed Job skill points not becoming "spent" properly
- Fixed some problems with health/energy/mana stats

You may need to restart Steam for the update to begin.

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 0.8.0.9

This patch introduces the first wave of the new Job skill trees. A number of the more complicated skills are not yet functioning and most of the new actions do not yet have new graphics and animations for them yet. This first wave is intended primarily to be able to test the various new functionality that has been added to the the skill tree interface, as well as the damage and costs of the skills themselves. Now that the backend looks to be working as intended I can focus on finishing up the programming of the skills themselves.



Here we see the majority of the Fighter skill tree, one of the eight Job trees now available. I've added borders to the adventuring skills to separate the four different types of skills: Actions, Passives, Upgrades, and Unlocks. Unlocks are automatically awarded and points cannot be spent in them. Actions are the main "abilities" that you drag onto your hotbar and use. Upgrades improve other actions. Passives improve the player in general or under certain circumstances such as granting the ability to riposte a parry or gain back a small amount of mana on a critical spell cast.

The Archetype skill trees were also reworked to better fit with the Job trees and to contain a total of 12 skills per tree intended for use between levels 0 to 10, for a total of 60 possible points spent on an Archetype tree. To unlock a Job tree only 40 points must be spent in it's parent Archetype tree. This progress is shown within Job skill trees.

Each Job tree then has 24 skills for a total of 120 possible points spent, intended primarily to be unlocked between levels 10-30. Once completed this will bring the total amount of skills to 240, for a total of 1,200 skill points, which would require you to reach level 200 to unlock them all. As the majority of them are passive, continuing to level up well beyond level 30 now has a lot of different ways for a player to grow. Once Class skill trees are implemented these numbers will be ever larger.

As I've been largely focused on getting the foundation working properly along with the new player stats math I have not yet written up all of the active skills damage into a well organized spreadsheet for balancing, so some of the skills may seem stronger or weaker than others. These are all just numbers within the system that can easily be balanced as we test things over the next couple weeks. I'm excited to get some new sword animations and magic effects in, but plan to focus on a little bit of balance and just getting everything to trigger properly first.

Please note that as there are a number of changes to this "branch" (beta) that interfere with changes that have recently been implemented into the default "live" branch, there are a couple of fixes that were added into live that are not yet implemented into this beta patch. They will promptly be addressed now that I've been able to get this first patch out I've been very eager to get up, along with an experience bug that's going on that I forgot to address with this patch.

v 0.8.0.9 2022.01.14
- Fixed quest helper content alignment problems
- Fixed a number of broken enchants
- Added 192 new Job skills, some of which are still works in progress

You may need to restart Steam for the update to begin.

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