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Solace Crafting News

Hotfix 0.7.6.2

I've got a tasty beta patch I've been working on. I was holding off this small fix until I could up that along with it, it's been a few days by now though, and regardless of whether I can get the beta patch up today or not I wanted to get this up first thing today and will post about the changes to beta when they are up.

v 0.7.6.2 2021.07.12
- Fixed an item duplication bug when transferring all to storage chests

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

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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 0.7.6.1

A couple of bug fixes in this patch. Had a rough week last week, ended up taking a couple days off, so sorry this is coming up a bit slow.

Working on a number of new encounter types to up to beta this week. And as we have a lot of new players, I thought I would go ahead and show my current road map that I'm working on as there are often questions about job and class skill trees, as well as combat in general. Keep in mind these are only the major changes, so things like new recipes, new monsters, building pieces, etc., aren't specifically listed:

Version 0.7 milestones
- Lava Caves
- Undead Dungeons
- Water Caves

Version 0.8 milestones
- Combat (math) rework
- Monster attributes, traits, randomization
- Skill system rework
- Skill tree UI improvements
- Monster Skills
- Jobs and Classes
- Combat animations

Version 0.9 milestones
- Performance optimizations
- Full controller support
- Multi-lingual support finalizations

As you can see I'm hoping to start getting into v 0.8 very soon. There is a long list of secondary and tertiary milestones as well, and certainly a lot of things to do post 1.0, but as I've been mentioning lately, the goal for 2021 is to get out of Early Access with a solid 1.0 release.

Also, please note that these changes have not yet gone live on the public beta branch, as there is a bit more work I want to finish up tomorrow before pushing the latest changes to beta.

v 0.7.6.1 2021.07.05
- Added a loop music setting
- Fixed an error with socketing
- Fixed an error with the "transfer all to container" button
- Fixed an error with rare cacti not spawning as rare
- Fixed an error with non-rare animals becoming rare

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

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

Death of a server

Earlier today the BKG California server crashed. It's an Amazon EC2 Linux instance that I've paid for for a couple years now, but for whatever reason after rebooting it I was no longer able to connect with it remotely. I fussed with it for a good five hours, but Amazon's 1700 different features can be pretty unfriendly and ultimately was not able to get it back in working condition for some reason.

To replace it I've purchased a Digital Ocean server that is faster, has way more disk space, and is half the price. It takes a little work to get a fresh Linux server setup, but it's up and running a new world now, and I was able to connect to it just fine. It is set to reboot the server thread every 12 hours, and I'm going to try and setup some monitoring so that it can reboot the whole OS if it somehow gets stuck in a loop as it seemed to earlier today on the Amazon server. If that happens again tracking down the cause of the loop will be my top priority, but as I can't even access the Amazon server anymore I can't look at any of the log files to try and debug what went wrong ːsteamfacepalmː

Sorry for the loss of data for everyone that was playing on the BKG server. Hopefully the new server will be easier to manage!

I've got a few bug reports involving multiplayer resources incorrectly respawning on clients, rare cacti not loading properly, and some trouble with transferring items in and out of bags via the transfer buttons I will be looking into Monday (tomorrow for me) morning.

Now live! v 0.7.6.0

Now live! Patch 0.7.6 adds our first set of Steam achievements, auto-looting, new camera controls, lots of new map features, and of course lots of bug fixes.

Please note that due to changes in how things are spawned, resources and encounters may shift around if playing on a save game from a previous version. The new updated methods used to determine town resource locations, for example, will no long be shifted around due to changes in decorations. Predetermined now are, in order: Large encounters, town resources, rare resources, tower ruins. Everything else is still generated on a per-area basis and subject to change if/when changes are made.



Tower ruins are a new addition just this week that have the first interactable source of the "light" currency. These are very common encounters and as such monolith spawns have been turned down a bit. I think it's important to point out that I do hope to use different assets for these rather than the standard building player pieces they're using right now, but I'm trying really hard to stick to my schedule of moving things forward towards 1.0. There is always more to do, and I don't want to get hung up on every little detail.



Speaking of which, I'd like to open up about my plans moving forward a bit. Tomorrow I want to start the process of finishing up the six encounter types that I have planned for progression. Currently you need silkenthread underwear to survive the temperature in certain areas and I want to expand this system with further "ranks" of materials.
Caves, Goblin Dungeons, and the soon to be Undead Dungeons will all be Cold 1, meaning that normal health/energy/mana regeneration will stop unless you have silkenthread underwear on. At the end of each of these 3 encounters will be special resources used for crafting the third rank of materials.
With rank 3 underwear you can proceed to temperature 2 zones: floating islands, lava caves, and water caves. Each of which will in turn have another set of special resources that will allow access to temperature 3 zones, though I don't plan to work on temerature 3 zones just yet.

Once these encounters are in and working I want to move into 0.8 where I plan to revamp the combat math, attributes, and skill trees, as well as finish the job and class trees. During this phase I'll also be working on combat animations and controls, as well as monster skills and abilities.

Moving then into 0.9 I largely plan to focus on improving performance, the user interface, color schemes, better controller support, as well as finishing up multi-lingual support. During 0.9 it's most likely that I'll be adding a main story quest line, though not set in stone.

The real goal is to get a version 1.0 game out that is bug-free, stable, and worth 15-20$, keeping in mind that nothing is capable of pleasing everyone. It's a really hard subject for me to talk about openly, but I haven't really made much profit from early access these past years, and have really just been funding myself with the money I make. Which is pretty cool, don't get me wrong, but Solace Crafting could be so much more if I had enough money to pay for an artist and an animator, for example. That's the real goal for a 1.0 release Q4 2021, because there's still a LOT of stuff we CAN add to make the game everything that it can be. Luckily 99% of the Steam user base has still never heard of Solace Crafting, so there's still a lot of potential to make that dream come true, and is why I think sticking to the core plan towards 1.0 is important.

All in all, progress continues, and there's a lot to look forward! As always I welcome everyone's comments on direction and features. We get into some great discussions in Discord. And a huge thanks to my Patreon supporters that very seriously make all the difference in allowing this project to continue!

Happy gaming!

Condensed patch note v 0.7.5.0 -> 0.7.6.0

- Added 62 Steam Achievements
- Added procedural tower ruins with lootable light sources
- Added rare stalk and timber nodes to underwater areas
- Rare resources and town resources are now generated on a per terrain, deterministic system
- Increased the default spawn rate of rare, elite, and legendary resources
- Changed 3 large cacti to trees for rare spawns
- Removal of items changed from displaying on the right as red to using the color rarity of the item
- Rare resources are now spawned 1 per terrain on default settings, resulting in less uncommon resources
- Toned down swamp flora a bit

Multiplayer
- Home solaces can now be set in multi-player on a per player basis
- Resource scanners now work in MP

System
- Upgraded terrain flattening to allow multiple inputs during generation
- Improved several AI scripts performance
- Added three new world settings and console commands: /showBiomes /showEncounters /showResources
- The will no longer be entirely visible if /showBiomes is disabled in world settings
- Large encounters and town resources can now be seen anywhere on the map if /showEncounters is enabled in world settings
- Rare resources can be scanned anywhere on the map if /showResources is enabled in world settings
- Increased inventory item tier and amount text resolution and added a shadow
- Added the ability to zoom the camera in and out when in targetting mode
- Added the ability to raise and lower the came with shift+mouse wheel
- Added shift+interact to auto-loot monsters
- Camera state and position in regards to player are now saved

Latest patch notes to live/beta:
- Fixed the possibility of tower ruins spawning too close to terrain borders causing errors

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 0.7.5.9

Small patch to improve the new towers and map features a bit, as well as some single-player/client performance improvements.

v 0.7.5.9 2021.06.23
- Upgraded terrain flattening to allow multiple inputs during generation
- Now flattening area around
- Improved several AI scripts performance
- Fixed the /showEncounters command not working properly
- Fixed an outdated method causing some town resources to disappear
- Fixed the description for the enchanting table unlock

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