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Solace Crafting News

Hotfix v 0.7.0.20

I've been busy with the holidays and fixing up a health problem I ran into lately. My apologies this fix didn't get out faster.

This patch fixes a problem where walking far enough away from an area for it to despawn, but not so far enough away to have the entire terrain despawn, and then coming back would cause town buildings to revert to their mid-"reposition" state, wanting them to be placed again from the town menu.

v 0.7.0.20 2020.12.28
- Fixed a spawn management problem causing town buildings to revert into "reposition" mode

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

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Beta v 0.7.1.0 - Goblin Dungeons



Goblin dungeons are now capable of spawning complete with lots of nasty critters inside as well as a boss and treasure chest at the end. There are still a variety of plans for these dungeons including traps, secrets, more decorations including particle effects, unique drops, and an undead version.



Along with these "dungeons" a series of "planes" such as the fire plane are also in the works along with a new types of water cave, during which I'll be revisiting the current caves a bit more.

All in all these new locations are intended to provide a lot of new drops from a lot of new monsters, with which we'll then be working on lots of new recipes for armor, weapons, potions, and enchants!

v 0.7.1.0 2020.12.24
- Added first phase of procedural "Goblin Dungeons" for beta testing

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.

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Hotfix 0.7.0.19

One nasty bug fixed in this patch was caused by clicking "apply" to the video resolutions settings without first selecting a resolution, causing the window to turn into a 1x1 window. I setup a catch to automatically resize any players that got stuck in this condition to 640x480, fixed the bug causing it, and added an option for borderless fullscreen. Along with a number of other fixes and repairs.

I'm hoping to plug in the new dungeon generator into beta tomorrow!

v 0.7.0.19 2020.12.22
- Stalks and large cacti now drop have a chance to drop essence of water
- Added a blue fog to brighten up caves
- Added a fix to automatically catch and repair broken video resolutions
- Fixed a bug crashing the game when clicking "apply" to a video resolution prior to selecting a resolution
- Fixed some weather audio not obeying the ambient volume sliders
- Fixed some problems with the displaying and purchasing of long range leyline teleport upgrades
- Fixed essence harvesting in MP
- Fixed grass not updating immediately while terraforming
- Fixed a harmless error when entering caves
- Fixed bags not dropping properly into tombstones while in caves
- Fixed towns deciding on a different biome than the overlay biome indicator
- Fixed certain resources respawning with every reload and ignoring building collision checks

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

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Now live v 0.7.0.18

Another round of bug fixes before hopefully starting out onto some new stuff tomorrow!

v 0.7.0.18 2020.12.15
- Updated language files from crowdin
- Fixed a lot of animations going dead in SP
- Fixed grass patches going bald
- Fixed the math for multiple crafts that involve leveling up into new tiers
- Fixed animals that should not go rare, going rare
- Fixed crafting exp not scaling across levels as intended, but hard capping

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

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Survey results & roadmap update

I've gathered the measurable results from the Fall survey into a series of graphs and welcome open discussion as to what we are to take from them, and how that should affect development. I've give my own take and explain what I think is the best course of action for the immediate future in the following video:

[previewyoutube][/previewyoutube]

I've tried several times to summarize the contents, but it's a long video for a reason, and am having difficulty giving a short explanation... I think the roadmap (below) speaks for itself quite well, and hope that people looking for a deeper explanation of why I think those are the best steps to be taking towards version 1.0 will be able to check out the video.

Some questions definitely remain, such as how to continue offering improvements to crafting, ie: new recipes for say a sword, without simply adding a different sword recipe every tier and just making it better just because.

The image themselves are as follows:













And my proposed revision to the roadmap is as follows:

0.7.1: Procedural dungeons/planes, more monsters (more drops).
0.7.2: Enchants -> sockets. Lots more recipes.
0.7.3: Deconstruction bench. Crafting and harvesting equipment.
0.7.4: Improve Monster AI. Add monster abilities. Upgrade combat math.

0.8.0: Rework adventuring skills. Add Job & Class skill trees.
0.8.1: Expand on town buildings and functionality.
0.8.2: Randomly generated towns.
0.8.3: Town quests and unlocks.
0.8.4: Nutrition, cooking, and fishing.

0.9.0: More dungeons/planes, more monsters, more recipes, more quests.

0.9.4: Villager equipment, clothing, naming, skills, AI.
0.9.5: Town attacks/defense.

0.9.8: Finalize language support, add full controller support.
0.9.9: Optimization.

1.0.0 Leave Early Access.

These are of course only the larger milestones. There is a lot of small improvements to be made to various aspects of the different inventory systems, the interface, audio and animation in general, etc.

I've also pushed the 0.7.0.17 patch to the live branch, which other than a long list of fixes adds:
- Added a biome indicator to the main overlay (lower left)

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

Check out the bug / suggestion tracker