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Beta v 0.5.2.1

I've added a new section to the item template system now allowing for anything to be "unlockable" via town buildings. In other words, Tailor I now has the Mage and Cleric armor sets available for purchase. I've tentatively set the price for the 8 armor sets at T1 Uncommon resources. These sets were actually already in-game as drops from champions, but there's nothing in-game that actually tells you that, so I wouldn't be surprised if not everyone knew that!



Now, once I finish upgrading the item system to be able to treat one piece of equipment as stronger or weaker than another, we will have all the tools needed to create an endless number of equipment recipes. The displaying, storing, unlocking and everything is all automatic, so long as the item templates are there. I don't yet have an image importer setup for importing item icons from the hard disk, but I did write a JSON importer that can import text files in order to allow players to feed items into the game. If anyone is waiting on that, let me know, and I'll write some instructions on how to use it.

None of the building styles are set in stone either, I've actually redesigned them somewhat, and am working on Village+ "rank" buildings being a mix of stone and wood, etc. I'm certainly open to different styles if anyone wants to take a swing at it!

A new type of ingredient is also now required in order to construct any of the crafter buildings: Wooden Construction Supplies. This is a special item that only the Carpenter, a new type of building, can create. Currently it's just a mix of lumber and metal, and maybe that's all it should be, but I like the idea of more buildings with different purposes.

Once I get the other buildings and "ranks" in and a few recipes for each of them, I will start working on the upgraded villager system.

v 0.5.2.1 2019.06.14
- Added crafter buildings: Tailor, Leatherworker, Armorsmith, Weaponsmith, Toolsmith, Woodworker, Fletcher, Artificer, Stoneworker
- Added unlockable recipes to tailor, leatherworker, and armorsmith
- Added carpenter building that crafts wooden construction supplies needed for Hamlet+ buildings
- Deconstructing town buildings will now refund 80% (rounded down) materials used (only most recent upgrade)
- Foragers have been reset due to some bugs

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. The beta is not available to 32-bit users.

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

Beta v 0.5.2.0

WARNING: This patch has two important patch notes:
- Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches
- Changed the way that town buildings are saved, forcing a wipe of all town buildings

I try to avoid wipes, but the changes were to drastic with these two subjects. This patch sets up the foundation for a lot of upgrades to town buildings I have planned and posted a bit about on Tuesday. The new town system is also currently limited to only Outpost rank, though I hope to get the new crafter buildings, and possibly others, in tomorrow. As villagers will be the next big topic for upgrading, villagers are not currently being summoned/used in this build. Instead each building has a sign on it for interacting with, that will be used to assign villagers.

One of the biggest "upgrades" to this system is building levels. In this patch the Storehouse now takes on a central roll, being what determines the maximum allowed population. The "Storehouse" actually starts out now as a "Stockpile" and can be upgraded through levels I - IV, which will then allow you to upgrade Stockpile IV to Storehouse I. These upgrades are visual, and also provide increasingly more storage with each upgrade. It is possible to get stuck inside during the Storehouse I upgrade, so try not to stand actually inside the stockpile when you upgrade it! And I will add a collision check to that tomorrow.

Harvester and Crafter building upgrades I don't quite have working yet in this patch, as they require new items from other buildings, but soon further upgrades (and in the near future, better/different villagers) will be the primary source of unlocking new recipes. Now that we have a wardrobe system in and working I'm looking forward to adding more weapon and armor recipes, even if at the beginning they don't all have their own unique 3D models and textures.



One piece of new content in is the new resource scanners. Instead of being an "aura" purchasable from town harvesters, they are now craftable, placeable objects, than can be picked up and moved. They can be found under Masonry Facilities for now, though I plan to lock them behind town harvesters as something that can be learned. Note that they can only be placed in an area of equal or lesser tier than themselves, though their range can still reach beyond that, and they can be upgraded indefinitely. This is one of several steps being taken to remove the -need- for more than one to three towns

There are a number of small but annoying bugs on the live build right now that I would very much like to patch, so I want to first get the upgraded town system back to a basic working state along with all the new functionality and push it live before continuing on with new recipes and villagers and everything else.

v 0.5.2.0 2019.06.13
- Resource scanners are now craftable items that can be placed on ground or buildings
- Storehouses can no longer be deconstructed while other town buildings are present
- Solaces can no longer be deconstructed while town buildings are present
- Player locked chests and facilities are now always openable in single player
- Changed the way that wells and ground torches are saved, forcing a wipe of all wells and ground torches
- Changed the way that town buildings are saved, forcing a wipe of all town buildings
- Added town building placement obstruction and underground checks
- Initiating town building placement will now place the "dummy" 6m in front of players close to the ground
- Fixed save structure window throwing errors on structures with furniture
- Fixed fruit trees interaction
- Fixed procedural tower crates interaction
- Fixed harvesting essences interaction
Multi-player:
- Servers now properly updating their player count
- Server list temporarily not showing player count, ? instead, server details will show player count when selected
- Fixed bows, wands, and staves during "host" mode
- Fixed "host" mode not saving the host's data
- Fixed a bug stopping multiplayer hunger and thirst
- Fixed switching from single player to multiplayer not resetting "world shift"
- There is a harmless error that will show up on dedicated servers that try to load a save with old towns

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. The beta is not available to 32-bit users.

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