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Patch v 1.0.2.13 & Roadmap Update

[h2]Regarding recent player controller changes[/h2]
Had some problems with new characters not properly assigning the basic attack to skill slot 1 upon creation, along with no sort of click to engage auto-attack, causing fully understandable frustration for some players. This patch, among other things, fixes the "Basic Attack" skill (found under the general skills tab) not being assigned for new characters, but also adds the ability to simply right-click on targets within range to engage auto-attack. I've also fixed auto-run as well as Q and E for keyboard turning.

The player controller overhaul was a huge undertaking, and I ended up releasing it a bit early causing us to take on some pretty nasty reviews due to the bugs. Hopefully this patch cleans up the majority if not all of the player controller related bugs, but I also take solace in the knowledge that we shouldn't have any hurdles from here on as far reaching as a player controller update is.

[h2]Looking forward[/h2]
I also wanted to share a bit about what we've lined up for the near future:
- A new procedural dungeon generator to improve the current undead and goblin dungeons and make adding new dungeons quick and easy.
- New and revamped small encounters, adding variety to what are currently only the stone elemental guarded monoliths.
- Improved enemy combat AI.
- Monster classes & abilities. This system is already implemented on a few mobs, for example some rock elementals spawn as a ranged class and throw rocks. I have laid out a plan for around 36 new monster abilities, including hero specific area attacks to be implemented to animals and monsters.
- Monster equipment randomization. Some monsters will randomize their equipment when spawned based on their class to increase variety.
- Monster champion & hero damage and health rework.
- Improved loot tables, including adding sockets to global loot.
- Runes. Several new types of sockets attainable as loot. These may also be dropped as recipes using the Masonry profession instead of Enchanting to add more use for stone and Masonry in general.
- Full controller support. Work on this started today and aims to make menus, crafting, hotkeys and all functions within the game possible with a controller.
- Further town capabilities, including resource transferring, trading with currency, and food production.
- Nutrition system & improved cooking. I have planned out a simple yet pretty deep set of systems designed to compliment one another for nutrition and cooking, and have only to implement them into the game. Note that these will only be beneficial, offering a way to further increase a characters performance through their food and drink.
- Fishing.
- NPC towns. The spawning and randomization of these is already mostly implemented, but I want to add more functionality to these NPC towns before we switch them on, such as trading and possibly questing.
- Revising the multi-lingual support. There are a lot of holes in the current multi-lingual system that for the most part simply need to be added into the current, working system, along with some organization to make the game fully multi-lingual.

I also paid for some work on building piece revisions and prepared 9 new textures to expand upon the current wood and stone, but unfortunately the work was very low quality and pretty much unusable. I was hoping to get some of that up for the Base Builder Fest, so ongoing, but they really need to be redone properly. So I've pushed work on that area to the side for the moment, but I will definitely be adding more building textures, and likely the ability to color buildings freely, along with some other building and town building specific upgrades in mind.

There are a number of other things on the back burners, but I don't really want to blab about things that may or may not be scrapped. For the most part, all of the functions mentioned above are things we're actually working on and hope to have ready for testing in the near future!

[h2]How to report bugs[/h2]
I also wanted to real quick mention fast that this is still primarily a solo developer project, massive though it is. I have some paid freelancers working on the things I tell them to, but it is not part of their responsibilities to monitor customer support, and I cannot yet afford hiring someone to manage things like that and social media and marketing and 7-8 other things. It's up to me to find, verify, and organize bug reports, and that can be very time consuming sometimes.

If you do run into something that needs my/our attention, the best way is to either add it to the bug-tracker, linked at the bottom of this and every news post, or to post in the #bug-discussions channel in our Discord server, also linked at the bottom of every post I make.

More important than where though is how. If you run into an error, opening up the console with F1 will show a print out of what caused the error. Often a screenshot of this is enough for me to go straight to the problem and fix it. If you can further provide the following details it often makes fixing the problem much much easier for me:
- What version were you playing
- Did it happen in single-player, or as a multiplayer client, or as a multiplayer host.
- What were you doing and what did you expect to happen
- What happened instead of what you were expecting
And honestly any other details can sometimes provide a massive clue into what happened. It is and always will be in my highest interest to find and repair any and all bugs as soon as I can, but sometimes it takes hours just to figure out what really went wrong. That's the price of such a big project being developed and run by so few people (mostly just me! XD ), but solid bug reports are a serious godsend, and are always very much appreciated.

[h2]Patch notes[/h2]
v 1.0.2.13 2023.01.24
- Enabled right-click to target enemies + engage auto-attack
- Updated a number of tutorial steps
- Improved Blink skill
- Disabled small encounters, monsters, and hostile animals from spawning in the starter area (250m radius by default)
- Fixed autorun immediately cancelling itself
- Fixed Q and E (default keys) not turning the player properly
- Fixed the quest helper not engaging automatically when tracking a quest or starting a new character
- Fixed weather particle generators not initializing collision quality properly
- Fixed several harmless startup errors client side when connecting to a server
- Fixed a multiplayer client specific undead & goblin dungeon bug
- Fixed Charge and Jump Back skills not working with new controller
- Fixed new characters not properly starting with basic attack in skill slot 1

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

Hotfix v 1.0.2.11

Still some bugs I'm hacking away at. My apologies again that these made it through to the live build, there was so much we changed over the last three months, it was really hard to try and catch everything.

One sort of bold change with this patch is that the cursor is now confined to the game window for both windowed clients and for those using multiple monitors. This was a requested feature and should be no different for full screen players/single-monitor players, but if we need it to be an option which method we use I can certainly add that.

There are still some problems with riding in boats, climbing ladders, and getting stuck on joined 45 degree angle slopes, like multiple stairs pieces joined together, and pausing the game sometimes causing the player to get stuck in a dance. Newbery our controller guy is looking into those for me.

I am looking into obelisk damage, ranged attack direction and line of sight, dungeon enter and exit problems, as well as some problems with potions.

v 1.0.2.11 2023.01.10
- Fixed a storehouse bug deleting leftover resources when withdrawing
- Stopped a different harmless storehouse warning from throwing an error
- Improved mouse lock/unlock logic
- Now confining the mouse cursor to the game window for multi-monitor users
- Fixed auto-harvest in multiplayer
- Fixed town resources not harvesting properly
- Added tab target cycling to the key bindings settings

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

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.

Join us in Discord!

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