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Solace Crafting News

Hotfix 0.7.6.4 / 0.7.7.2

I'm gonna have to keep this short, it's past midnight. I've struggled with this patch a little bit, but it fixes some important bugs with multi-player. Hopefully starting new monster skills tomorrow, I need to check up on the bug tracker and look around a bit first though. We had a four day weekend over here, and now I feel like I'm behind schedule!

This patch is being applied to both live and beta simultaneously.

v 0.7.6.4 2021.07.27
- Fixed several instances of MP data being able to exceed the maximum per packet size

v 0.7.6.3 2021.07.26
- Fixed a flora spawn desync problem in multiplayer when returning to an already visited area
- Fixed not being able to select a structure via an obelisk in MP

Beta:

v 0.7.7.2 2021.07.27
- Fixed several instances of MP data being able to exceed the maximum per packet size

v 0.7.7.1 2021.07.26
- Fixed a flora spawn desync problem in multiplayer when returning to an already visited area
- Fixed not being able to select a structure via an obelisk in MP

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 0.7.7.0

This patch adds in the last major changes to 0.7, getting in all of the encounters for what I consider to be the minimum necessity for a 1.0 release. They aren't necessarily all finished and polished, but they are in and accessible, some with new monsters.


(The new lava caves)

Currently I'm working on revising loot tables and working out new enchants and other socketables in a more organized system where I'm localizing drops based on the area of difficulty for different locations. To summarize I'm planning progression as:
1 . Open world, above ground encounters, town resources.
2. Caves, goblin dungeons, undead dungeons.
3. Floating islands, lava caves, water caves
4+ TBA

Each level of progression is currently "locked" behind underwear progression, as that is what increases your temperature resistance. Clearing each layer of temperate locked content should reward you access to the resources required to make the next grade of materials required to upgrade your underwear, as well as your equipment and things as well.


(The new vampire lord in, boss of the undead dungeon)

I haven't quite gotten into it yet, but I also want to change the current schematics system, which can pile up quite quickly, to a system of learnable sockets, not unlike the current schematics "word" system. This will allow for higher rarity socket recipes and socket set recipes to drop in more difficult areas.

The focus of 0.8 which I hope to start soon will be focusing almost entirely on combat, skills and attributes (both players and monsters), loot, and difficulty. So getting these new encounters and new monsters in is a nice first step in that direction. For now most of these new monsters don't have abilities, or even sounds for that matter, but hopefully in the coming month or so that will all start to change, and combat will not only be more interesting, but more rewarding as well.

I do still want to uphold my belief that full pieces of equipment dropping from monsters is weird, but I think random sockets dropping once in a while would be a lot of fun, letting you stick them right into your equipment now that they are items instead of equipment bound "enchants".


(the new water caves)

Anyways a lot of work going on. I'm also working on some complicated math for the combat changes ahead of us that ultimately make things in a way much simpler, but are not your standard linear scaling up to 1,000,000+ damage at level 80, or whatever tends to happen with MMORPG expansions. The system I'm working on is really designed to allow play to continue up to level 1000 and beyond, as we've had players reach those levels with the current math and it really just starts to get ridiculous, and does bring in some serious shortcomings... I'll be explaining more about that in depth when we get there.

v 0.7.7.0 2021.07.17
- Added lava caves (lava cave sections will no longer spawn in normal caves)
- Added water caves
- Added undead dungeon
- Added navmesh carving to dungeons props
- Added mummies, skeletons, harpies (to floating islands), and vampire lords
- Added aquastone resource

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

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.

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

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.