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Beta v 0.5.3.0 Schematics!

Schematics, now dropping all over, enable the crafting of much stronger than usual equipment. The easiest way to understand them is to see them!



Above is a very basic schematic. It's tier 0 meaning it was found within the first 5km of the starting area, and it's also quality 0 which is equivalent to "common". It has a prefix and a suffix though in actuality common and uncommon schematics will only drop with one or the other, though it makes the explanation easier to follow.

The first row of stats for the schematic is the bonus that the schematic itself applies to the equipment when crafted. Meaning this pair of leather gauntlets will have a bonus +2 levels of armor when compared to a normal pair of leather gauntlets. In other words even if you crafted them to be level 0, they would have the same armor as a pair of level 2 gauntlets.

The second row is awarded by the prefix "Lesser Sturdy" which doesn't roll of the tongue very well, the words are a work in progress. Lesser means the prefix itself is quality 1. Qualities being: minor, lesser, nothing (ie: just "Sturdy"), improved, and major. You can see the suffix, the third row, is +4 levels, because it is "Improved" or quality 3.



This schematic is the same schematic, but quality 3. Notice though the schematic bonus has improved, the word bonuses remain the same. This is because the schematic quality is independent of the word quality. Schematic quality is however the most important factor, as it is used to determine how many words there are (1-2), and what quality they are.



This schematic is the same schematic but from a T10 area (50-55km). The stats overall have gone up using a multiplier, meaning higher quality schematics and words are more affected by the tier than lower quality.



Notice that even this T10 Q3 schematic can still be crafted at level 0, tier 0, rarity 0. This is only a schematic and can still be customized just as with normal crafting recipes and enchanted as normal.

Schematic drop rates are (monsters/chests):
Quality 0: 5% common
Quality 1: 10% common, 10% uncommon (champions, monoliths, chests)
Quality 2: 20% uncommon, 20% rare, 9% elite, 1% legendary (heroes, chests)
Quality 3: 40% rare, 50% elite, 10% legendary (rare high tower chests)

Schematic word count rates are:
Common: 1
Uncommon: 1
Rare: 50% 1, 50% 2
Elite: 25% 1, 75% 2
Legendary: 2

Schematic word quality rates are:
Common: 90% minor, 10% lesser
Uncommon: 50% minor, 50% lesser
Rare: 10% minor, 40% lesser, 50% normal
Elite: 30% lesser, 30% normal, 40% improved
Legendary: 30% normal, 40% improved, 30% major

I don't have a ton of words in yet, but the system is completely modular and can be added to with ease. The data stored on schematics and items is also not hard numbers, but references, meaning any changes to the system will be reflected on anything already owned. This will also allow for players to tweak the settings once I make accessible command to do so with.

In time I hope to have set words, "unique" schematics, etc. Lot's of ways to expand on this and other upcoming systems!

v 0.5.3.0 2019.07.04
- Added crafting schematics as general drops to all monsters and chests
- Reset known enchants
- Enchanting point and spent points should now auto-correct themselves if they do no properly reflect how many enchants have been unlocked on the enchanting skill tree
- Fixed some resources not properly applying the resource multiplier settings

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!

Hotfix v 0.5.2.7

Some more bug fixes before I push new content to beta!

v 0.5.2.7 2019.07.02
- 'S' will now push the "split" button if the inventory is open and an item is selected that can be split
- 'D' will now push the "drop" button if the inventory is open and an item is selected that can be dropped
- Turned off water barrel recipe (wip)
- Fixed town building deconstruction
- Fixed enchanting skills not saving properly
- Fixed furniture and facility placement rules
- Fixed transmogrifiers accidentally placed on the ground from reloading giant and unusable. They must be picked up and moved back to a building or any items placed on them will be lost.
- Fixed mountain trees leaving behind colliders
- Fixed a number of harmless "missing script" warnings in the console during startup
- Fixed a small error with floating islands
- Fixed a harmless DNA warning during during loading
- Fixed a harmless warning sometimes thrown in the last frame of disconnecting from a server
- Fixed a harmless world area encounter removal warning
- Fixed a bug sending dedicated server into single player

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

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

Hotfix v 0.5.2.6

Another small patch to both live and beta to fix up some of the latest bugs.

v 0.5.2.6 2019.06.27
- Fixed a bug when interacting with limestone quarries and coal mines
- Fixed upgraded buildings not deconstructing properly
- Fixed WarehouseII disappearing upon reload

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

Hotfix v 0.5.2.5

This patch fixes a bug with loading older saved games that was sometimes causing the town interface to lock up preventing building.

v 0.5.2.5 2019.06.27
- Fixed a bug with older saved games that could break the town interface
- Changed the town interface to read "None" instead of "Null" when no town is present

v0.5.2.4 Now Live 25% off



There are still a number of upgrades and improvements being made to the new town building functions, but there were a few bugs on the live branch that make it worth pushing this patch live even if it's imperfect. If there are any problems, please just let me know and I should be able to tidy them up within 24 hours.

Note that this will wipe town buildings, wells, and ground torches for players that have not been playing on beta but on the live (default) branch as changes had to be made to the way some things are saved and loaded.

I also added in a number of crafting skills for each profession, but have turned them off for this patch and will turn them on tomorrow with the next beta patch.

With a number of new town building types in and working, I can now add recipes for "purchase" to all professions. With the crafting skills I'm working on I can also now add them as unlocks for reaching certain levels in crafting professions, for example. I for one am looking forward to lots of new armor, weapon, and enchant sets.

I want to spend some time further upgrading multiplayer, and then hope to start working primarily on the new villagers systems next.

The condensed live patch notes are as follows:

v 0.5.2.4 2019.06.26
- Added bonus armor, speed, and damage as possible variables to item templates
- Harvester town buildings now generate per hour instead of per day
- Added "Open Journal" to keybindings
- Added the Limestone Quarry town encounter to the desert biome
- Added Recurve bow to the Fletcher (initial test)
- Added Limestone and Coal as items (to be mined via towns, WIP)
- Added Mason, Engineer, Arcanist, Arable Farmer, and Pastoral Farmer town buildings
- Town building deconstruction now refunds 100% of the costs of the most recent upgrade
- Player buildings and building upgrades now refund 100% of their cost
- 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
- 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
- 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
- Servers now properly updating their player count
- Server list temporarily not showing player count, ? instead, server details will show player count when selected
- Facility owners can now lock facilities they own preventing others from interacting with them
- Solaces can now be locked making them not show up for other players on the travel list
- Added an automatic unstuck attempt post teleportation if the player is found to be underground

The latest v0.5.2.4 patch notes are as follows:
v 0.5.2.4 2019.06.26
- Fixed limestone quarry and coal mine interfaces not refreshing their details
- Changed item template bonus armor and damage from a percentage increase to a flat integer
- Fixed storehouses overflowing past their storage limit
- Harvester town buildings now generate per hour instead of per day
- Fixed the crafter town building "crafting" button not working
- Interacting with a non-building material crafter town building will now go straight to upgrades
- Fixed construction supplies recipes secondary ingredients not remaining at tier 0 as they are intended to

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

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