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Development Digest

Hey everyone!

I started a new thing last week on our Discord server (https://www.discord.gg/kindredgames) where every Friday I post mini patch notes of what the team did for the week. I'll start posting them here as well as weekly dev blogs! So the below is two and a half weeks of updates. See you all next Friday!

Working on:
  • New spider cave level for farmlands
  • Terrain and foliage work around spider cave
  • WIP camera system to help prevent unnecessary camera clipping
  • Full nav mesh rebuild
  • NPC creator
  • NPC task system
  • Interior work in Sleepy Haven
  • Terrain cleanup in Sleepy Haven
  • Azura guard questline rework
  • Tiered farm area
  • Started setting up for splash potions
  • More detailing in the spider cave
  • NPC enemy detection
  • UI Management
  • Teek's & Sandy’s guard questline
  • Refactoring in-game chat
  • Faction modifications
  • NPC combat AI
  • Started looking at dialog to change hairstyle
  • Achievement ID for Steam Achievements


New:
  • Quest for Diana and Bukk in the Farmlands
  • “Iron nails” item - added for a quest, but may be used for crafting later
  • Spider cave props
  • Car wheels item
  • Spiderweb ladder
  • Smashable pots and crates
  • Added a bunch of destructibles throughout Azura Island
  • The Shrubrian
  • Created a river spline tool
  • Swimmable river alongside Sleepy Haven through the Farmlands
  • Updated the cave spline tool to be more versatile
  • Created new “muddy water” material for swimmable water
  • Added swimmable mud to the gulch above Sleepy Haven
  • Ponds and rivers now have splashy footsteps as you run through them
  • Human-size spider cocoon with animation
  • Added a plant to foliage brushes for farmlands use
  • Farmlands gems
  • Farmlands ore
  • Cotton field
  • Full NPC task list
  • NPC detection buildup based on distance/visibility for more forgiving aggro
  • Grant reputation dialogue event for NPC’s
  • An item for Carla's Note so the player can pick it up into their inventory
  • 2 new harvestable herbs
  • A couple new materials
  • All inns in Tirawyn have sleepable and rentable beds now
  • Created a new NPC for the tavern in Sleepy Haven
  • Added all of Soupy's outfits in
  • Added Kip to the LT NPC and set his ID in-game


Improved:
  • Huge project clean up: tidied files into the appropriate folders and removed outdated and unneeded items in the project. This was a big job, but it’ll save us a lot of time down the road.
  • Fixed visual bug with in-editor items
  • Brand new sky textures
  • New sky colors throughout day/night cycle
  • Adjusted day/night durations slightly
  • Updated mining nodes to new cracked version so you can tell what you're mining
  • Updated mining drops for the new mining balance plans
  • Opal material
  • NPC combat movement
  • NPC customization options
  • More responsive NPC task finding
  • Made it easier for players to start the quest if they didn't take it the first time they spoke to Bukk
  • Stolen Toy quest (from guard questline) improved to match new update including parts of the quest, people involved, and dialog to match
  • Azura waterfall now uses transparency so you can see easier when swimming through it
  • Added some polish to Sleepy Haven
  • Updated all the mushroom models
  • Adjusted spider web color to match better
  • Shaped the ocean to match the mainland and islands
  • Updated bushes from spring versions
  • Did some terrain cleanup in Farmlands


Fixed:
  • Pressing esc while inventory is open will now close inventory before opening the pause menu
  • Typo in the journal in the ice cave
  • Palm leaf is now named "Stinky Leaf". Item description changed to represent this
  • Hitting tab while reading a note from inside your inventory will now close the note, rather than closing the inventory but leaving the note open
  • Cursor not recognized error during packaging
  • Quest world item material
  • Loading screen display image
  • Rats now de-aggro - no longer will they follow you to the ends of the earth
  • Updated bone collision
  • Fixed a bunch of mesh materials
  • Replaced a bunch of crate materials
  • Martin no longer incorrectly tells players to go to the construction yard for work if they've completed Dave's Hammer quest
  • Plant multiplayer replication improvements
  • Refactored Inventory open/close logic
  • Can no longer advance in the quest without having the required items
  • BP_HUD now tracks UI state. You can swap between map, inv, and journal as before, but pressing escape while any of those are open will just close them. You also can no longer open any of those menus while the game is paused
  • Fixed bug where menus (inv, journal, map) would still toggle while typing in the journal search bar
  • "Hand over the supplies" dialog option changed to "Here are the supplies." to remove confusion about the dialog being an action instead of what the player says
  • Made Maggie's directions to the cellar more clear
  • Basalt no longer takes an additional 20 wood from the player when turning in his quest
  • Harvesting herbs and plants no longer drops it on the ground first
  • Fixed some duplicate meshes in Sleepy Haven
  • Moved incorrectly placed foliage back to the terrain level
  • Added item ID's to Azura Mushrooms with the new harvest mechanic
  • No fences should be floating now
  • Cleaned up the merged stone fence (removed about 1000 draw calls from it)
  • Fixed the materials on the golden farm house
  • Fixed some dialog issues with old innkeepers
  • Dryad no longer grow hair when putting on hats
  • Resource nodes now drop items again
  • Resource nodes now don’t let things fall through the ground
  • Added stone physics mat to terrain
  • Scaled the Moonberry Farms sign to fit mounted players
  • Fixed collisions on some thorn assets
  • Garden signs no longer require farming levels to place
  • Ghosts cannot be interacted with unless the proper conditions are met
  • Fixed various ladders
  • Yenna remembers you now
  • Fixed a floating post in Rashackle
  • Removed an underwater river in the new farmlands river