Happy Monday, Friends!
I'm officially back from maternity leave and ready to get back to weekly updates! Thanks to everyone for being patient as we had "weeklyish" updates for a while there.
First thing I tackled was our bug reports. We collect and organize our bugs using Trello. Every report that gets submitted through the
in-game link goes to our Trello board where I then sort through the reports for duplicates, things that are user error, high priority, etc. I went through all of the reported bugs and got them sorted out and contacted people that left their Discord handle to get more information on their bugs. Next I went through all of the bugs I assigned myself and started fixing them. The majority of these were super simple like the quest log showing all of the quests when you filter to Sleepy Haven instead of just Sleepy Haven quests. There was one node not assigned that fixed this. Took a bit to find the node, but got there in the end! The rest of my first week back was spent doing community things - answering Discord questions, emails, a community event, etc. Lots of admin work to catch up on.
If you aren't part of
our Discord (or even if you are and haven't seen them), I'd like to do a big shout out to Yohai and TheAquaticTiger for collecting and posting awesome spreadsheets full of information in our spoiler alert forum.
Yohai has a comprehensive list for identifying items in your collections; a list of all building plans, what they look like, and the cost to build them; a mapped out farming route for Farmlands on where to get materials; a list of all available tomes, what they do, and a video of what they look like; and many, many more!
The Aquatic Tiger has guides for alchemy, farming, food, and weapon stats with very detailed information.
Also another shout out to one of our Discord and Steam moderators, MrReddiculous (you've probably seen him on the Steam forums answering questions), for posting a detailed list of housing plot sizes and the sizes of all of the houses in game currently. These have been super helpful to new players and people trying to finish up their collections and look for information.
Along with the above, I'd like to give a shoutout to The Divine Farmer for taking some of the information above and adding it to our
official Wiki page. The Wiki page is 100% community ran and it is still lacking a lot of information. We do have a channel on our Discord to discuss the Wiki and formatting and such if you are interested in lending a helping hand.
Anyone can contribute to the Wiki using their Fandom account.
This week Michael and I will be going through the whole Trello to ensure all the bugs still on there are still bugs (we fix things all of the time and don't realize there is a report for it) and get a priority list together. With this next update being a huge quality of life update and Michael going through a lot of code, he's been able to knock out a lot of little QoL things that needed to be done, but there's still small things that he can tackle that are in the systems he's already working on.
Another reason to join
our Discord is to get sneak peaks and live updates. Michael (aka Kindred) likes to randomly drop pictures and responds to questions about new systems. He does frequent the ideas channel a lot to discuss ideas or even posts his own ideas to discuss with others. One thing he posted about was an update to the horse model:

He's always wanted to update it and finally did. Here's a comparison to the old horse:

There's been lots of progress on the skill system that Michael talked about in previous dev digests. Our dedicated testers have started testing new skills and have been giving feedback to get everything where it needs to be. Here's a sneak peak at some of the Hunter's skills. Can you guess what they are?

Speaking of dedicated testers, we are looking for more! We communicate everything through our Discord server, so we look for people who are in our Discord and have been around and contributing to the community in a positive way. Check out the FAQ channel in our Discord for a link to apply.
Michael also returned to Twitch to stream development.
Check out these vods from the two days he streamed. We're working on getting back to a regular streaming schedule!
On stream Michael worked on an animal companion overhaul - specifically the snowman on stream. Since he was working on adding a Hunter skill to use the animal companions with two-handed weapons, he was deep in the code of the animal companions and went through fixing and adjusting companions with all the different feedback and bugs reported during the stream. While he didn't get through all the bugs and reports, there is a nice quality of life update to animal companions.
Another thing he tackled on stream was the loot system and how luck works! Now instead of having a "luck" stat, you'll be "lucky" when you roll for loot. Currently the luck stat is super overpowered and everyone focuses their efforts on getting more luck to get the best loot. Check out the
stream vod to learn more about how luck currently works versus how it will work with this overhaul.
With the overhaul of luck, I'll be changing how the current chest system works. I'll lean into how Windless Woods is set up and streamline that better. We've gotten great feedback on how the chests are set up in Windless Woods (I'm actually super proud of them!) with having only one unlocked chest and one locked chest. I'll be doing the same for Azura and Farmlands/Sleeping Glade. We haven't decided which chest will be the locked one in each zone just yet (leaning towards Cobalt as being the only locked chest in the Farmlands and Sleeping Glade, but nothing is official) or what will happen to the keys you have that will no longer have chests associated with them. We could add a value to the keys so you can sell them or something else. Thoughts are welcome. A new update to the loot drops for weapons is that they have the chance to drop at different qualities all the way up to masterwork. So you could find a flimsy iron sword in one chest and then a masterwork iron sword in the next.
Also with the luck change, I'll be adjusting some food that currently has luck on it. Some will be replaced with crit chance or potentially something else. I'll make sure to detail which food is changed on the update's patch notes.
Weapons are changing as well. They will no longer have the crit chance stat on them and instead players will have a base 5% chance to crit. This is a stat that can be improved with items, food, and gear.
That was a lot of information to go over! I'm sure I've missed a lot since the last dev log, but we're back to weekly updates officially!
See you all soon!
-Janna & Michael