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My Little Blacksmith Shop News

Patch 0.1.7

[p]Hey Blacksmith's, [/p][p][/p][p]You can find this new version on the Alpha test branch. [/p][p][/p][h3]Patch Notes[/h3][p][/p]
  • [p]Adjusted Geoffrey’s Shop hilts spawn table to be more balanced. (Hopefully. It’s still random.. just slightly more deterministic. I also just noticed that the polearm hilts are not randomizing properly, so i'll do some work on it for the next update.)[/p]
  • [p]Also added socketed hilts to Geoffrey’s Shop spawn list.[/p]
  • [p]Added color identification to item popup nameplates to represent the quality of items.[/p]
  • [p]Added - Prices for items in Geoffrey’s shop and leather merchants shop can now be seen without hovering over each item.( The prices sometimes won't update right away if you're loading into a game. They'll update on store refresh.)[/p]
  • [p]Added new crossbow varieties that can be purchased at the leather merchant shop in Northelm. ( I noticed the new varieties that you equip won't load back the same, looking into a fix for that, so for the time being unequip your crossbows before saving.)[/p]
  • [p]Changed crossbow bolt quiver count at the leather merchant to be more varied. You can purchase quivers from 20 copper to 99 copper.[/p]
  • [p]Reworked Crossbow pricing at the leather merchant shop to reflect new changes.[/p]
  • [p]Fix for inventory items missing when placed inside the backpack.( 2nd attempt )[/p]
  • [p]Fixed issue where ever so often, the delivery crate from EDS will reject all attempts to open it. ( A strange issue where the quantity of items you ordered was not transferred over to the delivery crate)[/p]
  • [p]Fixed armor workbench not saving metal armor pieces added, including the leather pieces. (Forgot to flag some of the variables in the armor workbench to be saved.)[/p]
  • [p]Fixed missing hilt size indicator on the pop up nameplates for Texas guards, Ring guards and Bristled ring guards. So you’ll have a better idea whether or not those can be added to a one handed or two handed weapon.[/p]
  • [p]Fixed discrepancy with guard prices placed on the sales counter in Geoffrey’s shop being different from the nameplate display price.[/p]
  • [p]Fixed issue where polearms could potentially spawn multiple times in Geoffrey’s shop.[/p]
  • [p]Fixed issue with plank bundles that are stacked on top of each other, being absent when in a loaded game. (Unfortunately, at the moment, they will not be stacked but at least they’ll still be there.)[/p]
  • [p]Fixed Crossbows falling apart or missing parts.( I reworked crossbows, so there may be some issues with them, especially on older saves.)[/p]

Patch 0.1.6

[p]Hey Blacksmith's, [/p][p][/p][p]You can find this new version on the Alpha test branch. [/p][p][/p][h3]Patch Notes[/h3][p][/p]
  • [p]Fixed issue with shield parts, shovels and a few other metal parts, not having a corporeal form when crafted on the anvil. They should be visible again.[/p]
  • [p]Fixed issue where you could only pick up weapon heads near the bottom of the item. Now, you should be able to grab anywhere.[/p]
  • [p]Fixed issue where if looking at the weapon head or guard of a completed weapon, it would not highlight the entire weapon/tool.[/p]
  • [p]Fixed an issue when opening EDS delivery crates with large quantities of items, the items would explode all over the place.[/p]

Hotfix Patch 0.1.5.1

[p]Hey Blacksmith's, [/p][p][/p][p]You can find this new version on the Alpha test branch. [/p][p]I'll have more fixes next week.[/p][p][/p][h3]Patch Notes[/h3][p][/p]
  • [p]Fixed issue where only one customer, with a unhealthy obsession with axes, seemed to be interested in visiting player shops. Everyone got the memo now and will be visiting your shop.[/p]

Patch 0.1.5

[p]Hey Blacksmith's, [/p][p][/p][p]You can find this new version on the Alpha test branch. This also may not be compatible with older saves.[/p][p][/p][h3]Patch Notes[/h3]
  • [p]Added a new merchant to one of the caves.[/p]
  • [p]Added Dynamite. Purchasable at the new merchant. Dynamite can be used for a few things including mining. I’ll leave it to you too discover its other uses.[/p]
  • [p]Added mystical wards to certain entrances. You’ll need to figure out how to bypass them to explore what they are guarding.[/p]
  • [p]Added a new NPC that will help you find objects you might have lost. At the moment, he’ll look for all of your missing crates, job crates and shopping crates that are beyond 25m from your shop counter. Great in some cases if you’re feeling lazy and don’t want to carry your crates but he can only do the task once per day.[/p]
  • [p]Light wall fixtures have 5 levels of brightness that can be changed when interacting them (including off).[/p]
  • [p]Re-enabled shadows for light fixtures[/p]
  • [p]Removed armor highlight on adventurer to avoid confusion as to whether or not you can give armor to the adventurer. (Some of the code for adding armor is sorta there but at the moment I’m unable to dedicate time and resources to finishing it as it still requires alot of work to get working.)[/p][p][/p][hr][/hr][p][/p]
  • [p]Fixed issue where furniture store sale items would not respawn new items when the new stock counter expired.[/p]
  • [p]Fixed metals head disappearing when trying to pick them up with the “E” key.’[/p]
  • [p]Fixed issue where some Noble customers asking for specific items for two hand axes or hammers were not giving the right information, leading to confusion as to why their deliveries were not accepted.[/p]
  • [p]Fixed issue where you could equip leather armor without training the leather armor skills.[/p]
  • [p]Potential fix for issue with crates not keeping some items inside when closed.[/p]
  • [p]Fixed tooltips that were not indicating how to interact with npc’s that are interactable.[/p]
  • [p]Fixed heating/coooling floating indicator remaining on screen even at great distances. They now will fade away as you move further away from them and vice versa when approaching them.[/p]
  • [p]Fixed issue where Light and dark crystals were still spawning duplicates in the level.[/p]
  • [p]Fixed issue where customers would run around to the back of the shop if the gate was closed. I simply removed the front gate. (Will later add it as a buildable so you have the choice on whether or not you want a gate. I will eventually do the same with fences.)[/p]
  • [p]Fixed sprinting FOV not adjusting when FOV is changed in your settings. Leading to strange camera effects when FOV is higher or lower than 90.[/p]

Patch 0.1.4

[p]Hey Blacksmith's, [/p][p][/p][p]You can find this new version on the Alpha test branch. This also may not be compatible with older saves.[/p][p][/p][h3]Patch Notes[/h3]
  • [p]Added a few new items to the shop that will hopefully help guide new players in their blacksmithing journey.[/p]
  • [p]Updated and added item icon’s for items that can be picked up and added to your backpack.[/p]
  • [p]Adjusted swim speeds to be slower but now agility affects swimming speed. So foods and other sources that add temporary agility will also increase your swim speed, similar to walking and running.[/p]
  • [p]Added about 15+ new ingredients for cooking.[/p]
  • [p]Added several new unique cooking recipes with large bonus’, to be discovered.[/p]
  • [p]Added a few fishes to bodies of water.[/p]
  • [p]Switched Log and Firewood static racks near starting shop for a moveable one. Use the “V” key to move them.[/p]
  • [p]Unlocked a secret door. The cavernous depths beneath the Temple can now be visited. (It’s still not complete but playable. I’ll update it overtime as usual.)[/p]
  • [p]Crystals can be placed in your backpack.[/p]
  • [p]Reduced the Expedited Delivery Service deliveries to 1 minute instead of 2 minutes. ( Will later add ways to decrease the timer)[/p]
  • [p]Nobles are now the only ones that will request custom orders.[/p]
  • [p]Removed reputation penalty for cancelling jobs. You’ll still lose reputation if you assault a customer though. (Unequip your tool and left click to push)[/p]
  • [p]Removed “Working Class” type customers from legacy customer roster.[/p]
  • [p]Removed legacy customers asking for repairs. They should only ask for new weapons.[/p]
  • [p]Fix for customers not giving coin after taking a weapon.[/p]
  • [p]Fix that ties in with previous issue where customers that wanted a shield, would sometimes not tell you. Resulting in a starring match with no winner. Until you cancel the order, which forces the customer too give you the coin for the weapon you delivered but not the shield, since you didn’t know they wanted one. Unless you did than you’re a wizard for successfully completing an impossible order.[/p]
  • [p]Fixed issue where during the tutorial, if the customer teleports to order desk because they got stuck moving to your shop, they would cause the tutorial to not progress.[/p]
  • [p]Fixed issue where the wagon would continue to loop the movement sound after you exited the seat. Only happened if you exited while it was still moving.[/p]
  • [p]Fix issue where Golems would cause ore veins to disappear when killed. They should no longer cause the veins to disappear.[/p]
  • [p]A few small performance fixes.[/p]