Big enemy ai overhaul, they're a lot smarter to fight now!
Added animations for charge attacking
New skill for daggers (lunge strike)
New foliage clutter types
Distant trees in certain areas
Shadow color is now darker
Caves are now darker
Decreased bloom strength.
Improved lighting
New 16:9 logo
Brown mushrooms using the wrong harvesting sound
Fishing level not increasing max hp
Oak trees not being affected by fog
Added icons to items that were blank before
Woodcutter dialog being bugged if you tried talking to him early.
Spelling mistakes
Jumping up against certain cliffs could get you stuck and unable to jump again
Staggering enemies didnt work properly
got rid of unused asset library, hopefully faster load times?
Hold down left click to perform a heavy attack. on all weapon types
More red mushrooms around the map
Items in the inventory are now seperated by category
Move slower whilst attacking
Attacking now pauses your sprint until your finishing attacking
Quest start, progress and complete sound effects
Dagger type weapons now all apply bleed
New gravel terrain type
Extra little rocks and grass clump foliages for dirt patches
Small shrubs
Improvements to automatic unstucker, should be harder to get stuck in collision now hopefully.
Changed max walk height so you cant scale cliff faces anymore
Colour of Health and Stamina in UI
It rained way to often, less likely to rain and weather changes less often
Removed the shiny bushes scattered about the map
Made grass slightly smaller
Less stamina drained whilst running
Everything uses the same font now, so the style should look a lot more consistant
Fixed certain quest location triggers not completing quests
Vampire hunter dialog was accidentially skipping a line of dialog
Certain npcs missing quest exclamation marks
Typo in fishing ui minigame
Enemies now track directly to the player instead of infront of them. making it harder to easily dodge the enemies
dirt pile props had the wrong texture
Fishing/Lake zone with npc for random fishing related quests.
Updates to the fishing system with catching streaks for bonus xp, randomly sized fish and overall easier to progress.
Made fishing faster to level
New rock models
New cliff shader
New Lavander Plant
New terrain paths have been added
Wolf enemy & Related Ring
New npcs that walk around towns
Inside of buildings now have a glow effect
Water material now more inline with art direction
Updates to ui design
Foliage densitiy slider max increased
Size and render distance of grass
New dirt texture
Enemies should now face the player when attacking them
Lower atmos volume
Background blur when inventory and crafting ui is open
New Swamp Reeds and Bamboo Plant
New rings (Vampire Ring, Bamboo Ring)
Animation when fishing
Removed spots where grass would render behind rocks even when it couldnt be seen, increasing performance.
Added some more variation to the trees
Improved terrain blending from grass to rocks
Added flowers to the birch forest area
More nature resources around the map
Sound effects when fishing
Major fps improvement by remaking all the smaller terrains as 1 larger one.
Material of birch tree now better matches the other trees style
Changed death screen from black bg to slight blur
Fixed error when mining gold ore
Fixed bug with quest progress bars not working properly
You can no longer walk around while fishing
Fixed some lighting in the vampire mansion
New fence model (more in style with other props and slightly better performance.
Went through and marked extra props as static for extra performance ( Might be a very small gain?)
New armor type, Rings.
Equip up to 10 different rings, each buffing your stats in different ways.
Certain level milestones increase your resource gathering abilities. (I.E, Every 5 levels you gain a higher chance to deal 2 damage to a resource when harvesting it. These new stats can be buffed by rings/accesories and potential new armor sets in the future)
Click anywhere on the screen to continue a multi-screen dialog node. (instead of clicking on the empty dialog choice box)
Short quest; Beekeeper (found in maple forest)
Map optimisations for better gpu performance
Optimized hit boxes for better cpu performance and better collision on some smaller props
Made levelling slightly harder
Pickaxe Model
Higher level resources have more health + longer respawn times (offset by the buffs from increasing harvesting skill levels)
Updated lighting, should look a bit nicer now :)
Parrys not working on clients, only host
Equipping certain items would change values for other players too
Optimised certain hitboxes (better collision, less likely to get stuck, faster cpu performance)
You can hold down F to continue harvesting resources instead of constantly pressing it after the animation is done (but you can do either)
Popup prompt to teleporters now appears.
Red screen flash when taking damage!
You can parry enemies now and take 0 damage when doing so, and also stunning the enemy for a second allowing for increased damage.
Crosshair added when blocking which turns red when within parry window.
Enemies no longer instantly hit the player to allow for parrying.
Extra custom swing and block animations for the player
Made dash go slightly further and use less stamina.
Running takes less stamina.
Made world brighter slightly
Popup prompt now scales with distance to camera making it easier to read.
Higher level ores take longer to respawn
Certain footsteps were wayyy to quiet
cant get stuck walking when entering dialog
Player sword swing sound not playing properly
Wasp enemy to maple forest.
Enemies can now apply debuffs to the player too!
Added extra clutter/furniture to vampire house
New charge slash weapon skill
Sound effects to ui menus
Level leaderboard to main town
Custom animation when harvesting resources.
Edited styling of some inventory elements
Reduced stamina sprint cost
Resource floating ui has been updated from placeholder.
Settings like render distance actually save and load properly now (oops)
Can no longer move around whilst in dialog.
Weird collision in cave
Changed skeleton enemies mesh
Some clothing for enemies had to be changed due to copyright licensing
Fixed interact prompt scaling
Error when talking to lumberjack
New Enemy area; Vampire House
New enemy; Weak Vampries, Cursed Miners
New Questlines
Ten rings of power. (this is started through the tutorial) if you dont have this quest you'll need to talk to the first npc in the spawn/tutorial zone and he will start it.
Vampire Hunter. (part1) Spoilers -> Where to find; A training swordsman at the Maple forest city
New Zone; Deep Caverns.
After reaching the mining level requirements you'll be allowed into the deep caverns which can be found at the copper mine in the starter town.
New Items;
Gold Ore
Gold Sword
Gold Armor Set
Vampire Fangs
Maple Wood
Added new catchable fish
Different rarites for fish.
Crafting ui will now only show recipes that you have at least 1 of the resources for by default, can be toggled to show all.
When dying or loading into the game you'll now go into the most recent "zone" you've visited.
Added extra harvestables to foliage zone
Tutorial has been overhauled and extended slightly.
Starter town has been fence enclosed.
Teleporter gates now have a little portal visual
Teleporter GUI has the proper color scheme now.
The cave dwellers now have the correct attack animations
Npc meshes no longer glitch out and appear across the map ( thanks to facepunch for fixing this one after some direct messaging ❤️ :) )
Trees blend with fog... "mostly" now.
Camera no longer gets stuck on enemies.
Reduced Draw Calls
Interact prompt on npcs renamed to fix overflow
Spider queen has been made larger and slightly tinted to be easier to distinguish
More asset art style fixes for better continuity
New Area: The Chasm
New Boss: Spider Queen
New Armour Set focused on increasing stamina
New Bandit enemy
New Ore
Level 5 Fishing Area
Unlockable Teleporter Gates for faster travel
New exploration-based quests that progress by discovering new areas
Enemies now react when hit.
Character Overview tab added.
Settings menu now includes a render distance option.
Crafting UI now supports filters.
Quest rewards are now shown in both the quest log and tracked quests.
Interaction prompts now display the name of the object you're interacting with.
Every 2 levels now grants +1 damage to improve progression.
Expanded the cave and moved Skeleton enemies deeper to encourage players to progress through Cave Dwellers first.
Updated tree foliage shader.
Refreshed UI design.
Improved the appearance of the starter town copper mine.
Reduced grass density for better performance.
Improved tree rendering performance.
Reduced draw calls.
Removed unused code libraries for slightly faster load times.
Trees now cast shadows correctly.
Increased the default render distance thanks to performance improvements.
Unified inconsistent art styles across some assets.
Pressing Tab now closes other UI windows before opening the inventory.
Some tree foliage designs are still visually inconsistent.
Blocking, hold right mouse button to guard (decreased damage taken but drains stamina, if you get hit with 0 stamina you take extra damage),
Improved foliage types for more variety foliage, Added river for fishing and fishing intro quest. Added screenshake when getting hit, Npcs can now have dialog after you've finished their quest
Resources can now be harvested 3 times with increased resource respawn time
Grass shader works properly now, removed some place holder cubes, stopped enemies from going into town and spawn zone, adjusted max enemy follow distances, fixed some errors
Down stairs area to flower forest dunegon. Extra UI info when clicking on items or skillls, giving a preview of unlocks or more detail. Stumps when cutting trees down, Grass fades in and out, plus new grass shader.
Continued "tutorial" story line with mining tutorial.
Added skills to certain weapons to make combat more interesting
Fps increases, New grass mesh, more foliage, Reduced draw calls in starter town.
Bug on spider mesh, Birch wood not dropping, Error material on spider enemies, Fixed weird geometry from far away npcs.
Terrain had to be remade due to new sandbox update, not quite 1-1 parity with old version yet
New weapon; Thorn Blade
New Enemy; Knight
New Zone; Flower Field
Health and Stamina regen scales with level
Debuff system (Certain weapons can apply, Bleed/Fire/Poison)
Harvesting skills affect combat stats.
Improved CPU Performance
Incorrect dialog on camper npc
Skeleton walk animation was facing wrong direction
Skeleton attack animation is bugged