Hi everyone, thank you for all the reports since Update 0.60.009, here on the forum and on Discord. I went through them and fixed what was urgent or quick to do. What's fixed [*]Right-clicking an item in the backpack (equip, eat, drink, fill a bottle, plant, open a chest and others actions) works again when there's a building behind the window. Before, the menu blinked and closed. [*]Windows that ended up off screen after a resolution change (backpack, crafting, character, chat, help) come back to their default place. [*]Field of view in Options works now. Sprint still widens the view and aiming with a bow keeps its own zoom. [*]New option in Options > Gameplay: Auto-run on double forward. You can turn it off if it gets in the way, F3 still works. [*]Crafting remembers the last tab, Inventory or Queue. Before, the Inventory tab was lit but the queue was shown. [*]Items you can't use at the moment (like the backpack while crafting) only get a light red tint, so you can still see what they are. What's coming later Some of the reports are urgent too, but the fix isn't simple and needs deeper testing and tuning. I don't want to rush them into a hotfix and break something else, especially with Halloween starting tomorrow. They're on the list: [*]Target lock staying on a dead creature, or locking onto a creature behind a wall. [*]Creatures hitting you through the wall of your base. [*]Item order in chests, barrels and the bank after loading the game. [*]Resolution and windowed mode in Options. Halloween starts on its own on October 18th. Keep the reports coming, they help a lot ;) McP
Patch notes and announcements
Search archived Steam news. Older posts may contain excerpts until fetched again.
Hi everyone, first of all, thank you. For all the positive energy, the comments, the welcome backs and the reports. I didn't expect that much of it and it really gives me strength to keep going. Since Update 0.60.008 came out on October 5th, three hotfixes have followed. The game updates on its own through Steam, so you already have them. They're also listed at the end of the update announcement, but not everyone goes back to check it, so here they are in one place. Hotfix a06 (Oct 5) [*]A new game now starts in the morning at 8, not at 3 pm. Hotfix a07 (Oct 6) [*]Controls: when two actions share the same key, both turn red in the settings. The game doesn't change them for you, you need to rebind one of them (e.g. Tab for inventory conflicts with combat mode, so combat mode needs another key). [*]The craft window closes with X again after searching for a recipe. It stays open while you type in the search field. [*]Esc closes the craft window like any other window. After searching for a recipe it could only be closed with the small X. [*]Crafting: when a craft fails and destroys a material, the number of items to craft stays set (it used to drop back to 1). [*]Mushrooms in the anomaly sometimes couldn't all be picked up. Fixed. [*]Building was blocked after returning from an anomaly. Fixed. [*]Basic Boots had no model (invisible feet on the female character). Fixed. Hotfix a08 (Oct 8) [*]A learned recipe shows up in crafting right away. Before, you had to reload the game. If you bought a recipe and didn't see it in crafting, you didn't lose anything, it's there after reloading. What's next I'm working on the next update, 0.60.009. As I planned, it will be mostly fixes and tuning. The last update changed the game layer by layer, so some things don't sit right yet, and I want to sort them out before adding new content. It's a slow return to regular development, smaller updates but more often. There will be more of these fixing updates. Moving the game over was so complex that not everything could be finished down to the last detail, otherwise you wouldn't have the update for another few months. This way I can find the problems together with you, tune them, and get to the big things sooner. A few things are already done: creatures no longer follow you into the water, and the gender icon in the HUD now matches your character. Many of the rest come from your reports here on the forum and on Discord, like the combat keys, closing all windows with Esc or animal bodies that stay around too long after looting. Halloween starts on its own on October 18th. Thanks for all the reports, they help a lot. Please keep posting them here on the forum or on Discord ;) McP
Just a little information for our community - more comprehensive information comes in a few days. Hello everyone, after a very difficult time and comparing all our thoughts. We can announce a return to active development. There will be many changes, but we believe most will be well received. During this period of development, however, we will not be able to make small updates, since all changes take a little more time and above all, it is not possible releasing is as small updates, but only as one big. But we will gradually and actively inform you (videos, pictures, and progress). At this time we can only say that it will be something like a remaster of the whole game. PS: In fact, we have been working on key things for almost a month. But until we were sure it would work, we didn't want to promise anything, and we kept everything in a state of paused development.
Hello everyone, this is only a small update: [*]It is already possible to purchase a statue for the 3rd anniversary in the trading terminal. And accomplish achievement. [*] The character icon on the map already shows the direction correctly.
Hello everyone, please note that this is not a game update. But only the official statement on the current situation. As most of you have noticed is a long pause. And unfortunately, this pause will take some time. And not only from a moral perspective it is also time to inform the community a little more. For a part of people who don't want to read a long post and read bad English, there is a summary in: Q: Is game development canceled or abandoned? A: Temporarily YES - On long term but NO Q: Is game development suspended? A: YES (no updates will come in some time horizon) - NOT in internal plans Q: When will the new update be? A: We do not know - we cannot say this and we do not want to promise any dates or periods. Q: Did I steal your money and run away (as some reviews say wrongly)? A: Definitely NO - all the money from the game has always been used to develop Novus Inceptio. And right on the heart - the time you can spend in the game is adequate to the price of the game. And here begins a long essay ... So I'll take it gradually, including some history. Novus Inceptio was created as a home project in the evenings during work sometime since 2012. It was purely a fan project affair for a few friends and was not planning to sell the game in the future. Over time, the game showed up to more people and other developers, and according to their response and recommendation, the game was put on Steam at the end of 2015. Only one person works from A to Z all the time (only a few models, music, etc. is the work of external people or other persons). But always only one person worked on the game at 100%, did updates for you, communicated here on a steam forum, soc. networks, support via email, etc. Although "we" was still written all the time (because it gets a little distance from personal attacks and i is not much under pressure in private life.). Because Novus Inceptio has never been an extraordinary successful project, it has been possible to keep the development all the time because and it has only been a single person who has been working on the game. Unfortunately, this has borne side effects of burnout and other problems. True fans could notice that there were some breaks here and there when I had to really relax a lot. Overall, however, energy has run out on such a big project and I have basically fallen away. I couldn't even communicate on the forum and do support and development at the same time. The space for hiring people was not and unfortunately not in the current time. To put it simply, the game as such really beats me away, both physically and mentally. On the other hand, the game and the steam community helped me a lot where I am currently professionally and privately. But at the end of 2018, I really needed to run away from Novus and relax with another project - small puns - to fill my head with problems other than novus bugs and what to do next in the game. This little project helped me to get back to normal life again - to clean my head both work and private. Since then, Novus Inceptio has gone aside (though not literally, always dealing with and planning around him). Currently, the new small project is already available on Steam and is in the stage before full release. Which is certainly no good news for you fans and the Novus Inceptio community (that was I working on another project, etc. - I totally understand all the negative feedback, etc.). But Novus is my child, but unfortunately, this child has grown over his head - they were very huge plans and big eyes. Over time, I must just realize that I can't do it in one person doing nonstop and constantly - because the end was in sight. At present, the Novus remaster game is being solved (on paper and in planning) - how to keep everything that is good on the game and remove what is not needed or it is too much megalomania. I.e. Keep what the game should and should be but with the mind and with the fact that it still does and only one person will do it. Remaster will not be a new game, but a big update for the current game. It would not be a problem to publish a new small update in a matter of a week - I have a done work (content for update) that is fine-tuned. But it would only be a temporary bonus that doesn't match the way you really need mean finish the game. That is why there is and will be a pause before everything is solved - it is no longer possible to make hurry steps, but it is necessary to have clear rules and boundaries. Otherwise, the game will be unfinished. For most of you, this is a piece of sad news. But for those who are not waiting for multiplayer (MP probably will not really be - it's really beyond the energy and power at this time), I think that as a single player game brings enough fun in a quite reasonable form. There are many players in the community that have more than 10 hours played in the game and a really big% has even 100-300 hours or more. Which, from my humble point of view, is not a waste of time and the game has certainly brought the fun. So basically I have to ignore all negations (both recent negative reviews, hates, and comments) - it really takes me a lot of energy. And I believe that, despite these negations, the game has found its way to some people and they found enough fun in it. I hope this statement was understandable. And please be patient. I know that new negations and hates will come now. Unfortunately, I am reconciled with it and I believe that it will be time to get the game into active development and finally get out from early access. Thanks a lot for your time and support.
Hello everyone, we decided to alter the decay logic released in: http://steamcommunity.com/games/386590/announcements/detail/3507615017010392639 Our original idea and plans were definitely thought positive and took into account our concept of game and future plans for further content in game. But we have forgotten that the game also changes over time according to the players' wishes and the way how you play our game and why you play it. Certainly it was not our intention to stress you and to force you play the game constantly. Unfortunately we did not think, that most players will accept the decay system negatively and also think they we want to spoil the game and throw sticks under your feet - this certainly was not our idea or plans. We apologize for that. That's why we reassess the decay system. Decay will must remain in the game (it is important for all future aspects and is not really annoying - it affects only some items). But it does not work anymore if you are not in the game! It works only if you play the game and is counted according to game days (not real days). So do not worry about turning on the game - the game will no longer punish you for not playing. But even so, it will be necessary to watch a little bit durring playing the game if some items are not already corrupted. Those who have already played update 0.50.084 we are verry sorry for the possible loss of some items (or for their partial decay) - but what we know from you is that most players did not lost many items - or it was not so painful (since most of these items were not as important to play as it is now). We also encountered some negative responses to the nutritional system and calories. But there is nothing to worry about this :) Key Information: Previously you could die of hunger - so you had to eat something. Now do not die on hungry - eat no need to do it, but if you consume all the fat layers, your character will suffer and feel hungry. The nutritional system serves as a bonus not a penalty - you do not have to deal with it (the only thing what he do is to allow you to starve and stand for a long time without any food). You also do not have to worry with calories! Whatever you eat will give you a bit of calories, but there is no sanction because you eat it a lot or little (you can eat as much as you want and when you want;)). Calories give you new bonuses and allow you to stay longer without food. So it's not necessary to take it so negatively;) Thanks a lot for understanding. Below is a complete list of changes: Decay changes [*]Decay no longer works offline - but only if you're in the game. [*]Decay starts counting from zero (or if items already have some decay from update 0.50.084, then start from its value). [*]Decay values have been modified - days are now ingame days - not real days! (ie 1 ingame day = 2 real hours) [*]Decay is applied ONLY to the following items: [*]- Herbs 60 ingame days (that's approx 120 hours spent in the game). [*]- Fruit 14 ingame days (that's approx 28 hours spent in the game). [*]- Vegetables 30 ingame days (that's approx 60 hours spent in the game). [*]- Mushrooms 30 ingame days (that's approx 60 hours spent in the game). [*]- Boiled food 30 ingame days (that's approx 60 hours spent in the game). [*]- Dried food 90 ingame days (that's approx 180 hours spent in the game). [*]- Durable meals 30 to 90 ingame days (that's approx 60 to 180 hours spent in the game). [*]- Saplings 90 ingame days (that's approx 180 hours spent in the game). [*]- Potions 60 ingame days (that's approx 120 hours spent in the game). [*]- Healing items 30 to 60 ingame days (that's approx 60 to 120 hours spent in the game). [*]- Prey 14 ingame days (that's approx 28 hours spent in the game). [*]Items placed in the freezer are decay suspended. [*]Items placed in a bank, barrel or A2-A warehouse are less decay. [*]100% bonus on decay has been removed - because it does not make sense if decay works only when you are in the game. Issue fixes [*]Prey from creatures (Tooths, Claws, Eyes and Fats) it is possible to transmute again. 0.50.086 [*]There is no longer misrepresentation of the craft ui tooltip for selected item that occurred in some situations. [*]You can no longer make a slide jump on a steep rock (when the jump was change into falling and the character was still rising up to the top of the rock). [*]You can no longer click through the Craft UI on the Rock Salt ingredient (in recipes). 0.50.087 [*]Improved (slightly) speed of game loading. [*]Adjusted and tuned logic for the fall of the character and the fracture. [*]It is no longer possible to perform a double jump, that was caused a fracture. [*]After a long fall as 1.5 seconds, the character gets a fracture injury - for every 1.5 sec the character lost 10% life. [*]It does not rain anymore if you are at the starting temple or in the caves.
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/41afad808b78385ce733f92710f188d6f981c90a.png The decay logic has been changed in update 0.50.085 http://steamcommunity.com/games/386590/announcements/detail/3507615017014344123 Hello everyone, we have prepared another update for you. This time there are many changes to both on background. First of all, we are alerting you to the application of the decay system (it is only applied for some items) and it works even if you are not in the game. it works only if you're in the game. But do not worry - based on your responses, we have adjusted the decomposition values. and added a double bonus (which will be removed over time). Decay opens up a lot of new possibilities and behavior of some deeper mechanics in the game - so do not worry - take it more as a bonus and a revival. You will also find a nutrition system that is connected to a lot of other activities. Several new recipes and cooking ingredients have been added to the game. And also time bonuses for eating some dishes - such as underwater breathing or freezing stamina;) Your character can now succumb to multiple types of injuries and illnesses that need to be healed. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/23c13d147a84f0d93a17a4f4c106ee0fdd4ca28f.jpg The item tooltip has been completely customized, which now reflects better and shows key item information. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/39445b789ddef07b58e59b29283e699a64a9832d.jpg http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/f669132655cb50a1bf15605902ea19d6f7f5eeff.jpg And finally we have prepared a new big prefab house for you - Villa house - which is really very big;) http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/0dccbbeca6d3f0ccf41a3c254dfcf6b11fee0b4c.jpg http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/27baa059a6b3ab6ad355429767f2bb22f81bebb1.jpg http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/d863945c5648bcdae57972b699b2b8255fae63f2.jpg Also, material bonuses were adjusted. And BTW: Production and transmutation are already in progress when you are not in the game ! ;) Below is a complete list of changes: The decay logic has been changed in update 0.50.085 http://steamcommunity.com/games/386590/announcements/detail/3507615017014344123 DECAY: [*]- Some items now have a time decay. [*]- When the 100% decay is reached, the item is destroyed. [*]- Decay negatively affects all attributes of items. [*]- Items placed in a bank, barrel or A2-A warehouse are less decay. [*]- Items placed freely around the world are decomposed 4 times faster. [*]- Items placed in the freezer are decay suspended. [*]- Higher quality / tier items reduce the rate of decay. [*]- Decay works even if you are not in the game. [*]- Decay works only if you're in the game. [*]- Decay is applied only to the following items: [*]- Times was changed in Update 0.50.85 [*]- Herbs 100 days. [*]- Fruit 14 days. [*]- Vegetables 30 days. [*]- Mushrooms 30 days. [*]- Boiled food 30 days. [*]- Dried food 200 days. [*]- Durable meals 30 to 100 days. [*]- Saplings 200 days. [*]- Potions 100 days. [*]- Healing items 100 to 200 days. [*]- Prey 30 days. [*]- Currently, a 100% bonus is applied to the new system (so the durability of the items above is doubled!) [*]- Decayed food can cause nausea or poisoning. NUTRITION SYSTEM: [*]- New nutritional system [*]- Food and other items have calories. [*]- The character has new calories. [*]- The character has new data on fat reserves/layers. [*]- Calories can be from 0 to 2500 [*]- Fat layers can be 0 to 10 [*]- If character has a calorie over 1250, he has the character of skillgain bonuses up to 5% depending on how much calories he has. [*]- Higher calories reduce the loss of hunger. [*]- Calories decrease over time or during actions. [*]- If you have a calorie size greater than 1250 and the character is saturated over 85%, the character will start creating fat reserves/layers. [*]- If hunger falls below 85%, fat layers will cease to form. [*]- If the character hunger drops to 0%, it will not die anymore! [*]- If the character hunger falls to 5%, one fat layer is consumed and 20% calories are taken. The character will then be fully saturated to 100%. [*]- If the character is hungry, he will not want to do some action. DISEASES AND INJURIES: [*]- New system of illness and injury. [*]- Bleeding - caused mainly during a fight. [*]- Fracture - caused during fall. [*]- Poisoning - caused by ingestion of poisoned or spoiled food. [*]- Nausea - caused by the use of spoiled food. [*]- Rhinitis - caused if your character is exposed to a longer chill time. [*]- Sunstroke - Caused if your character is exposed to heat for a long time. [*]- All illnesses and injuries are dose-enhancing and the intensity increases. [*]- Each disease must be treated with appropriate items. [*]- The disease is not cured immediately, but treatment takes a specific time. [*]- Disease or injury treatment is discontinued if the character gets this disease again. [*]- Disease or injury affects calories, stamina and other attributes. FOOD BUFFS: [*]- Some dishes have bonuses. [*]- Bonuses are visible in the item's tooltip. [*]- Active bonuses are visible in the new HEALTH section of the character window. [*]- New bonus - Underwater breathing (allows you to breathe under water). [*]- New bonus - Stamina lock (Stamina is not consumed for some time). [*]- New bonus - Cold resistance (improves cold resistance). [*]- New bonus - Heat resistance (increases heat resistance). [*]- New negative bonus - Disorientation (the character is disoriented for a certain period of time). [*]- Bonuses will last for a specific period of time and then go away. Next new content [*]HOUSING: [*]- New large prefab house - Villa House. [*]ITEMS: [*]- Food and some other items have calories. [*]- Food and some other items have a decay. [*]NEW ITEMS: [*]- Rock Salt [*]- Maple Sap [*]- Beehive chip [*]NEW ITEMS and RECIPE: [*]- Villa paper [*]- Table salt [*]- Maple Syrup [*]- Maple Sugar [*]- Honey [*]- Freezer [*]- Antidote [*]- Antidote powder [*]- Basil oil [*]- Dried specific herbs [*]- Herbal tiling [*]- Fracture splint [*]- Bone powder. [*]- Dried Cranberries [*]- Dried Apples [*]- Dried Dates [*]- Dried Mushrooms [*]- Dried Fruit [*]- Mix of dried herbs [*]- Grilled Trout [*]- Fruit Pie [*]NEW RECIPE: [*]- Scrap Metal from Cola. [*]TERMINAL TRADE newly contains: [*]- Villa Paper [*]- Clay [*]- Sand [*]- Mortar [*]- Antidote [*]- Antidote powder [*]- Basil oil [*]- Mix of dried herbs [*]- Herbal tiling [*]- Fracture splint Gameplay changes [*]CRAFT: [*]- Production and transmutation are already in progress when you are not in the game. [*]- Max button is no longer limited to 100 pcs. [*]- The PopUp window for adding ingredients now shows decay (if it has a decay item) of the item. [*]- Potions no longer require empty bottles, but bottles of water. [*]- Oil no longer requires empty bottles, but bottles of water. [*]- Amanita muscaria can no longer be used as an ingredient during cooking. [*]- Workbench now applies its bonus and tier material (like tools) to the resulting production. [*]- Some cooking recipes have been modified. [*]HOUSING: [*]- Cottage House was designed to offer more space + has one interior lighting. [*]- The mine stations (quarry, lumbermill, etc.) now have the ability to connect to the building components. [*]- Better detection of the character in a house (cottage house, villa house, deed token and station with a roof) [*]ITEMS: [*]- Weapons / Armor / Tools have new durability instead of the decay indicator. [*]- Damaged equipment (weapons and armor) reduce the value of attack and defense. [*]- Damaged tools affect the resulting tool bonuses. [*]- Adjusted some attributes of weapons and armor. [*]- Modified prices for some crops and meals. [*]- Modified descriptions for some items. [*]- The item price is affects decay. [*]MATERIAL BONUSES: [*]- Adjusted attributes of all bonus material. [*]- Deleted bonuses (Value Up, Harvest Drop, Harvest QL) [*]- New Harvest Plus bonus (replacing old bonuses - Harvest Drop, Harvest QL) [*]- New bonus - Cold resistance and Hot resistance [*]SURVIVE: [*]- Hunger and thirst are dwindling faster. [*]- Bonus for cold and heat resistance if the character is in the house / under the roof. [*]- Modified hunger add-on factor. [*]FARMING - Harvesting the field no longer gives 100% seedlings, but only 25% [*]HARVESTING - Bamboo gives a branch. [*]WORLD MAP: [*]- Fast travel on your own land is now cheaper by half + the price decreases according to the deed level - the minimum price is always 1 rune fragment. [*]- Unvisited building area has a white "house" icon on the map. [*]UI: [*]- New Health section in character window. [*]- Completely redesigned UI for item ToolTip [*]- Resistance to cold and heat is already displayed in the character window (statistics) [*]- If Stamina lock is active, its status is shown above bar stamina. [*]- The hunger indicator now shows the current status of kCal and fat rezerves. Issue fixes [*]Date Palms - Fixed a typo in the nomenclature. [*]SURVIVE - Correction of the thirst factor. [*]SURVIVE - The loss of life in an injury / lack of oxygen / thirst is already working correctly for high generation characters. [*]UI - Changing equipment with open character window updates realtime statistics. [*]PERFORMANCE - Improved performance in some situations.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10304178/70fa3c86647ce0b355590c1988d116e0e81ffbfb.png Hello everyone, we have prepared for you the first update of the year 2018. We think it's a bigger update that brings change for the better. The Christmas event is terminated with this update. We also thank all who gave us a any Steam review - much helps and recharges energy. Here is a complete list of changes, news and fixes: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10304178/88be748d1b777cdf4e964b320ae5ae813cb76d51.jpg http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10304178/0af1c4a1adc74df363790b9d8d7337784e710620.jpg http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10304178/66da6a53b9124cf6ac66d61d0c04cab3c319c90a.jpg http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/10304178/e52942377280a641f1800b304390a8b4bf6a3571.jpg Improvements of compass and world map [*]Completely new compass at the top of the screen. [*]The compass now shows POIs around the character. [*]The map has a new UI. [*]Only WSAD can be moved on the map (mouse movement was interrupted). [*]From the map was be removed "fog of war" this is replaced by POI icons in the form "? (Unvisited)". [*]All currently available POI and POI quests are visible on the map. [*]Map and compass also show anomalies around the character. [*]If you approach the anomaly, the compass and map tell you what anomaly it is before you enter it. [*]On the map, it is possible to define temporary waypoints - by clicking the POI icon on the map or directly on the terrain. [*]New "Fast travel" over the map is possible. [*]You can only travel to places already discovered, and only to: [*]- Obelisks [*]- Tower or Starting Temple [*]- Your own (completed) deed/land (Claim land paper). [*]Traveling always costs a certain number of Rune Fragments - the more distance you want to travel, the more expensive it is. UI Modification [*]Small cosmetic changes in the location of some UI elements. [*]Added "experience" generation bar (top of the screen) - for better indication of the generation progress in the game. [*]Removed upper text information about Early Access (unnecessarily disturbed and occupied a place in ui). [*]The POI quest panel now appears at the top left of the UI. [*]Quest journal now has a new icon - located on the right side of the UI. [*]Quest journal has an icon indicating the number of active quests. [*]Quest journal also shows progress using the progress bar with% values. [*]New quests in quest journal have the icon "New". [*]The Quest Journal has an onmouse indication of rewards and help with the current task. [*]Production queues are now moved to the right of the UI (under the Quest Journal icon). [*]Production queues now have a new icon - behavior similar to Quest Journal. [*]Production queues can be hidden. [*]Hidden production queues UI have an newly indication of the number of currently running production processes. [*]At one time only Quest journal or Production queue can be opened. [*]The left part of the UI newly contains new notification icons: [*]- If the character is in a safe area such as the Tower or the Start Temple. [*]- If the character is within reach of the Obelisk. [*]- If the character is in the construction area. [*]- If the character is on his land. [*]- If the character is under attack. [*]- If the character has reached the age - for posible progression on the next generation. [*]- If the character is within reach of fire (fireplace, forge or kitchen). [*]- If the character have damaged any part of his equiped equipment or inside tool belt. [*]- If the character is in poor condition. [*]Most of this information was predominantly at the bottom right of the UI, and overlapped in some situations. [*]The info text at the top of the screen (such as "You are in a Safe Zone", etc.) is no longer displayed permanently, but will only be displayed for a moment. POI quests [*]New POI quests have been added around the starting location. [*]Completed POI quests are always reset after midnight (game time). [*]The rewards for these quests are random according to the type of POI quest. [*]So the character always gets as reward: [*]- Some amount in PEC. [*]- Specific reward box. [*]Reward boxs are defined according to the type of POI quest. [*]The figure can get a small, medium or big box. [*]Depending on the character generation, the maximum Tier / Quality of the box is defined. [*]Each reward box after is opening can give you any special (or common) items, but only one item in each reward box (number of pieces of the given item is based on chest size and item type). [*]Tier / Quality of the reward (item) is always identical to the tier of the reward box. Gameplay changes [*]The Christmas event was over. [*]The formula for the maximum storage capacities (Barrels and Cabinets) has been modified. [*]Identical blueprints are now stackable. [*]Claim land papers is now stackable. [*]Cottage house papers is now stackable. [*]Percentage chances when using Healing Cover or Bandage are now increased and takes into account the current generation of the character. [*]Rune of Improvements can not be gained during the mining process. [*]Reduced drops for getting a random ores from the stone. [*]Reduced drops for geting a Custom player deposits from ore when extracting raw raw materials. [*]Manufacturing potions now also requires papyrus as another ingredient. [*]Alpha Monster - If you attack an animal that is in a pack (and is not a Alpha) and Alpha from his pack is near, then Alpha will come help to him. [*]Completing any quest is accompanied by sound. [*]The Trade Terminal (default) contains: [*]- Rune fragments [*]- Halloween Tokens [*]- Christmas Tokens [*]- Small and Big Barrels (T5 and T10) [*]- Custom player deposits of ores [*]- All ingots - base metals [*]- All ingots - alloys [*]The Trade Terminal (Farm) contains: [*]- Rakes from a specific wood (Agarwood, Cedar, Oak, Bamboo and Mangrove). [*]The Trade terminal (Alchemy) contains: [*]- All dyes. [*]It is no longer possible to produce custom waypoints (as objects) in the Science Production section. [*]All old waypoints have been removed (both as an item in the inventory and as an object in the world). Issue fixes [*]Further correction of postural character definition after return from anomaly. [*]When the character die durring fight, the monster is no longer attacking on the body of a player. [*]Better control of possible duplicates of quests. [*]Reduced random FPS drop when the character moving. [*]Ommouse information on items in the trade terminal is displayed correctly. [*]Autorun via the F3 key already works correctly. [*]The detection collision of the camera is no longer interfering with trees and bushes. [*]The detection collision of the camera has a longer return time to the previous state. 0.50.081 [*]Unvisited Anomalies have a new icon that does not conflict with unvisited POIs. [*]The key for hiding UI (F10 key) now also hides the compass. [*]Modified interaction on POI quest objects (POS quest - Apples farm): [*]- The resulting number of apple harvested from trees was reduced. [*]- Fixed interaction on apple baskets. [*]- Improved detection range of interaction on apple basket. 0.50.082 [*]Fixed a problem when the game did not start - if you were running an earlier saved position (this problem has been encountered by players who had old waypoints around the world). [*]Map - when targeting any map icon, you can zoom via mouse wheel correctly. [*]The onmouse tooltip on an item in the inventory is already properly hidden if the inventory is closed. [*]Another modification of the camera collision model. 0.50.083 [*]Fixed problem by loading a map data (ghost mode).
Hello everyone, we have another tunning for the Christmas event. Because it was really hard to get tokens to fulfill quests and achievements. We've increreased the drop rate for tokens. The prey from monsters now also include these tokens (not only tokens but also Christmas packages (socks)). Remember that the opening of Christmas socks counts on the same achievement as opening a big gift around the world. Perhaps this increase in token picking will help you complete your achievements and quests. And so you will not have to spend too much time playing the our game during the Christmas holidays. Once more we wish your all Happy Merry Christmas and Happy New Year 2018! Thanks for all the support you provide to us both in Steam forums or Discord, as well as through reviews here at Steam. Below is a list of changes: Gameplay changes [*]Increased drop of Christmas tokens. [*]Creatures now also drop Christmas tokens. [*]Decreased weight of some Christmas dishes. [*]Tuning music transition logic and ambient sound. Issue fixes [*]Fine tuning (decay) of mining stations. [*]Fixed a typo in the popup window "Seewing" on "Sewing". [*]Fixed minor problem while loading anomalies. [*]The Place of Death has now a better placement of the box with your items after death in the dungeon. 0.50.078 [*]Night sound correction (in some situations). 25.12.2017 (CET/CEST time) - 0.50.079 - Hotfix [*]Fixed some problems while returning fron the anomaly. [*]Fixed some of the problem after player die in dungeon. [*]Fixed some data loading problems in Ghost mode. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/10304178/997b2021052b45432252b07b4bbacf86a1b2d385.png http://steamcommunity.com/games/386590/announcements/detail/1585695474107239372 http://steamcommunity.com/games/386590/announcements/detail/2561850781909385089
Hello everyone, because we have several reports of poor performance after update 0.50.073. We reviewed the latest update and attempted to create a patch. We hope the performance returns to the previous state. Below is a list of changes: Gameplay changes [*]More ambient sounds in the background of the game (work version - needs to fine-tune.). [*]The "Creator Box", which created only an empty vial, now contains additional items. [*]Some monsters have the designation of Alpha in his name. [*]If you attack on a "Alpha" monster that is aggressive, he can call other monsters in the neighborhood (if he has any in his herd) to help her. Issue fixes [*]Fixed a performance problem that resulted from update 0.50.073. [*]Dungeon entrances have been changed - they are still in the same place, but they have repaired some things and models what caused a partial performance problem. [*]Fixed problem with ingame chat - ghost mode. [*]Partial correction of 3rd camera behavior on a mountainous surface.