Posted April 21, 2024 by Ruby Sunflower
#Update
The cave system has been added, this will cause new holes to be generated on the entire surface with which you can interact to go down to the caves
Each hole you enter will take you up or down, the black holes take you down and the brown ones take you up.
Whenever you enter a hole, regardless of the direction, the inverse of that hole will be created in the same place, so that you can go back, that means that if you go down, you can go back and if you go up you can go down again, establishing an interconnection between floors
Many of the minerals that were on the surface were moved to the caves, crystals no longer generate on the surface.
The deeper you go, the new biomes and resources you will find, be careful not to get lost
There are also new biomes in the caves, and mini biomes that function as mineral patches
Likewise, you can set your respawn points inside the caves if you want to create your base underground, when you save a game it is also saved in your current position (As always) only now it also includes the caves
Underground Biomes
A new durability system was added for objects that are of type, tools, weapons or armor, these have a bar that will indicate their durability, objects that run out of durability will be destroyed.
Items will have different amounts of durability depending on the material they are made from.
The durability of melee weapons will be spent as they hit the targets. By having the ability to hit several enemies at the same time, they have a slightly higher base durability. If it does 0 damage to the enemy, it will not damage the weapon.
Ranged weapons, such as bows and staffs, use up their durability for each projectile they fire.
Tools will also take damage when hitting a resource or enemy but do not have the durability boost of melee weapons.
In the previous version enemies could appear anywhere, and in fact there was a bug where they could appear in water and get stuck there.
Now enemies can only appear in free blocks and in addition, they also appear in their respective biomes, so the creatures are now scattered throughout the world, explore it to find unique creatures, this function also applies to caves
Previously the game had mechanics that were unintuitive, making the gameplay clumsy and inconsistent, even frustrating by making everything work irregularly, in version 0.1 some of those problems were fixed at the last moment, such as the fact that the tools could hit enemies and axes could cut flowers, this time the systems have been revised so that they work as expected they would
Previously, the objects that were equipped could be placed anywhere, although internally the code prevented statistics from accumulating in positions that were not appropriate, now it is directly impossible to place objects that are not compatible in the luggage, thus preventing the equipment are used as additional inventory
Furthermore, following the previous point, new items have also been added and theGloves, Rings, Necklaces and Bracelets, these were in the interface for a long time, but are now available offering additional statistics (The belts were not added because I forgot and was too lazy to add them at the last minute, but I will take advantage of that oversight to plan a new equipment system, which possibly during 0.3)
Survival is something vital in the game, but it is quite complicated at the beginning since being aware of thirst and hunger at the same time makes you spend more time looking for food and resources before focusing on the rest, to solve and alleviate this curve. steep there are changes in terms of statistics
Now when you open the creations panel by hand, use a creations table, an anvil or any table that is used to make objects, there are filters at the top that will help you better locate the objects when creating something
This is in an experimental phase, at least for the music part since I try to set the world a little more while you play, on the other hand I have added a lot of new sound effects for the world, so that everything that do have a sound reaction, or at least the vast majority of those things, making everything feel much better
I've also added some additional options when configuring game audio
Now you can configure the set of keys so that you can put them however you like.
Because in this version new armor was added, to avoid increasing the damage of enemies too much so that they are not abusive when not wearing armor, now the amount of damage mitigation when having armor is less, it will be noticeable considerably with initial armor
Fixed the game interface a bit so that it looks much better and is more accurate when displaying information, hunger and thirst is divided into 4 quadrants that indicate 25% each line, and life, mana and energy in 10 quadrants that indicate 10% each.
These are some improvements that I have made so that using elemental powers has a little more prominence, but this will only be a temporary improvement, since the next version, 0.3, will have its main theme in combat, so you can expect improvements in The entire combat system, armor, equippable items and more, this version gives way to those future improvements.
Plant Essence:
Damage: 10 > 8
Elemental Energy Consumption: 25 > 15
Root Sheet:
Damage: 5 > 6
Cooldown: 15 > 8
Elemental Energy Consumption: 30 > 20
Plant Shield:
Shield Duration: 15 > 10
Cooldown: 30 > 20
Root Area
Cooldown: 30 > 25