Current Version: 18
19 will be a little later then expected because of the holidays.
All past version update logs will be posted here
Version 1-5 notes (see more posts below for more recent update Versions)
(Edited to contain fixes from previous versions that were previously only in the devlog)
Version 6 Notes:
Update Version 7 is live!
Thanks for all the feedback and have fun surviving!
Version 8 is live!
You may need to start a new save for this update to work properly.
Thanks for playing Windstone!
Update 10 is live!
Update 11 is live!
This update is primarily an optimization update. Nearly all models have had their poly count reduced dramatically and the landscape itself is optimized. The foliage has also been thinned out slightly to increase performance.
The result on test computers is a 30% reduction in RAM usage and 30% reduction in load times. Results may vary on other computers but this should allow a much larger player base to test Windstone as previously a relatively high end computer was necessary.
RAM usage should not exceed 8gb. It is still fairly high but much better than before and I will continue to work towards reducing this. The primary reason is that the entire world of Windstone is seamless. There are ways to keep the illusion of seamlessness while actually having sections of the island only load in when you are close enough to that area in a similar way that Ark: Survival Evolved works. As this version is being tested my primary focus will be integrating a similar "seamless" landscape loading system into Windstone.
One major bug was also fixed where if you loaded a game without ever saving (essentially loading the very first auto save which happens when you first load into a new game after the intro text) all loot baskets would be empty.
Update 13 includes some bug fixes and a simple but much needed change to the building system.
Building items that you place can no longer be accidentally picked up by simply pressing E. You now must double tap E to pick up a building piece.
A menu may be added in the future to give to option to pick up/repair/lock in place/etc. but for now, requiring E to be double tapped quickly to pick up a building piece should mitigate accidentally picking them up when trying to pick up other items such as a tool on the floor or when trying to open a basket. There is no indicator yet in the game that lets you know that you can double tap E to pick up a building piece, but this will be added as the building system is worked on.
Right clicking on a building piece will still move it and can cause accidental movement of building pieces when trying to move a basket or other item. This will be addressed in the next update.
The Dragon Hatchling should now spawn when hatched even if inside a building or something is overhead. It still may be safer to hatch outside, but hatching inside will help to find any more problems.
The Dragon Hatchling should now be able to navigate more effectively in player-built structures but this needs more testing.
The items that were left near the starting area in the last update have been removed (glider,raft and various weapons) These were placed there for my own testing purposes and I simply forgot to remove them. Kill those Antelopeees and cure their hides! :D
This is by far the biggest update so far. I wanted to make sure it contained significant additions which is why it took so long.
To help continued development, a price of $5.00 has been added to Windstone. Many hours of gameplay can be had with update 14 and I now feel comfortable taking it out of the free category. I appreciate all those that have already played the game for many hours and given useful feedback.
Main Changes and Additions in Update 14:
3 New Biomes have been added: Desert, Volcano and Snow.
The Desert area serves mostly as a place where certain resources are abundant (agave, thorns and poison herbs) and as an area that must be crossed to enter the Volcano Biome. Within the Volcano Biome you will find buildings with loot, obsidian harvesting nodes, dangerous lava flows and most importantly the Red Dragon Keep, which houses the Red Dragon egg.
The Snow Biome covers nearly the entire northern quarter of the Island. Many pre-built newly modeled stone structures are scattered around the frozen land. Temperatures are always cold, resources are scarce and only Antelopes currently roam the wild as the cold-blooded Formicans and other native creatures stay south. In this biome, survival is truly a struggle of Makaran against himself. Within the Snow Biome, high on a mountain range is the White Dragon Keep. Wolves and Bears are stirring in their dens, awaiting a future update.
The separate island south west of the main island is now fully populated with resources and wildlife and also is home to the Green Dragon Keep.
The Blue Dragon keep remains where it has always been. All 4 dragons can be in your care simultaneously.
The Follow/Stay commands for the dragons have been modified to account for having multiple dragons. The Player must be close enough to their dragon and while looking at (placing the center dot on) the dragon press T (follow) or Y (stay). This allows you to have one or as many of the dragons follow you as you wish. As of now, the dragons do not follow you if you are flying so be sure to put your remaining dragons on Stay if you take flight on another.
As a side note, the dragons are currently and primarily a mode of faster transportation and cannot die once fully grown. In the future this will be expanded, dragon combat mechanics will be added as well as quests that involve the dragons on your path to extermination the formicans and their Queen.
The in-game navigation Map has been updated.
When starting a new game you will begin in one of 12 spawn points at random. 5 are in the snow biome, 2 on the southern shore, 1 in the volcano biome, 3 in the central area of the main island and 1 on the south western island. All spawn points have different pros and cons. Some spawn points will offer a greater challenge than others.
Stone buildings have been added to the bushcraft menu which allows you to build new stone structures in the style of the newly modeled buildings that can be found in the Snow Biome.
Tutorial and quest objectives have been slightly altered for clarity and to accommodate new additions in update 14.
The model of the crafted well is modified and made unable to provide water if it's placed on top of a foundation or other structure piece. It must now be placed on the landscape. (A structure can still be built around it but the well itself has to have bare ground directly underneath it)
Fixed an issue where the crafted water well could not be used.
Fixed an issue where ALL shadows would disappear. Shadows can now be seen much farther away.
Fixed an issue where ambient fog would cause concentric circles to appear in the sky at the center of the screen at night.
Thank you for playing and please leave feedback to help improve Windstone.
Update 15 - Wolves!
Wolves now roam the snow biome along with the antelopes. Wolves will stalk you if they sense you from a distance. If you get too close they will charge and attack. Be prepared with arrows or a spear. A knife, hatchet or hammer will do, but you should be well-armoured before trying. Wolf meat and pelt can be harvested from their carcass with a knife. Their meat offers similar benefit to venison when cooked. The pelt will be used to make warm clothing in the future. For now it makes a nice rug.
Respawn timers on all wildlife have been increased. It now takes longer for wildlife to return to an area where they have been killed. Wildlife will not respawn if you are in their spawn proximity. If you find that certain wildlife is not respawning, leave the area (approximately a few hundred yards) to let the wildlife "return" to the area. This prevents dangerous wildlife from spawning on top of your head, keeps wildlife from "popping" into existence too much and breaking immersion, allows you to temporarily "clear" an area for safety, and makes it a little more difficult to hunt since wildlife usually will avoid inhabited areas. There is still a chance that wildlife will roam into an area you have settled from a distance.
Empty water gourds can now be filled in the snow biome at a fire by melting snow. Simply stand by a fire within the snow biome and choose "fill" from the drop down menu on the empty water gourd in your inventory or double click on the empty water gourd.
Bridges, climbing paths, buildings, wells, plants and various pickup items have been added to the landscape. This will be a continuing process as the landscape is populated with more assets during each update.
Wildlife spawn locations, particularly in the desert and volcano biome have been increased.
Thanks for playing Windstone! Please leave feedback if you find bugs or have suggestions. Windstone is still very much in alpha development and will undergo many changes. Your help and support is greatly appreciated.
This hotfix addresses an issue caused by update 15 which stopped wildlife from spawning in certain areas. This should work as intended now.
Other bug fixes:
When Riding a dragon, the rider's shadow should now appear correctly on the ground.
An issue has been fixed that caused the camera to spin uncontrollably when diving downwards while riding a dragon.
Some trees have been slightly moved to keep their branches from clipping through buildings.
Update 17 Two-handed Axe and Maul
A two-handed Stone Axe and large Stone Maul can now be crafted through the tool tab on the bushcraft menu. The primary use of these new tools are to harvest wood and stone at a much faster rate than the one-handed hatchet and hammer. The Axe and Maul are relatively easy to craft but are heavy, cannot be used as crafting tools and must be switched manually with the hatchet or hammer respectively depending on the task at hand. The Axe and Maul can also be used as weapons and are only surpassed in damage output by obsidian weapons.
Tools, weapons and armour can now be dragged and dropped to quickly equip them. Drag an equippable item out of the inventory and drop it to automatically equip it to its pre-assigned slot. Double clicking an item or selecting equip from the right-click drop down menu still works to equip an item also. Custom hotbar slot orders may be added in the future but is not currently a priority.
Hunger and Thirst now takes twice as long to deplete. This change has also been applied to the Dragon Hatchling allowing you more time to find food and water for yourself and your hatchling.
Maximum sleeping time is now increased from 5 hours to 10 hours.
The effects of food poisoning have been changed and will no longer always inevitably kill you if you don't have a proper antidote but it will leave you vulnerable with low health for a time. Poisoning still may cause an unavoidable death without an antidote if compounded with other ill effects (extreme fatigue, hypothermia, dehydration etc.)
Due to the increased size of the Building tab, the location of most notifications have been moved onto the top border of the inventory and contrast more with the background. This prevents the notifications from being hidden behind the crafting window and makes them more apparent overall.
The sorting button [^] has been moved to the bottom border of the inventory.
Some changes have been made to water surfaces and shadows to increase quality and performance.
Motion Blur has been turned off due to a conflict with other post processing settings. This primarily effected the first-person arms, making them blurry with jagged edges when animated.
Dragon colors should now persist through game saves/loads instead of reverting to blue/green.
The Dragon Hatchling should no longer be able to be turned into a juvenile instantly after hatching.
An issue was fixed with Drinking Well LODs as well as various other minor bugs.
More changes to the landscape have been made and assets have been added primarily around the starting areas. This will be an ongoing process throughout many more updates as the world continues to be built and gameplay mechanics pertaining to the availability of materials are balanced.
Thanks for playing Windstone.
With update 18 comes the much requested female player character, the framework for major performance optimization and much more.
EDIT: I completely forgot to mention the newly implement Level Streaming system in the dev log for update 18. This system is what I've been working on the most since update 17 but it is completely behind the scenes work that the player will not immediately notice compared to changes like the addition of the female character. This level streaming system will help optimize load time and framerate in all areas of Windstone. This is explained in more detail in the previous devlog titled "Update 18 coming soon". Some users may already notice a performance increase but I will be optimizing the level streaming system a lot more in the future now that the frame work is implemented.
When starting a new game you can now choose between either a male or a female character. After choosing the gender of your character you can now choose which region of the world to start in: The Frozen North, The Jungle Mountains, The Southern Shore or The Island. Each region has multiple random starting points within.
Dozens of Points of Interest (POI) are now pre-marked on the map as a white dot. These mostly include villages, major landmarks and the Dragon Keeps. The POI marker will turn yellow after it has been discovered and you will gain a substantial amount of experience points.
Your character model proxy on the inventory menu will now show your equipped weapons and tools on their belt and strapped to their back. Previously only the armour, quiver and arrows would be visible on the proxy. A change has also been made that has stopped the arrows from quivering in the... quiver...
New building pieces have been added: A triangle wood floor foundation, a triangle shaped roof section for wood huts that corresponds with angles made with the triangle wood floor and a complete roof cap section that can be placed on top of a "round" hexagon hut made with 6 triangle foundations. The triangle foundations can be used in conjunction with the square foundations to create as big or as large of a circular foundation as you please. Explore the newly added villages for examples and building ideas for your own designs. This only applies to the wood hut constructions for now in the warmer climates. Triangle foundations will be added to the stone huts in the cold climates in the future.
2 times more wildlife spawns have been added to the map. With this change is also an optimization that unloads individual wildlife from the game when you are very far away from them. Previously the wildlife would be "deactivated" when far away, but unloading them completely greatly increases performance once hundreds of creatures have been loaded into the game.
Visit the desert to find a new oasis and a Great Pyramid filled with labyrinthine tunnels and treasure. This Pyramid is similar to the one on the floating island, but you don't have to have a dragon to reach it.
2 animated Non Player Characters, (NPCs) have been added to a large hut in the center of the Jungle Mountains area. They cannot yet be interacted with, but the framework for NPC interactions is being worked on. They will offer quests and story lore in the future.
When you have gauntlets equipped, they will now appear on your forearms in first-person view while wielding the Maul and Axe that was added in Update 17.
A Stone Wall crafting recipe has been fixed. It previously needed wood and now correctly needs stone.
The time it takes to become overfed has been decreased and the time it takes for your nutrition to stabilize has been slightly increased. (You shouldn't become overfed as much when eating a lot and if you do become overfed it should wear off more quickly)
Various other bug fixes:
Fixed an issue that would disable drinking wells
Fixed an issue where full water gourds could not be picked up.
Fixed an issue with the Antelope Hide Poncho not showing on the proxy character when equipped.
Fixed a visual glitch with the horizon where the ocean meets the sky. In the process, the position of the distant mountain ranges on the far horizon have been altered.
Fixed a problem with aggressive wildlife not sensing the enemy in certain circumstances.
There is now a chance to have twins when hatching a dragon egg. Good luck with that. Feeding one is difficult enough.
Fixed an issue with the sound effect of fire crackling not playing.
Fixed an issue with shadows of the player's equipped armor when mounted.