0.9.22.3

Hazordhu

Delve into the low-fantasy medieval lands of Hazordhu, where you will explore a vast open world full of dangers and wonders where every building and every item is player-made, and the online world changes based on your actions.

Hey, everyone! Thank you for your patience for this update. As a solo indie developer it takes a lot of time to work on this passion project. This update took a long time because I needed to completely rework a lot of the game startup and savefiles, as well as some minor optimizations with the game loop itself. I really hope that you enjoy the update! Feedback is, as always, much appreciated, and any bugs or issues that you find can be submitted on the [url=https://www.hazordhu.com/forum/bug-hunters]forums[/url] or the [url=https://discord.gg/YHmGQwQ]discord server[/url]. Don't forget, you can support me on [url=https://www.patreon.com/f0lak]Patreon [/url]as well, where I also go in detail with the development cycle and preview new features and updates! Enjoy! [h2]Additions[/h2] [list] [*]New Title Screen and Main Menu selections [*]Sandbox Game Mode: No guidance. Your only goal is survival [*]New Multiplayer server setup (Only Sandbox Mode to be supported initially) [*]Join IP directly [*]Public Server Listing [*]Wading through water now delays movement depending on the depth [*]Added a Buff mechanic. Characters can now have buffs and debuffs applied to them which will result in different net benefits or handicaps. [*]Hunger Buff added: Being Hungry results in faster Adrenaline loss and slower Adrenaline regen. If the hunger buff is not addressed by eating food and left to expire, then it becomes a “Starving Buff” [*]Starving Buff added: No adrenaline or stamina regen, Defense ignored in damage calculations. Cannot work. If the Starvation buff is not addressed and left to expire, the play dies. [*]Thirst Buff added: Being Thirsty results in Stamina not regenerating. If the Thirst buff is not addressed by drinking fresh water and left to expire, it becomes a dehydrated buff. [*]Dehydrated buff added: No adrenaline regen. cannot sprint. No stamina regen. Attack speed halved. [*]Cannot work. If dehydration is not addressed by drinking fresh water and left to expire, the player dies. [*]Bleeding Buff added: 3 levels of bleeding buffs, each with different timers. If a player receives another bleeding buff of the same type the timer loses 30 seconds or 50% of the remaining time, whichever is less. If a bleeding buff expires without being addressed by using a bandage the player dies. [*]Rested Buff added: Being Rested results in 50% less Stamina loss from sprinting and faster work speed [*]Health/wound buffs added: health is now conveyed with a buff moodlet. When health drops below 90% the player gets a Bruised buff, when health is below 60% the bruised buff becomes a beaten buff, at 20% it becomes a battered buff. if health reaches 0, the player dies. Health buffs have no timer Health is now restored only by using the resting mechanic. [/list] [h2]Fixes[/h2] [list] [*]Crossbows and Bolts removed (they will be added back in later, with proper functionality) [*]Damage and distance based off length of time of the pull [*]Can no longer "Machine Gun" archery [*]Drinking water now functions the same as all other actions (can be cancelled, will continue until thirst is 0) [*]Slight improvements to world startup time [*]Major improvements to Application startup time [*]Roofs now load properly - Don't forget your support beams! [*]Closing the Crafting window no longer keep roof beams visible if the active tab is roofing [*]Roof Crossbeams are now only visible when the active crafting tab is Roofing and the crafting window is open [*]Cleaned up the runtime map initialization on tiles and foliage to run smoother [*]Water wave animations fixed [/list]