Demo Build 0.1.0.2b

Hi, everyone! We uploaded the 0.1.0.2b which includes a lot of bug fixes and other changes. It features a reworked tutorial system, with much more detailed explanations and videos. There are also improvements in almost all gameplay systems that are based on the feedback that we received since the demo launch. We plan to release one more patch with fixes and quality-of-life improvements after this one, and then focus on content updates for the demo. The upcoming patch will include functionality to move existing build parts, an alternative inventory-based UI for the building menu, and more types of default weapon attacks. The full list of changes in the current patch: [h2]Demo Build 0.1.0.2b[/h2] [h3]Tutorials[/h3] [list] [*] Reworked existing tutorials to a new format with videos and more detailed explanations. [*] All tutorials are now presented in a fixed order for easier progression. The horse taming tutorial is still available separately upon discovering a wild horse. [*] The Destroyed Village quest line unlocks only after completing or skipping the tutorials. [/list] [h3]Resources[/h3] [list] [*] Increased the guaranteed amount of rare resource pieces (clay, fuel, pigments, salts, precious ore) near deposits to 4-5. [*] Increased the chance of finding common resource pieces (stone, iron ore) near deposits from 100%/50%/25% to 100%/100%/75%. [*] Wild plants (fibers, herbs, crops) are now generated in groups of several plants instead of a single one. [*] Holding E now allows to automatically continue resource harvesting. [*] Rat pelts can now be used to produce leather. [*] Added guaranteed herb and fiber resource spawns near the starting location. [*] Fixed an issue where auto-equipping an axe might not work with bushes. [*] Fixed an issue where resource pieces might not spawn near the character after loading the game. [*] Fixed an issue where a tool wasn't auto-equipped when holding a weapon. [*] Fixed an issue where trees could regrow through obstacles in some cases. [*] Fixed an issue where the type of resource deposit could change after an update or alterations to the world seed value. [*] Fixed an issue where saplings could respawn if they were harvested using the Interact button before they grew. [*] Fixed an issue where resource deposit pieces and minimap icons could sometimes become hidden when the character was close. [/list] [h3]Environment[/h3] [list] [*] Replaced forest grass meshes with smaller ones with better optimization. This change aims to improve both visibility and performance. [*] Increased the size of resource pieces to make them easier to pick up. [*] Increased global light brightness. [*] Increased overcast skylight brightness. [*] Increased default night brightness. [*] Improved collision for Hazel shrub destructible pieces. [*] Slightly adjusted foliage saturation in the Dark Forest biome to make it more visually distinct. [*] Fixed an issue where some surfaces, such as cliffs, appeared excessively glossy during rain. [/list] [h3]Combat[/h3] [list] [*] Strong and charge attacks now always stagger the opponent, even if their poise is not broken. [*] Both character and enemy fast attacks can now stagger the target, with a 3-second cooldown. This change is aimed at making the combat less spammy and adding more impact to attacks. [*] Updated tooltips for combat abilities. [*] Increased the hit area of Unarmed punches. [*] Reduced Sidestep stamina cost from 3/4/5/6 to 1/2/3/4. [*] Reduced Dodge stamina cost from 4/5/6/7 to 2/3/4/5. [*] Fixed an issue with the target lock when using ranged weapons. [*] Fixed an issue where some hits from ranged weapons might not register when not using aiming. [*] Fixed an issue where aiming with pistols and hand mortars was unavailable while holding a torch. [*] Fixed an issue where status effects and diseases were not removed after the character's death. [*] Fixed an issue where the character might get stuck in a dead state if the game was saved after it was killed but before respawning. [/list] [h3]Enemies[/h3] [list] [*] Significantly increased the maximum follow distance of enemies before they begin returning to their spawn location. [*] Some powerful enemy attacks can now knock down the target. [*] Fixed an issue where the Boar charge attack hit detection started too late, preventing it from hitting the target. [/list] [h3]Mounts[/h3] [list] [*] Fixed an issue where a weapon/tool wasn't sheathed when mounting a horse. [*] Fixed an issue where renaming the horse wasn't saved. [*] Fixed an issue where using healing items while riding a horse could disrupt the character's animations and movement. [/list] [h3]Taming[/h3] [list] [*] Increased the base affection for horses and goats from 0 to 150, allowing you to tame them in one go by giving them their favorite food. [*] Replaced the spawn of wild animals near the starting location with domestic animals instead. [*] Fixed an issue where tamed animals returned to their spawns after loading the game instead of staying at their last location. [/list] [h3]Equipment[/h3] [list] [*] Fixed an issue where switching equipment items when the inventory was full could cause the equipped item to disappear. [*] Fixed an issue where switching container items with inventory items, when the container was full, could cause the container item to disappear. [*] Fixed an issue where swapping equipment items, when one of them was equipped in the quickslot, could lead to a missing item. [*] Fixed an issue where swapping items between a weapon/armor stand and a full inventory could cause the displayed item to disappear. [*] Fixed an issue where swapping the equipped item with the inventory one might not update the equipment model. [*] Fixed an issue where swapping a one-handed equipped weapon with a two-handed one from the inventory didn't fill the off-hand slot. [*] Fixed an issue where consumable items couldn't be used while the character was sitting or lying down. [/list] [h3]Crafting[/h3] [list] [*] Added a craftable item for curing diseases. In later versions of the game, the Apothecary crafting profession will be unlocked, and this item will be replaced by multiple recipes. [*] Fixed an issue where upgrading an equipped item didn't update its description. [/list] [h3]Building Mode[/h3] [list] [*] Increased the size of the basic tent. [*] Updated the building category name for pelts and sleeping bags. [*] Fixed an issue where some build parts durability might reset to 1 after loading. [*] Fixed an issue where build parts might not refund the full building cost in some cases. [*] Fixed an issue where placing a Tar Kiln near a Debarker connected to a Circular Saw could break the connection. [*] Fixed an issue where Leather Racks weren't resuming production automatically after loading. [*] Fixed an issue where Leather Racks could have negative local storage values after removing pelts from the processing slot. [*] Fixed an issue where processing tools didn't transfer resources from full local storage when the global one freed up some space. [*] Fixed an issue where inactive automation tools displayed a "Storage is full" message, even when there was available storage space. [*] Fixed an issue where inactive automation tools had incorrect production speed tooltips. [*] Fixed an issue where some containers, like the cauldron, incorrectly displayed 9 available slots instead of 6. [*] Fixed an issue where the building mode didn't activate after using the Unstuck option while being in a dungeon. [*] Fixed an issue where some build parts didn't remove intersecting foliage after placement. [*] Fixed an issue where some containers and furniture could be placed on top of overlapping foliage. [*] Fixed an issue where foliage that was destroyed upon placing a build part could respawn after the game reloading. [*] Fixed an issue where the build part grid of a loaded object could persist even after its destruction. [/list] [h3]Prebuilt Houses[/h3] [list] [*] Fixed an issue where the character, even when standing close to the entrance, sometimes might not enter the house. [*] Fixed an issue where containers in prebuilt houses didn't have loot. [*] Fixed an issue where ovens in prebuilt houses couldn't be used for cooking food. [/list] [h3]User Interface[/h3] [list] [*] Added a hotkey ("P" by default) for displaying the mouse cursor. It can be remapped in the settings menu. This can be useful to check active status effects, reorder quickslots, or check ability and item tooltips. [*] Added a hotkey ("O" by default) for opening Resource menu. It can be remapped in the settings menu. [*] Changed the default hotkey for taking all items from "T" to "E" and added an option to remap it. [*] Investigation (Scanning) now also highlights enemies with a red outline. [*] Updated minimap icons for both domestic and wild animals to display their types. [*] Fixed an issue where dragging ability into quickslot with an item could cause the slot to become unavailable. [*] Fixed an issue where the tool efficiency tooltip disappeared after placing the first tool. [*] Fixed an issue where the map marker context menu stayed open when the map was closed before selecting one of the options. [*] Fixed an issue where the Escape button didn't close the active window after a confirmation popup. [*] Fixed an issue where the building placement mode wasn't exited properly when opening the map. [*] Fixed an issue where the Escape menu could be opened in the main menu. [*] Fixed an issue where pressing E while the Workbench menu was open didn't close it. [*] Fixed an issue where item received notifications were displayed, when inventory filtering was active and the inventory was full. [*] Fixed an issue where the processing tool speed bonus tooltip might not be displayed after loading the game. [*] Fixed an issue where the quantity of dropped or transferred items could be automatically filled instead of allowing manual input. [*] Fixed an issue where minimap icons for domestic animals couldn't be discovered. [*] Fixed an issue where minimap icons for domestic or wild animals weren't marked as discovered if the character was located near them after loading the game. [*] Fixed an issue where destructible fence gates had an incorrect interaction tooltip. [*] Fixed an issue where various menus could be opened while the Tutorial window was active. [*] Fixed an issue where dragging cooking ingredients into slots might not work in some cases. [*] Fixed an issue where toggling build part description type didn't take immediate effect. [*] Fixed an issue where quest objectives and rewards panels might not fit and added scrolling functionality for them. [*] Fixed an issue where the quest log scrolling bar might overlap text in log entries. [*] Fixed an issue where some quest objectives might be marked as not completed even after finishing the quest. [/list] [h3]Settings[/h3] [list] [*] Reworked default graphics settings to obtain better visuals with roughly the same performance. [*] Implemented key binding checks to avoid mapping conflicts. [*] Added the following graphic settings: [olist] [*] Screen Space Ambient Occlusion [*] Anti-Aliasing Method (None, FXAA, Temporal AA) [*] Temporal AA Gen5 This setting can improve Temporal Anti-Aliasing quality and reduce ghosting artifacts. [*] Temporal AA Screen Percentage This setting can be used to reduce ghosting and after-image artifacts. [/olist] [*] Added a warning message for any unmapped controls. [*] Changed default cloud rendering mode to 2D Dynamic instead of Volumetric. [*] Fixed an issue where Clouds mode might not get updated after changing the corresponding graphics setting. [*] Fixed an issue where grass disappeared when Shadows were set to Medium or lower. [*] Fixed an issue where opening and closing Settings menu during character creation enabled movement inputs. [/list] [h3]Audio[/h3] [list] [*] Reduced the volume of the Stamp Mill sound effect. [*] Reduced the volume of footsteps and water splashes during rainy weather. [*] Fixed an issue where combat music might not trigger in some cases. [/list] [h3]Other[/h3] [list] [*] Fixed an issue where the character's maximum Focus value might occasionally reset to 0. [*] Fixed an issue where the character's jump height might become higher than normal if movement inputs were mapped to the arrow keys. [/list]