Dev log / Patch

First playtest fixes

Patch

See-through trees, landmarks on the map, names on Alt, and a round of gathering and combat fixes from my own playtest.

Pre-alpha screenshot for "First playtest fixes"

Pre-alpha screenshot. Art and interface will change.

I sat down on 30 October and played the build for a long session, the way a player would. These are the fixes that came out of it.

Trees and the camera

  • A tree between you and the camera used to vanish down to a jagged stump. Now its trunk stays whole and its crown fades to see-through over a quarter of a second. You can see yourself and still see the tree.
  • See-through trees keep their shadows.

Maps and names

  • The bank, smithy, inn, tailor, healer, mage, provisioner, keep, stable and temple are marked on both maps. The fletcher and the tanner on the market square get their own markers.
  • Townsfolk show as dots on the minimap.
  • The town well is on the map.
  • Hold Left Alt to show the names of everything within 40 metres: people, animals, corpses, items on the ground, trees and rocks. Up to 60 at once, nearest first.
  • Labels that would overlap are hidden instead of piling up.
  • M opens the world map.

Gathering

  • Gathering costs stamina: 2 per chop, 3 per mining swing, 1 per forage.
  • A new Auto box on the work bar keeps you working the same tree or rock until it runs dry.
  • If you’re already in reach of a node, clicking it no longer walks you over first.
  • Skinning a corpse closes its loot window, and the Skin button goes away once it’s skinned.

Combat

  • You can shoot a bow while moving. The draw is on the upper body only, at a slower pace.
  • Q attacks your current target.
  • Resting stamina comes back twice as fast in peace.
  • Corpses open on a double-click. A single click walks you there.

Sound

  • New sounds for bows, arrows, skinning, deer and wolves, and nature ambience in the woods.
  • Coins jingle when a trader pays you or takes your money.

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