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.