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Rumi
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Displaying posts with tag Update.Reset Filter
Rumi
Public post

Download Arkavite [0.21.0-A]

A new build, fresh from the oven! If you would like to check out the development log associated with this update, you can find it here.

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Rumi
Public post

Download Arkavite [0.20.0-A]

A new update, fresh from the oven. If you would like to check out the latest log associated with this update, see here for more.

Please note, save files made in older versions are incompatible with this release.


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Rumi
Public post

Project Arkavite [0.19.3-A] - Public Release & Progress Update


The public release is now here! This update introduces the merchant NPC, location titles, audio improvements, prop collision SFX, knockback improvements, a mountain of fixes, and more. If you’d like to check out the latest log associated with this update, you can find it here. If instead you’d like to hop right into the latest release or a quick rundown, you can find a download link and the latest changelog below.

This is a very fix-heavy build, with the latest patches having come out on the 13th and 17th as I kept discovering issues, but we should be a lot more stable now. If you happen to encounter any issues while playing, please be sure to let me know or submit a report on the server.

Other Progress & Upcoming Things

I have also been working on some new enemies. A few of these new enemies, in their early stages, can be found in the test chamber. A branching dialog system and a quest system have been added during development of [0.20.0-A].
[0.20.0-A] Is expected to drop for backers as soon as next week. I am currently adding a few test quests you’ll have a chance to play with and will be using the new guild receptionist NPC as a way to relay some basic information about how the quest system and existing game systems function. You can turn in these early quests to them, and they'll also act as a tutorial NPC.

The sudden implementation of the dialog framework did take me by surprise, but I saw it as necessary to get out of the way now for a more complete-feeling quest loop. The new enemies are still developing; I will need to take some more time to progress things on that end before there’s really anything worth showing off and will do my best to make more progress to that end between now and next week’s release of [0.20.0-A].

But that is all for now. Thanks for reading! I’m excited to hear your feedback on this update, so please don’t hesitate to share your thoughts or report any issues you encounter. Stay tuned for more, and I'll see you soon~

Changes

[0.19.3-A]
  • Fixed: Issue where navigation buttons in player menus were hidden after interacting with station menus (i.e. Quest Board, Bed, Crafting & Cooking Stations).

[0.19.2-A]
  • Fixed: Issue where spawned loot items on the map were not being culled when moving between levels, leading to performance loss.
  • Fixed: Issue where creating Magu race character repeatedly allows you to reach max hearts. Hearts were not reset when creating new characters.
  • Fixed: Issue where starting a new game did not reset currency.
  • Fixed: Issue were some BGM and AMB would cut out if volume settings were lowered to minimum.
  • Fixed: Issue where male player voice did not output any SFX when hurt.
  • Change: Updated player/enemy/combat SFX volume and attenuation. Added attenuation where it was missing and lowered volume where too loud.
  • Change: Audio system C++ conversion and refactor. This upgrade should resolve several outstanding audio issues.
    • Fixed: Issue where BGM doesn't tick while window is unfocused resulting in the next track being delayed or not playing at all.
    • Fixed: Issue when moving between levels BGM does not fade out while the game is paused.
    • Change: Reduced unnecessary dependencies on audio system.
    • Change: Minor UI SFX changes occurred when refactoring the audio system.

[0.19.1-A]
  • Fixed: Issue where falling off the map would not trigger level reload.
  • Fixed: Issue where falling off the map when dead would result in the player cursor being hidden in the death screen. The load transition temporarily obstructs the view of the death screen, so rather than unloading the level, time will now stop.
  • Fixed: Issue where falling into the shop's sell hole would trigger a crash as a result of invalid collision settings triggering player deletion.
  • Fixed: Issue where player could climb merchant interaction collider
  • Fixed: Issues with merchant desk collision and mantling. It is no longer possible to mantle over the merchant desks or desk props.
  • Fixed: Issue where entity widgets (target markers, damage numbers, health bars) could be climbed on when approaching entities from the right height and angle, thus resulting in the appearance of the player seemingly climbing over nothing.
  • Fixed: Issue where rolling boulders would not trigger player damage as a result of player hitbox changes. Boulder damage and ragdolling have been reworked. Boulders will now knockback and ragdoll a player on hit once the boulder is above a certain velocity.
  • Added: Boulder attack SFX.
  • Added: Boulder impact collision SFX.
  • Fixed: Issue where target indicator would not appear above turrets.
  • Fixed: Issue where enemy HP bars were off-center.
  • Fixed: Issue where equipping a spell would destroy currently held guns.
  • Change: Variable damage added to prototype gun.
  • Change: Prototype gun rounds improved collision detection.
  • Added: Prototype gun to shop.
  • Change: Shop/Craft item search will now match based on item category and type as well as display name.
  • Change: Made a few item cost changes. Nothing major. A proper rebalance is coming soon.
  • Fixed: Issue where some items would not be deducted from the inventory upon dropping them. Most notably, metal bars, wheat, and rice. Issue caused by old droppable item categorization being too specific. Now all items marked as droppable can be dropped.
  • Fixed: Issue where BGM playlist kept switching between tracks without playing them through (while on the sky islands level) and kept switching between day and night tracks regardless of the time of day.
  • Fixed: Issue where the BGM (Background Music) playlist would not trigger the next track after the current track had finished, while the game was paused.
  • Change: Improved BGM volume balance for new audio.
  • Change: Improved transition between BGM tracks for new audio. Crossfade has been tightened to make the BGM loop better.
  • Fixed: Incorrect BGM titles.
  • Change: Reduced player post-hit i-frames (invulnerability frames) from 1 second to 0.25. This makes enemy attacks feel a little more impactful (especially when the player is being ganged up on), and turrets, which fire a volley of shots in quick succession, function better. Up till now, a lot of attacks would phase through the player.
  • Added: Inventory equipment usage SFX based on item type.
  • Added: Slime attack SFX.
  • Added: DebugHeart item to the shop. This item allows the user to increase their current number of hearts.
  • Added: Prop collision SFX for items.
  • Change: Removed many of the items cluttering the player inventory as they are now easily accessible via the shop. Item quantities have been adjusted.
  • Fixed: Issue where empty bottles would phase through terrain when dropped.

[0.19.0-A]
  • Fixed: Issue - Sprinting While Crouched Or Ragdolling Consumes Stamina But Does Not End Crouch/Ragdoll
  • Fixed: Issue where loincloth underwear failed to mask peen.
  • Fixed: Issue where chestwrap would mask peen instead of loincloth underwear.
  • Fixed: Issue where slimes fail to rotate-to-face on hit
  • Changed: Enemy line of sight check
  • Fixed: Coins physics simulation
  • Added: UI based shop system for buying items
  • Added: A shop NPC you can purchase goods from and sell goods to.
  • Added: Bronze bar item
  • Change: Craft / Shop item search now only matches on display name due to issues with false positives in item description match
  • Added: Location Title now displays upon loading into a new area
  • Added: Dungeon floor number now displays each time you descend to the next floor
  • Added: Placeholder quest board UI route
  • Fixed: Issue where inventory could be triggered while quest board or shop were on screen
  • Change: Ambient music now plays while paused and in menus
  • Added: New BGM playlists for day and night. Playlists are shuffled every day cycle.
  • Fixed: Issues with player slot (inventory / equip) data duplication
  • Fixed: Changes made to how player items (inventory / equip) are loaded from save data. An inventory cleanup pass will now be triggered on load, to remove any items with defunct IDs, and update item data for remaining items. This is all to ensure when loading saves from previous builds, icons, descriptions, values, and any other properties which may have changed between versions, are updated.
  • Fixed issue where the frame rate limit setting was not saving or updating
  • Change: Updated font used on rift gates


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Rumi

Project Arkavite [0. 19. 1-A], [0. 19. 2-A] - HotFix & More~

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Rumi
Public post

Project Arkavite [0.18.0-A]

Hey hey people. A new build is here! Fresh and feisty. If you'd like to check out this builds associated log, and learn everything that's changed, new, and fixed, see here for more~
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Rumi
Public post

Project Arkavite [0.17.4-A] - Public Release

Happy Easter, everyone! The public release is here. The [0.17-A] update introduces cooking, magical spells, bottling, a tonne of new food items, new simple body modification potions, a rare but very useful body reversion potion, new status effects, and more. Please note, reversion will only work on characters created after 0.17.3-A.


The Mini Logs~

As usual, there has been a lot of development and discussion leading up to this release. If you're interested in exploring all the recent goings-on, I've provided links to the latest devlogs below.

Log 1: Arkavite [0.17.0] - Mysteries of Magic & Pristine Potions

New In 0.17.4-A

As it is Easter, I went ahead and added Choco Eggs. They can be found or crafted. May this not be the last variant of egg… We also have the addition of inventory stat icons. Consumable items will now display icons alongside their stats, as opposed to text like "Hydration", "Satiety", and "Energy". This was done to compactify the interface so HP and MP stats could also be displayed. In addition to these changes, when hovering over a healing or poisoning item, your hearts will now flash/dim to convey how many heart segments you’ll gain or lose.
Β 
There have been a number of extra fixes and clean-ups in relation to the new features. I’ve corrected crafting menu bugs, item ID bugs, an issue where upon loading a save old items with now-invalid IDs would still be displayed in the inventory, pirmary/secondary inventory slot issues on display, and issues with ponds and pools not allowing you to bottle liquids from them.
Furthermore, I have added a cooking station to the dungeon elevator rooms for your convenience, as many new ingredients can only be found in the dungeons at this time.
As discussed in the latest log, I am currently working on food balance, starvation mechanics, adding more enemies (which has been a popular request), de-janking existing enemies, implementing some TLoH updates, and more. Although we didn't discuss it, I might incorporate construction into one of the upcoming updates now that we have crafting. But with all that said, there is plenty to be done.
I'll be back here next week. I hope you all enjoy this update. Please be sure to let me know what you think down below, and I'll see you next time~
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