August 23 - Checking Every Cranny

Hey there, this was a bug fix week. So I fixed a lot of bugs.

OK, there were a couple other things. Aboveground/belowground lighting is gone FOREVER and has been replaced by indoor/outdoor lighting. When you go into a house, or a cave, or anywhere the sun is blocked by a roof your view will adjust to the new lighting. Same when you go outside again. You know when you've been inside all day and then go out and it's bright and you cover your eyes like "agh! The Daystar!" That's what this new lighting change is like. This is partly made possible by global illumination being added, and will work best if you have it set to at least low. Global illumination simulates the bouncing of indirect ambient light to fill unlit areas. Adding some more candles, windows, and torches inside should help too.

I managed to get a couple survival mode things done between fixes. Sharp attacks will give you cuts that need to be cleaned and bandaged, and I added two sources of antiseptics in Yarrow plants and honeycomb. Depending on if that made you go "cool" or "ugh" will probably help you determine whether or not to play on survival mode.

There's some small changes to combat that managed to sneak into this week's build as well. If you play on peaceful or normal there will be additional UI indicators that help with timing. While locked on to an enemy you'll be able to see a warning on the ground when they're about to attack via a circle that fills with color. Similar to them turning red in RL1, this one's just a bit more informative. This won't be available on hard or bushido, so you'll still need to memorize attack patterns if you're playing on hard.

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