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Update 0.50.032 - 035 Enhanced crafting UI

Hello everyone,

so the new update is here! As we have already written in the previous announcement:
http://steamcommunity.com/games/386590/announcements/detail/2362555718203785064
We have reworked the whole production process to make it more comprehensible and more user-friendly.

We hope you will like the changes and will not take too long to orientate.
However, this is the first version, and there may still be some bugs and problems that we may find and fix with you.

There have also been other edits and improvements such as:
Possibility of splitting items (yes, finally;) )
Possibility to plant mushroom fields.
And much more.

But we can not forget about Gamescom 2017, where we had our stand!
It was a very challenging and exciting event, but it also brought us a lot of value for the future.
Here is our stand in action:

And here one new fan:

Who does not know the person on the photo, so know that it's our friend Daniel Vávra (author of "Mafia", "Mafia 2" and currently working on "Kingdom Come: Deliverance" ;)

Below is a list of changes and a visual description.

Here is the complete list:

Enhanced crafting

  • Completely new UI interface for production.
  • Redistribution of recipes to new categories.
  • Possibility to view all recipes (even those you have not yet learned the blueprint).
  • New production process - "basic", where you do not have to think over raw materials.
  • A new production process - "advanced" when you define exactly what raw materials to use.
  • In advanced production there is a clear visual result of all material bonuses.
  • Advanced production is only produced from raw materials you set up (no random selection).
  • The ability to change the tool during a production - right in the production interface.
  • Possibility to control workstations (ignition of fire, extinguishment, application of wood to fire) during production.
  • Possibility to select a specific raw material for application to the fireplace during production.
  • Production is re-organized into a queue that runs in the background of the game.
  • The ability to produce multiple items at one time (if the item is manufactured at another station).
  • Depending on the raw materials used (tier), a better tier is defined for production.
  • Automatic detection of the required skill if you are trying to produce a higher level item.
  • And much more.

Improved interface for building finalization

  • Completely new interface for finalizing building components.
  • The interface is no longer the same as the production interface.
  • Raw materials can be delivered gradually.
  • Option to select a specific tool.
  • Option to improve the building component.
  • Salvaging of a building component directly in the UI - this action only returns the original raw materials (not those that were used by the improvements!).

New content

  • Ability to split items - using LMB + Shift (if allowed by the item - it is stacking and has more than 1 piece).
  • The ability to combine split items - just move the item over to another.
  • The dragging UI (inventory, etc.) already remembers the last position after restarting the game.
  • Return of old POIs into the game (from the world's legacy) - a lone farm, an alchemist place.
  • Old POIs are only just around the start zone (along the way to the first building plot).
  • A farmers and alchemist trade terminal is now also available in the towers.
  • New item - Boletus seedlings.
  • New item - Rusula seedlings.
  • New item - Amanita muscaria seedlings.
  • Mushroom seedlings can be obtained using botanical skills.
  • Mushroom seedlings can be produced (some recipes require a blueprint).
  • Mushroom seedlings can be bought in a farm shop.
  • Transmutation of the basic raw materials - it is used to produce better tiers (10 pieces of smaller tier are required for higher production - example: 10xT1 branch can be transformed into one T2 branch) - this is available through a new production window.

Gameplay changes

  • Tools, weapons and armor have a new prefix in their name, which better defines the weapon's tier.
  • It is not longer possible to perform a "salvage" action on scrap metal.
  • Damage to equipment during combat is higher.
  • The "Fill Water All" action now fill all bottles (buckets) at once.
  • All interactions with repetitions (collection of raw materials, mining, etc.) are now reduced, but you get three items for each action.
  • Getting logs from trees already show the number of available logs.
  • Forage actions on objects already show the number of actions.
  • The number of interaction actions is only shown if there are more than one iterations.
  • Opening and closing doors is new to RMB (instead of LMB)
  • Adjusted item value tier.
  • Equipment repair - The duration of the action is a reflection on the size of the damage.
  • Equipment repair - The result of the repair is reliant on the repairing skill and length of the repair.
  • Salvaging finished buildings is through a new UI.
  • From dead creatures, it is now possible to get bones.
  • POIs quests can be repeated after a certain amount of time.
  • Creating workshops no longer requires as one of the ingredients a tool (but the tool is needed for production).

Issue fixes

  • Pelts already show the correct origin of the animal.
  • When performing forage actions on objects (stones, damaged cars, etc.). The action is no longer taken as done if the action is interrupted.
  • There is no drop of FPS through inventory filtration.
  • Salvaging finished buildings already returns correct types of material.
  • Modified the LOD on the fireplace.
  • It is possible to extinguish a fiery fire.
  • Fixed description in options for mouse reverse x and y (where names x and y were confused)

0.50.033

  • Applying the raw material to the fireplace through the production UI already correctly creates ash.
  • It is already possible to produce "base metals" via Forge.

0.50.034

  • Adapted recipes for a sewing kit
  • Production skills now slightly increase the resulting product quality
  • Production skill now slightly influences the required production time (the higher the skill, the shorter the production time)
  • Possibility to increase the resulting number by clicking + or - button (left control +5, left shift +10)
  • Activated old "set max" button - sets up to a maximum of 100 units.
  • The onmouse effect on the recipe icon is already correctly shown with the indicated item.
  • You can now click again on the already selected recipe.
  • Better notice if you do not have a blueprint on the selected recipe.
  • Better notice if you do not have the tool for the selected recipe.
  • Transmutation to better tier does not already require 10 items, but only 4
  • Making more pieces right now adds corrected skillup
  • Correct material for specific recipes is already defined.
  • Bonus materials now take into account the tier items.
  • Fixed formula to obtain better collection items.
  • UI to complete the construction - the option to open the production window for the ingredients.
  • Ability to cancel the production queue.

0.50.035

  • The production of more pieces already returns a correct number of empty bottles.
  • Correction of pieces calculation in advanced production.