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0.50.017 - 023 - Enhanced interaction

Hello everyone,

there is another major update, this time mainly focused on enhancing interaction with the environment.
This is an essential step for better control of the game. All actions were reduced to just 4 keys (LMB, RMB, E and F). For players who have played a lot of hours in the our game, can will be difficult to get used to new shortcuts at first, but after a while you get used to and rather you will appreciate that specific actions was no longer change keyboard shortcuts;)
The change has also received a notification about the items we've got - we think you'll appreciate it now.

Improving crafting UI is unfortunately not part of this update (only major changes in the recipe and its layout). UI for crafting requires a lot of change and also more implementation time. But it is one of the points we will focus on and then we can devote ourselves to the other things we need in the game. Everything has to be given gradually and with care.

This update includes a lot of other things - headed improvements and edits like:

Some players will certainly welcome better using RAM - which improves the performance of the game.
Hardcore players will welcome the opportunity to get raw ore from the stones around the world (although only on a small percentage, but we hope this is good reward - raw ore is still a valuable raw material in the new world).
Beware of the monsters around the world - a number of mathematical formulas have been changed for their attributes and attributes for your equipment. If you think that the creatures is too light to kill, then test to beat them without armor and only with the basic knife;)
And if you find it too dangerous, remember that the power is in the gear - do not forget to improve your armor and weapons through the "imrove weapons/armors kits" (also carefully consider what material you use to produce weapons and armor - material bonuses add up from the tree branch to the sword handle Including its blades (as some players have already learned in the game, it is possible to make a sword that heals you during the fight;)). And also fighting (even with hare or crab = combat skill training that affects your overall combat result).

For (not only) newcomers it will be a pleasure for the startup tutorial was be a bit more user friendly (but still not perfect). And especially the automatic replenishment of life (unless you character are not injured) outside the safe zones - albeit slowly but still (but better is to crafting some healing items (bandages, potions etc.) ;))

Here we copy the our "request/information" from the previous update. Because it is still very acute - thanks so much!

Also, it seems like the time has come for a small request for you our faithful players.

Over the last few days, our game has undergone a major change (a new world) that was necessary even though many players may not like it at first glance. This change took place in the first days with many problems (which were fixed within a few days) - these problems were caused by the fact that we wanted to keep all items our players from the old world. Unfortunately, these issues have been signed up for the evaluation of the game - many players have given our game a negative rating (which is not very constructive and objective). We welcome any evaluation and I am very grateful for constructive criticism. But some reviews of the game are rather detrimental to the global view (players will never remove it and it will remain with our game forever). So, if there is someone among you who likes our game and believes it, any reviews will help us now.
Thank you for everything!

Below is a complete list of changes and innovations:

Enchanced UI

  • Overall change of visual and functional interaction on objects around the world
  • All interactions were reduced to 4 actions (LMB, RMB, E and F) - if the object had multiple actions, the actions are logically dosed according to the logic of the current use.
  • Identical actions (such as get leaves, branches, felling, etc.) already have identical shortcuts to the keyboard.
  • It does not happen that the same action has always had another interaction key.
  • Essential actions such as cutting, destroying, picking items, salvaging a building, etc., require that the key be held down (mostly hold RMB) .These actions is no longer just a one fast click - there will be no mistakes as unwanted items picking from your house etc.
  • If the action can not be performed there is a small red cross, but when you executing the action, floating text notification is displayed with some informations.
  • Notification about of received new items is completely redesigned and is newly at the bottom right of the screen
  • The notification even links identical items (unless it is different tier or materials)
  • The notification also includes information about an increase in skills or stats by 0.5 points

New content

  • New item "Dog tag", which will be created after the death of a your character (exclude death for the old age) and can be found in the box on the spot of your death.

Gameplay changes

  • Craft - Forge station already contains all weapons
  • Craft - Compost requires 5 barks now, instead of just one
  • Craft - Some recipes in categories are now better organized
  • Craft - Recipes with "OR" tag have been modified - these recipes are now separated for each type. For example: Instead of one recipe for "Head", there are now 3 recipes "Head-wood / Head-stone / Head-metal") This is necessary for future new craft UIs and for better new players understanding (also fix some craft bug).
  • Resources - With rock mining, it is now possible to obtain on a small percentage of raw ore or graphite
  • Resources - Reduced drop of seedlings from trees / shrubs to 25%
  • Resources - The time to perform the action to get the rune fragment was reduced by one-half.
  • Resources - Fox fur already has material bonuses
  • Fight - The combat detection zone (the white circle around the player, indicating the range of the player's attack) is no longer visible - it is no longer needed (everything is enough to provide detection zones around the enemy).
  • Fight - If the character is not injured and does not have a full life, hes life is complemented by at a very slow speed. Specific safe zones add life quicker.
  • Creatures - Buffalo and Deer are now have dynamic level
  • Creatures - Buffalo (male) is now aggressive
  • Creatures - Global correction of the calculation of all attributes of monsters with dynamic level (attack, defense, life, etc.)
  • Objects - The workstations that have the lights will automatically light up and go out if is night or day.
  • Objects - The chandeliers will automatically light up and go out if is night or day.
  • Objects - Static lights (torches, etc.) set up around the world (temple, ruins, etc.) only shine when it is night.
  • Items - The global reduction of all basic defense values for armor (bonus material from the material is unchanged)
  • Items - Changed (reduced) Rarity of Armor and Weapon - Affects the resulting defensive and offensive values as well as final prices
  • Interaction - Trade terminal "Sell all button" only shows if the item has more than one item and can be stacked
  • Interaction - Repair actions on outdoor objects only show if the item is damaged by more than 4.9%
  • Interaction - If the outdoor item is damaged, no any other action than repair can be done - the next action will only appear after the repair
  • Interaction - Gardening fields cannot be removed if harvesting is possible
  • Interaction - The gardening field now shows specific actions as needed and adjudication (watering -> maintenance -> composting -> fertilizing), but only in the case when the field requires these action.
  • Interaction - A camp fire (or an object that requires ignition) now generates ash when ignited
  • Interaction - The well will offer a bottle refill only when available empty bottles / buckets are available in the inventory or A2-A storage
  • Tutorial - The startup tutorial has been slightly improved.

Issue fixes

  • Performance - Improved work with RAM and thanks to this, it is raised a bit some performance
  • Performance - Slightly improved performance for torches.
  • Gameplay - Your own cloning station is already functioning correctly as a revive point.
  • Interaction - Wall lightings has an improved position for placement on a wall.
  • Resources - Planted shrubs do not show action "destroy" unless they are in an adult state
  • Craft - Returned ingredients from the production are correctly placed on the inventory (correct items positions).
  • Objects - The torches in the temple are already correctly positioned.
  • UI - The stone wall 2x2 already has the right icon in the construction mode.
  • Translations - correction of some German texts

0.50.018

  • FIGHT - Fixed one problem with the freezing of the character during the fight (it is still possible that the freezing will occur - we please, send us a report and a thorough description of how the situation happened - we thank you!)
  • GAMEPLAY - Adjusted statistics for "tea" and "stamina potion".
  • GAMEPLAY - Added ability to turn lights on and off on objects with automatic night lighting (this option is enabled only during the day).
  • INTERACTION - The outdoor wells already allows action ("fill water all") - if the required amount of empty water bottles (or empty bucket) is available in inventory or A2-A storage.
  • INTERACTION - Raw materials from dead creatures already have fixed keys (LMB - Loot, E - Meat, F - Pelt)
  • UI - Overall correction of the visual display of bonus attributes for HP and STAMINA (where numeric value was displayed as % and misinformation occurred).
  • UI - Minor correction of the notification when it erroneously shows that you have earned 0 pieces of item tax (it was only a visual bug)
  • UI - Added a notifying fly text when trying to activate building mode in forbidden locations such as towers or a starter temple.
  • UI - Notifying flying text now has a longer duration
  • UI - Improved text in the building mode to better understand that construction is only temporarily allowed only on building sites.
  • AI - Reducing the aggressive reach of buffaloes.
  • WORLD - Removed individual problem with specific trees in the world (the problem was be on a one buildings area).

0.50.019 - 020

  • UI - Correction of confusion non-English texts for lights on and off.
  • GAMEPLAY - Fixing the froze action in some cases.

0.50.021-023

  • Notification - an increase in a state (such as strength, logic, etc.) is indicated by 0.05 points - ordinary skills (such as botanize, mining, etc.) remained at the original value of 0.5 points (This is just visual information, there has been no change in calculations).
  • Notification - There is no longer a skill / stat up notification if you already have a skill / state cap limit.
  • Notification - Corrected notification when learning blueprint
  • Notification - Now it also reports of damage to the tools, weapons and armors.
  • Interaction - Action on the well "fill water all" already consumes all empty bottles.
  • UI - Icons of chemical elements no longer overlap their chemical designation with his quality (tier) - the chemical label is newly at the top right.
  • HELP - New section with a description of the bonus material icon.
  • -0.50.022
  • GAMEPLAY - Improvement of the starting point (collisions etc.)
  • GAMEPLAY - Fixing the next froze action in some cases.
  • -0.50.023
  • CRAFT - Fixing the problem during production when the resulting pieces were incorrectly calculated.