Mirklurk: Every Step Matters · published · build 24329023
So, here comes a bunch of very needed stuff! But first a small reminder to leave a review and help spread the word, as well as a bunch of thanks for your patience, feedback and support! <3
This patch adds the following:
Three new enemies.
40+ items, consisting of weapons, armor, clothes, placeable stuff, harvestable stuff, bugs, poison arrows, potions and more.
One new unique location with a new character to meet!
New spawning system for dungeons: Enemies will spawn once upon entry, and new enemies will only appear if the players returns days later. (Some special dungeons might be except from this, if it makes sense for that location.)
You can now Auto-Sort your inventories, as well as link them together.
When combat starts you now have the option to distribute armor evenly.
More details to dungeons, harvestable mushrooms, large pillars, etc.
Added a wobbly effect to pathfinding over slippery tiles, like mud and goo.
Added an icon to the Codex (F1), clearly visible in the lower left corner. (Must players probably didn't even know one existed, my bad!)
Added a new skin color, a less sickly brighter one.
This patch changes the following:
Important status effects are highlighted even more, bobblying up and down.
When Wellbeing is getting dangerously low, this will be highlighted further through a status effect at the top of the screen. It will also show estimated turns until death.
More consistency with right clicking to cancel actions.
At 'Fast Draw' rank 5 you can now use bows inside melee distance.
All enemies will stop being hostile if they can't reach the player.
You can now search underneath placed stuff, like campfires or loot/containers.
The game now has a variable to balance the amount of rain a player gets. Just to even out needlessly cruel randomness.
When trading, purchasable items are displayed better.
Starting fires now compensate for the turn-loss from doing the action itself.
Carcasses will disappear as time passes, when their harvestable stuff is totally gone.
The Weapon-Swap button is better highlighted.
Draws beings better in deeper water.
Lilypads are now harvestable, grows and spreads.
Grass will not grow over mud, hiding it totally.
Moss will not grow as predictable and eventually always overing the stony areas.
Flint is less rare, but has worse stats. (New sparks stones have been added)
All weapon bonus-skills give the same AP reduction, eventually.
Shield Savant gives 2.5% blocking chance instead of 2.25% per rank.
Map Drawing Kits can't be used needlessly in dungeons or indoors.
When burning an item, that stations "Burn time left", will light up, highlighting that you can add still add more fuel.
The player will be clearly notified when an item breaks.
If the players bag breaks, the items will not just disappear, but instead spread out on the ground around the player.
Lost Hit Points won't be restored as easily when resting.
Balanced several items price and weights.
Before the torso becomes wet, the cloaks water protection is correctly applies.
This patch fixes the following:
Two crashes have been fixed. One was related to items breaking when fire-crafting, the other to rafting.
Extra damage from different arrows is much clearer, and works as intended.
When dodging, the players HP-grid will always take priority, ergo pop-to-the-top.
Fixed some inconsitence with too-close-to-bow checks.
The bedroll in Bhatos hut does not occupy space.
Shift-stacking no longer removes too little weight if only partially stacked. Also fixed an issue with partially eaten bread showing inconsistent weights.
Item duration loss was not applied correctly when taking damage from slipping, thorns or spikes.
Better depth handling, so stuff always fades correctly when player moves behind it.
If you craft a raft with the heavy branch equipped as a weapon you will no longer keep the branch.
Extra harvest from Butchery does not apply to Fang-weapon.
Status effects aligned better when different UI-scales.
Fixed an issue in which enemies didn't "wait" for the players projectile to hit, meaning the player missed without a proper cause.
Calmia roots sprite not remaining despite being picked.
The world will remember what was harvestable, so will you not be able to re-loot to get a larger amount.
Fixed an annoying issue in which a menu was opened and then instantly clicked on/in, in the same click so to speak.
If loading a game with an unlit torch equiped, the light menu won't always auto popup.
Carcasses will can still show their outlines even when the game is loaded. Previously their became un-highlightable.
Flying enemies will not be slowed down, or even stuck, on water or obstacles.
Volume bars no longer overlap at larger ui scale.
Stopping weather soundeffects when exiting to the main menu.
Right clicking during sleeping will NOT pause the turns passing and bug the game.
Fixed an issue in which dropped empty bag would disappear when trying
to merge with an already existing container on the ground.
Added a clearer and better sound effect when deleting saved game.
As always, If this patch causes anything unforseen: Let me know ASAP! I will hot-fix like a mad man.
A thousand thanks for all the reporting, feedback and help! It means the world to me and really helps me improve the game! <3
Best wishes and lots of love! <3
//Mattias
PS: General improvements to the game will of course continue - There is more to be done!
Next bigger patch will focus on foraging, adding planting mechanics and skills, but it will of course add more items, enemies and content in general! EDIT: I noticed that during knockback enemies moved towards their enemy, instead of away from, so I fixed that and changed to v. 0.7.0.1