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Weekly devlogs: Rogue Legend 2

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August 24 - Nightmare Downtime

Well, that was a nightmare. After 3 hosts, an endless cavalcade of bad customer service, and some anxious waiting, the site is back online. If I were to impart any advice from the other end of this to others looking for hosts, be very very careful and very very picky with which one you choose. A wrong choice can cost you a week or more of headache. Also use a 1 strike policy, once a host starts giving you trouble they're not going to stop.

ANYHOO, even though the site was down I didn't stop working on the game. I even uploaded new versions for some reason, even though nobody's DNS would have been pointing at the right spot to get them. A part of me always hoped they'd be updated quickly and so I kept at it. There was a bunch of stuff, some of it didn't get posted to the site, so I'm just going to overview the past few major changes and some of it might be new-to-you and some of it not, but at least we'll have it logged!

I'll just post the full patch notes here and quickly cover the big changes here. There are line/fill/hollow tools available in freebuild to make big structures/lots of placing easier. There's new difficulty options ranging from no combat to one-hit-kill combat, as well as a permadeath mode where your save is deleted on death. There's animal breeding and special characteristics for male animals. Winter is a lot more harsh and needs to be prepared for. There's also a bunch of new effects, blocks, and appearances.

Patch Notes

* Added Line/Fill/Hollow Tool. If you hold the tool in one hand and a stack of blocks in the other, then you can place a bunch of blocks quickly. Use once to set start point, and again to fill to the end point. Line fills in a line, Fill is a full cube, and Hollow if a hollow cube. Currently only craftable in Freebuild.
* Added permadeath option for new games, if permadeath is enabled when you die your save is deleted
* Permadeath servers delete players when they die. If the host dies the entire save is deleted as normal
* Added Bull model and behavior
* Can now build underwater or in flows. Flows will dissipate if their source is blocked up
* Made towns prefer flatter terrain more
* Added smooth stone bricks
* New message appearance
* Placeable objects/blocks/furniture now use click-and-hold like everything else
* Added animal breeding. Animals you own can be either female or male and can breed if left to their own devices, which causes the female to get pregnant. Pregnant females don't produce, but will give you an animal egg after some time. 
* Animal Eggs that come from male/female pairs will inherit stats/traits from their parents.
* Male and female animals have their own behavior and quirks, based on animal type. Not all female/male animals produce goods and will perform different actions and interact with you differently. Some can be useful, others... less so. Not all are in yet, but chikotoo and pig behaviors are mostly in.
* Added and changed a bunch of stuff during Winter:
* It's always cold in Winter
* Animals don't like being out in Winter
* Hunting for meat is more difficult in Winter
* Bushes don't grow in Winter
* Foraging isn't available in Winter
* Trees don't grow and saplings die in Winter
* Water freezes over in Winter
* Changed town density so they're a bit less gridded
* New ore appearances
* Made lava more common
* Can hit trees while just swinging with axe during attack
* Added metal types for dagger/spear/sword
* Added some special effects for chopping trees
* Added Hard difficulty. On Hard everything takes more damage. On death you lose 30% money and drop a few items.
* Added Bushido difficulty. On Bushido most hits will kill you immediately. On death, you lose everything.
* Drills now have different effects at different levels. Ranging from dig speed, to a movement speed buff, to a high-powered drill that pulls you along behind it as it digs like some sort of land-shark.
* Added difficulty setting in Options
* Added Peaceful difficulty. Creatures aren't hostile but will defend themselves if attacked, and predators don't hunt at night.
* Changed ore spawns, and added lava underground
* Increased caves
* Reduced mushrooms and berry bushes
* New brick, wood log, and stone appearance
* Made handedness clearer in combat tutorial

Bugs

* Fixed bug where a town wouldn't spawn properly
* Fixed bug where animals wouldn't register hits
* Fixed bug where you couldn't place container
* Fixed it getting dark on villager roofs
* Fixed rare farm spawn on new game that could result in you not owning your own property
* Fixed doors getting stuck
* Fixed an error message with weapons
* Fixed an issue where middle mouse clicking wouldn't always toggle between first and third
* Fixed options screen not being visible on main menu
* Fixed bug with dodge
* Fixed sound when chopping trees
* Fixed bug that could occur when breaking blocks at a very specific range
* Will no longer re-equip the offhand item when using it
* Fixed seams on dirt tileset
* Fixed some error messages related to villagers
* Fixed initial Merchant spawn

Continue Reading in the Dev Forums >>

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August 29 - Looming Update

Hi.

I wrote a big thing about the current state of the game and current goals on the forums yesterday, which you can read here: http://www.kassoon.com/content/forums/viewtopic.php?f=5&p=987#p987

What did I work on this week? Why, the intro of course! So what can you do in this eventual and mysterious intro? Well you can name all sorts of things and do a little more in-depth customization of your character and world. You can even get a preview of your world and reroll it if you want something different. There's some new characters to meet, and some lore about the world to learn, as well as a bit more plot to set in motion.

Spinning Wheel

I also added some actual things to the game that you can play with right away. There's a new spinning wheel that can be built that allows you to turn wool into cloth. You'll be able to do a bunch of stuff with cloth, one such thing is hinted at in the notes, but for now it's a new block to build with. Bees will pollinate flowers as they harvest, causing new flowers to grow. These new flowers will have new colors based on mixing the colors of its parents, so you'll discover new colors of flowers as you grow them. Any sort of color is possible which you'll be able to use in dyes or to make a kaleidoscope garden.

I've added some signs, too. You'll be able to customize them eventually, but for now you can use some of the built-in designs. All the shops in town will have their own signs once the intro goes in.

Continue Reading in the Dev Forums >>

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September 6 - Word Of The Day

Hey! What's new with you? Oh really, how is she these days? Uh-huh. Wow. To shreds, you say. Oh, me? I'm moving, cross-country 8I

I'll try to not have it interfere too much with updates, and there will still be weeklies, but my life is literally going into boxes and I got a bunch of errands to do so there might be a bit of an impact.

Most of the work continues to be on the intro, which is now functionally complete but it still needs some polish and nicer-looking functionality. Course, from your perspective it's just been a trickle of content with this mysterious intro being worked on forever, but it will be available Soon. I can't even trademark that, since so many other game devs have. The intro is really important, it's the only part of the game that a guaranteed 100% of players will see, so it's important to get right. Even once it's done and out there I may do some more work on it. Now that there's a lot of functionality in the game, my main focus and working pipeline is based on "the first X minutes of the game." Right now it's the first 20, then after that it'll be minutes 20-40 and so on until there's a good amount of game and experience there. I've held out on ye the faithful long enough though, so here's a sneak peek gif:

I do work on other stuff though to ensure these weeklies aren't just "Yeah man I spent the whole week on the intro, got a lot done. It was pretty sweet. Nothing else for you to see here." So let's look at some of those.

First of all, the fast-paced excitement of watching grass grow. I said I'd get grass growing in and I did, it now grows each day into neighboring blocks, which should make feeding your penned animals easier. There's also these:

Wall Sconces

Wall sconces that you can place on walls and put torches into in order to light up your home or dungeon with that spooky medieval ambiance. A slightly lower tech option to candles, torches placed on walls or dropped on the ground will continue to burn out as if you were holding them. If you want to preserve your sticks you'll still want to upgrade to candles for your lighting needs in the longer term. Perhaps someday the MIRACLE OF TECHNOLOGY will allow for more automatic lighting solutions.

Continue Reading in the Dev Forums >>

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