New Implementations
-----------------------
- Implemented a building material preview. If you hold an item with a variable material over an input slot in a building project, you can see that material as applied to the preview of the building. If the slot is used to set several subparts of the building, you can drag the item along the input slot, from left to right, to see the material as applied to the various subparts.
- As suggested in the previous patch, we have, since we perceived that it could be a welcome addition, made it so that you can now use store sketches to set the variable materials of already built buildings. To do so, right-click a sketch page from the Shoppe, and chose "Change building material" to activate the change material cursor mode. First, click the part of a building you'd like to change, and then click an item with the material you would like to change to. (For example: First, click to change the door of the house, and then click a woodblock.) Doing this displays the material as a preview on the building. Click the material item again to actually set it to the building, and in doing so consume a sketch page and, nota bene, the item providing the material. Do note that changing a door will presently not change the inside of the door, although you can use another sketch page to set it manually. We'd like to fix this, but it's a bit of work. You can never change materials without claim permissions.
- Added "Hide Layer", gilding.
- Added "Greased Joints", gilding.
- Added "Shipwreck Buttons", gilding.
- Added "Copper Scales", gilding.
- Added "Divination in Tin", curiosity.
- Added "Strawberries in Cream", food.
- Added "Greenleaf Pie", food.
- Added "Seedcrisp Flatbread", food.
- Added "Beaver Dog", food.
- Added four new experiences/lore events.
Credo
-----------------------
- Tailor: The thin of your thread has passed through the eye of a needle, and remade you entirely in new whole cloth. For some time your thoughts have wandered to softer places, and stranger fabrics, and increasingly you have felt the call of needlework, and strange artifice. The Tailor recalls all the fibers and threads of the Hearth, and weaves them continously into the tapestry of his life, in service to both himself, others, and ever the quest for the perfect garment, for the perfect occasion. For Peasant and King alike, only the Tailor stands between him, the cold of the seasons, and the harshness of unforgiving elements, and such responsibilities call forth only the best in those whose task it is to wear that spiritual finery. Treading the Tailor's Thread promises...
- Sewing +15
- Chance to fail gildings reduced by 5%.
- Double the chance to reslot gildings when recycling artifacts.
- Sewing +25
- The first gilding of a new artifact is always successful.
- Tailor depends on Farmer.
Key Fixes
-----------------------
- Added area mining to the default client. You may now click and drag an area to mine out. Watch out for the caveins!
Small Fixes
-----------------------
- Fixed an obscure client crash bug.
- Fixed a bug by which it was impossible to open your own saddlebags while on someone else's claim without turning on criminal actions.
- Added system message when receiving an extra herb due to the forager's credo.
- Added system message when recieving combat cooldown on account of switching gear.
- Heartwood Leaves can now be used as salad. They're pretty good.
- Made it so that you can hang Strange Crystals, All feather types, Peculiar Flotsams, Adder Fangs, Royal Toadstools, Fishy Eyeballs, Washed-up Bladderwracks, Squirrel Tails, Ropes and Chiming Bluebells on walls. Feel free to suggest more!
- Set proper drop resource for raspberries.
- Grasshoppers are now fishbait.
- Grasshoppers are now visible on the minimap.
- Reduced Hartshorn in Dream Cookies from 0.10 to 0.02.
- Added animation when applying wallpapers.
- Can now build the Runed Dolmen anywhere.
- Adjusted Glue Troll's positioning when hung on walls.
In the Pipe
-----------------------
- The main dev focus is the client rendering rewrite.
- We've spent time over two weeks improving the building system for variable materials. One key component is still missing, imho, which is the ability to display and preview how much material is presently built into a particular input slot of a build project, and how those materials are presently ordered in terms of primary, secondary, tertiary, &c materials. That is a bigger deal, however, so it might not happen in a jiffy.
- I'm (still) considering following up on this suggestion, and make palisades bashable if the claim shield is down. Let me know what you think!
- Time to... like us on Facebook?
UPDATE YOUR CLIENTS... if you want to use the sketches.
Enjoy!