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A big thank you to all of you jumping on and testing out this big update! It is clear to see the improvements that have been accomplished by your efforts and bug reports.
It saves me considerable time having hundreds of eyes involved on different systems and devices playtesting new areas and features in your own unique style.
It's great to see the reports of much better performance as high as 30+ FPS for some after a complete re-write of some of the saving and loading of the game and the way items were handled in real-time.
Randomly deciding to streamline the stall rental process and throw that in for testing for clear and immediate feedback to the player as well as eliminate a lot of the "down time" I believe is a welcome improvement.
Oh and thanks for testing of tools and the placeable tent system I threw in there. (I'll make it so you pack the tent back up this week lol...so no more using it as a portable cover system)
So here is a rundown of those improvements and others made since the Beta was released about 2 weeks ago.
Thank you!
Updated Yorlen Harbor
Updated Player Trade Stall Area
Increased amount of Villagers present (Just clones for now)
Removed stipulation that Villagers WILL NOT buy from you if reputation is too low. Instead they are just “less likely”.
Villager now primarily sit (saves on performance) but will still wander sometimes.
Updated Villager purchase Queue logic
Fixed Light Effects to only be on at Night for most lights
Fixed positions of other town NPC’s
Fixed “Opening Lid” vs “Closing Lid” messages
Fixed “Dismount from horse to attach cart” message appearing even if cart was connected
Testing removing “freezing” cart in place when collision with held item occurs. Thus cart’s will be more “free” now. This was done to prevent item clipping/phasing when the player could hold crate full of dozens of items.
Cart attachment zone is larger (issue was due to conflicting logic of attaching cart to horse)
Beginning Tutorial Enabled
Dictionary enabled (though limited)
Player Trade Stall process updated
NPC’s save and load positions
NPC’s save their spots in line if waiting to purchase (kinda) and also save references to the item they were going to buy
Fixed Prison Quarry Guard Movement Error
Amount of Rest Stamina player gains while holding R increased
Testing fixes for any combination of Purchasing/Saving/Loading near shops or far away. Should result in shop items still being present, and no false cases of stealing should be reported
Fixed Selling Clam shells and still obtaining pearls
Removed false waterfall from Rakesflem
Adjusted Packing Area on some crates to reduce clipping
Fixed a few dead end dialogues
Testing huge re-write of Several Saving/Loading operations of the save game files and in-game items, carts, horses
Fixed held item amount text not showing on group picked items (a group of mushrooms)
Holding E with a backpack equipped and holding multiple items will result in trying to pack that stack of held items
Removed “Crate Must be Upright” requirement to unpack something
Clams added to Yorlen Harbor trader. You can sell them direct, or risk breaking them to find a pearl
Fixed Save and Gamepad Icons always being displayed
Fixed Cancel, Confirm, Add Coins Buttons on Trader Menu
Fixed Horse Trader Purchase area
Improved Item Damage Coverage Visuals
Removed Damage and Spoilage amounts from crate Item Lists
Fixed duplicating Clams in Ocean
Fixed Items freezing (due to incorrect value for distance check)
Fixed SEVERAL items did not have correct default Packing values
Increased size of Cart Attach zone to connect to carts
Equipped Tool is no longer un-equipped when mounting or dismounting horse
Adjusted Texture/Pixel size of some vegetation
Doubled strength of connection of cart to player and cart to horse
Fixed and updated some Magistrate Dialogues
Fixed Backpack from trying to be removed while unequipping tool
Added Hay Bundle to Horse Trader for easier Transport
Added Wild Hay for Horses to graze on
Updated Yorlen Habor Horse Trader
Activated death on fog pits in Yorlen Wilderness
Added Player Cart Recover to Flip Cart
Added Placeable Tent to Tool Trader by Yorlen Harbor (equips like tool)
Added Rest if Rest Stamina is below 10. Hold R to sit and Rest.
Fixed unmounting from horse could place you IN the horse
Backpack no longer removed while trying to attach a horse to a cart
Fixed Selling items from crates or backpacks, items are now destroyed properly and remaining items are reorganized
Added King’s Road Captain to Rakesfelm and more defined transition area
Added Road Signs in Rakesflem
Fixed Exploration Area notifications
Fixed Player Name Input Field during Name Changes
Added 42 Road Signs
Equipped Tools now load in equipped
Fixed Horse spawning in multiples on shop restock
Fixed Backpacks displaying “Closing Lid” when holding interact on them
Fixed not being able to handle Items released via quick release on Backpacks or Crates
Fixed “Gaining” coins by withdrawing and depositing
Improved King’s Road transition by Yorlen Village for easier access and identification
This Beta Patch can possibly result in loss of items. 2 Gold Coins have been provided at the start of a new game on the table of the starting cave
Testing huge re-write of Several Saving/Loading operations of the save game files and in-game items, carts, horses
^^Update this has led to a good performance increase for several!
Fixed duplicating Clams in Ocean
Fixed Items freezing (due to incorrect value for distance check)
Fixed SEVERAL items did not have correct default Packing values
Added more findable items to start area
Fixed Ore in prison not falling (also 3 loaves of bread will be provided once your ore has been collected)
Amount of Rest Stamina player gains while holding R increased
Testing fixes for any combination of Purchasing/Saving/Loading near shops or far away. Should result in shop items still being present, and no false cases of stealing should be reported
Fixed Selling Clam shells and still obtaining pearls
Removed false waterfall from Rakesflem
Adjusted Packing Area on some crates to reduce clipping
Fixed a few dead end dialogues
Fixed held item amount text not showing on group picked items (a group of mushrooms)
Holding E with a backpack equipped and holding multiple items will result in trying to pack that stack of held items
Removed “Crate Must be Upright” requirement to unpack something
Clams added to Yorlen Harbor trader. You can sell them direct, or risk breaking them to find a pearl
Fixed Save and Gamepad Icons always being displayed
Fixed Cancel, Confirm, Add Coins Buttons on Trader Menu
Fixed Horse Trader Purchase area
Improved Item Damage Coverage Visuals
Removed Damage and Spoilage amounts from crate Item Lists
Increased size of Cart Attach zone to connect to carts
Equipped Tool is no longer un-equipped when mounting or dismounting horse
Adjusted Texture/Pixel size of some vegetation
Doubled strength of connection of cart to player and cart to horse
Fixed and updated some Magistrate Dialogues
Fixed Backpack from trying to be removed while unequipping tool
Added Hay Bundle to Horse Trader for easier Transport
Added Wild Hay for Horses to graze on
Updated Yorlen Habor Horse Trader
Activated death on fog pits in Yorlen Wilderness
Added Player Cart Recover to Flip Cart
A little bit of confusion as to what could be expected. I will do better at clarifying what is needed and provide a more proper release.
Regardless, here is what I have improved since the Beta Released on July 4th:
Added 46 world Road Signs
Equipped Tools now load in equipped
Fixed Horse spawning in multiples on shop restock
Fixed Backpacks displaying “Closing Lid” when holding interact on them
Fixed not being able to handle Items released via quick release on Backpacks or Crates
Fixed “Gaining” coins by withdrawing and depositing
Fixed Exploration Area notifications
Fixed Player Name Input Field during Name Changes
Fixed Selling items from crates or backpacks, items are now destroyed properly and remaining items are reorganized
Improved King’s Road transition by Yorlen Village for easier access and identification
Added Placeable Tent to Tool Trader by Yorlen Harbor (equips like tool)
Added Rest if Rest Stamina is below 10. Hold R to sit and Rest.
Fixed unmounting from horse could place you IN the horse
Backpack no longer removed while trying to attach a horse to a cart
Added King’s Road Captain to Rakesfelm and more defined transition area
Remember to try and keep Beta discussion in the Beta Channels on discord to avoid confusion for those that currently play the Regular Version.
Progress is fast as the bulk of the work and coding was done, so I'll be rockin' out getting things fine tuned and fixing those annoying bugs and general items that feel incomplete.
Opt into the Beta and you can check it out now!
Feel free to explore and get a feel for the new game world! I hope the last few months of work have been evident, and don't forget that your candid feedback is always welcome.
A few things have been turned off as I work to finalize them more (like some of the traveling villagers, tutorial, dictionary)...and I have a list published in the Discord in the Beta section for those of you that like to get involved that shows what I'm working on to wrap up this update!
Please pay special attention to the welcome message when starting the game as it has some information as well!
Thank you!
As always I'm in the Discord if you need anything!
The list of things that remain mainly involves adding in:
More Rest Areas
Tutorial Work
A few miscellaneous map/scenery things
(^^^ you will have to leave any horses you buy with access to hay while you are gone...or risk returning to a dead horse)
I'll keep you up-to-date as usual in the Discord and thank you again for all the continued support!
Here are the update notes in general:
Updated Map (just a little 😉)
Updated UI
Added Free Cursor Mode
New Visual Crate Packing System
Updated King’s Road Permit System
Added Backpacks
New Multiple-item pickup system
New Stamina and Rest system
Added Horses
New Loading Screen and Process
New Interactive Item Control Mode
Updated Dialogue Mode
New Tutorial (no longer separate scene or mode)
Updated In-Game Reticle
Updated Interactive Info-text (ex: “Depositing Coins”, “Attaching Cart”)
New Stolen Item text display
Updated Cart Wheel Damage System
Updated Coin Deposit/Withdraw system (also now bindable key)
Updated Season Length
Added more Forage
New Destructible Clams
Items floating in the sky sometimes
All cart wheels breaking at once
Some Typos
Invisible Rocks
Main Menu “Continue” option after visiting settings on New Game
Soft Lock in some NPC Conversations
New Players and the Initial Impression
The in game Tutorial still has some sticking points that need to be addressed, and the pace of gameplay MUST be improved. As I play the game and put on my "I'm a new player hat", I wander around a little too aimlessly still (even for a game that doesn't hold your hand much!) and without enough things to capture my attention.
Of course the core features are there, but I am improving the layer of interactions to keep you busy in a good way.
Distance...oh my the distance
The map has gone from 4 kilometers to 16 kilometers. While the entire map will not be finished for this update, even the current scope of travel between towns has scaled greatly.
For example: the size of the map that once contained your entire trip from Yorlen Harbor all the way to Ivernox (the long way) would now only get you from the same Yorlen Harbor to Yorlen Village!
This brings me to the next point...
Camping, Horse Travel, Rest
With a New Stamina feature that has been added, you now have an "Rested Stamina" in addition to your "Regular Short-term Stamina". Your immediate actions like jumping, sprinting, pulling carts, lifting heavy things etc all work the same, but your Rested Stamina is taking a hit as well. Once fully depleted, you will no longer be able to do most of those things, and only Sleeping/Resting will restore it.
This means making a trade-run will no longer be just sprinting, walking, sprinting until you arrive.
But I am still adding in needed features to compliment this such as camping spots, or the ability to make camp and rest, improving horse interactions by giving them more needs and ways for you to fulfill those needs, and a few more "threats" to your trip along the way.
Respecting YOUR time
I am so lucky that many of you are excited, ready to play, and drop what you are doing to go to town on the Beta when I upload this update.
I very much dislike pushing something forward with incomplete content for a feature, or issue I've been unable to resolve...just to have you invest your time to discover, try and replicate, and send in detailed bug reports of a issue I've known about.
Thus, there are still some issues I am working out (like some fall damage issues)...and yes no more floating cheese....I hope lol.
I apologize for the delay, but ultimately I believe it is best for the success and future of the game!
I did want to include some screenshots of the map though! So here you go!
As always, I'm in Discord if you need anything!
Quick Personal Update: We have completed our move, my work area is set-up, and progress continues!
Let's talk!
Patch 037 is well on the way, but has by far taken the most amount of time of any update as the game's last official update was the very end of January! Some of this was due to the move and our son's hospitalization (he is doing great now thank you!), but the main culprit is just the fact it is a very large update.
The game world is now prepped to be 2x larger. Why? Balance to accommodate horse, faster travel, and ensure the feel of it being a journey between major towns/villages. Before sending out the next Patch 037 I am wanting to reduce the "dead-time" of nothing to do on your trips. Don't worry, I'm not withholding the patch until it's 100% feature complete, but this means I would like to get a few more elements for testing in there. Mainly NPC quests, trades, and a few more interactions added in.
To answer the 2nd point, Yes, the patch will be pushed to Beta first for you guys to do your thing. It's an incredibly helpful step to get initial feedback when hundreds suddenly get their hands on it. Once again, anyone can opt in to the Beta!
There are several other things like changes to the Permit System, the Player Reticle is bigger and easier to see, more action feedback (progress circles and text for consuming items, mounting horses, equipping things etc), some more simplified controls like depositing and withdrawing money now has a bindable key, and several other things I will list in the Patch 037 update!
I'm striving for no more than another week or two and will of course keep you posted!
Thank you for the continued support!
As always, I'm in the Discord a lot if you need anything!
This has been a complete map re-do!
It will be a little more spread out and less dense to keep performance in check, but the bulk of it has been ensuring roads are smooth enough (at least main ones) to allow for the faster travel and pace of horses pulling carts, as well as providing open areas for future tasks, interactive points of interests, and the need to camp and sleep during your travels.
Progress and testing has gone well so far, it will be pretty cheesy at first but I'm looking for feedback on the system once I shoot the update to Beta Branch for those that love to test and give your thoughts.
Then I'll make necessary improvements to what's there before investing time into further features for them.
Basically....does your horse pull the cart with everything exploding etc.
...this guy is getting an update as I start to test out putting in Contracts and Quests. It will also have Tutorial, Control, and Game Concepts information to help.
The Tutorial I am also working on integrating into the main game.
I won't say too much as I'm still testing and debating on the critical choice of creating a specific tutorial area vs popping up some info here and there as you play the game with an option to not receive notifications.
As I think we all have learned, there is a lot to get familiar with initially, so anything that keeps the feel of the game but provides a little easier of a learning bridge to the gameplay is great and needed.
Welcome New Players! Thank you for your support! And of course to all those that answer questions in Discord and provide your feedback.
As always, I'm in Discord if you need anything!
Long story short, the family and I are moving. I'm squeezing in as much work as I can throughout the process, but I have not been as active in Discord as a result because when I sit down to work I try to focus on game progress.
But rest assured, the game is still my full-time project and commitment.
I love talking to you guys regularly and I will get back to it soon! But I'm just prioritizing working on the next update and addressing Bug Reports and improving the game with the time I have.
The largest chunk of time by far has been working on integrating Horses into the game and a huge map overhaul. For quite some time I've mentioned needing to invest the time to determine the final scale of the game world and pace of travel. So that's exactly what I've been doing.
The desire is for you to be forced to stay at inns, campsites, trade with other traveler's, avoid threats along your route, battle the elements, explore, and constantly try to uphold your Merchant Status.
To assist in this, I'm having to spread out the game map, but also need to ensure the player is staying actively engaged in gameplay, not just making a dead area bigger and more boring.
You may have seen it in the Discord, but I've shown working on a more visual packing system instead of just having the "magic filler" in the crates that rises and falls as you add items.
I'll keep you posted on the move and look forward to getting the office set back up and returning to my long work weeks haha!
This is a huge challenge to blend them and movement with the delicate physics of the game, but I will try my hardest as it would be a great Final Tier accomplishment for Transport and Travel in the world!
Thank you so much to everyone for the feedback, requests, bug reports and participation!
I must be on the road for the next week, but I will be switching to a laptop to try and still get some work done and support Discord as much as possible!
Rest assured, I know we are used to having regular updates once or twice a month typically, but this will be a little more time in general just because of how big of an update it is. Which means probably at least end of March until I’m done with it! The game is still full-time (+), and full commitment during this period.
I can of course provide the product, but in the end it’s your opinions and experiences of the game that make it possible for it to be a success.
But here are the details:
As I will be out of town for the next week (still working here and there though!) I’d still love to have something fun to do for the game!
This one will be very straightforward!
Become at least a “Merchant” Reputation Status by Tuesday Feb 17th at 1:00 p.m. US CST.
TAKE A SCREENSHOT OF YOUR MERCHANT STATUS AND KEEP IT!
Click the Green Check Mark Reaction on this post in Discord.
After Winners are announced:
I will DM them on Discord and ask for the Screenshot to confirm your Merchant Status
A Steam Friend Request will be sent on Steam.
You must have a Valid Steam Account to receive a Steam Gift Card. Steam takes a few days to confirm the Friendship at which point I will send you your Gift Card!
Thank you so much and good luck!
Several bugs were knocked out and the game is better for it.
Keep sending them in when you find them!
However, I need to begin focusing on Patch 037 and moving the game forward again, I will incorporate bug fixes into the next official update!
Map Updates
More discoverable items
Tutorial Updates
UI Updates
Bug Fixes
As always I will post in discord examples of what I'm working on, and keep you in the loop!
Patch 036.4
Player could freeze if stopped for stealing or consuming shop items
Items could um…fall through the ground…if dropped just right
Harbor Master upper door would not open visually
It could rain inside Rakesfelm Castle
Made Interaction area on Large Cart brakes larger
Updated Mushroom Destruction
I always take a few days just to be on standby for Bugs that arise or are discovered after a merge, just let me know in Discord Bug Report (make sure to assign yourself a Role upon joining to gain access)
I'll of course list the full patch notes and bug fixes in: Steam Discussions Patch Notes and at the end of this post!
Quick Notes:
Continuing a save from the prior version will result in invisible cart wheels. You can buy some from a Wagon Trader, or begin a new game. (Reminder of this is in the Main Menu Welcome Message)
You may have to set your resolution again as I changed some of the detection to try and resolve an issue with the game minimizing on some players due to competing focus of the application.
If you are a member of the Discord I posted about some of these things in Discord Update.
Overall, with thousands of new players I have been taking in Feedback, Reading Reviews, Refund Notes, Discord Feature Requests and Feedback, and having my general interaction with you.
With this I have set the next priorities of the game to the following:
Update and Integrate into the Main Game and no longer a separate scene via Main Menu
Expand map to spread out scenery
Increase performance
Take into account Player Progression System (will be expanded upon)
Create more room for Points of Interest
Test allowing larger bodes of water for a possible version of ship transporting
Additional activities the player can do to earn money
Quests/Contracts the player can complete
Update the variety and amount of foraging
Now that several of the systems have been proven, balancing the game's markets, prices, seasonal changes, damage rates etc will be rebalanced to reflect the game's intended and true difficulty
Update from its current proof of concept state to a legitimate usable source of game information for players
Update proof of concept dialogue to be more in depth and engaging to the player
Test Horses to determine final pace of gameplay
Test a few travel options for allowed exploration
This is not the complete list, but it is the priority moving forward for the next little while!
As always, I'm in Discord if you need anything!
Carts are now purchasable
Cart and Item interaction adjusted to make cart’s more stable when colliding with held items
Environment Lighting Adjusted
Updated Player Stats Menu
Added Strength Stat to Player
Added Stamina Stat to Player
New Progression System for Strength and Stamina (testing)
Stamina UI Updated
Jumping now costs Stamina
Carrying Items prevents Stamina Regeneration
Sprinting with Items Costs Stamina
3 Available Cart Types
Added Upgrade for each cart type (Further testing)
Adjusted Item Reset Orientation
Added Spin override when holding an item to rotate on its own up/down axis or the world’s up/down axis
Reduced Glass Item Damage on some items
Updated Item Damage appearances (still improving)
Wheel Damage rates adjusted
Items materials should be more consistent upon destruction
Detaching from cart while looking at crates will not open crate UI
Sky doubled in size
Updated Tutorial
Re-added and updated distance culling based on view distance
Cart Light weight better balanced
Cart Wheels would sometimes explode when being attached
Cart Wheels would not attach if swapped around with other wheels
Filler for crates would load in too high causing collision issues
Initial Game items marked stolen failed to “cool down” after 3 days
Toggle UI (Defaulted to “P”) would also hide reticle.
Not all traders restocked
Starting new game with current character could cause items not to spawn
When disconnecting from the cart, your player would jump if you tried to beforehand
Exiting Water in Tutorial didn’t count sometimes and player could drown
Holding a group of forage items (mushrooms) would not pack correctly into a crate
Crates could not be sold in Tutorial
Crate Slots text was showing through the other side of the crate
Some Tutorial Debug Items were left in scene
Black UI image was appearing when looking at upgrades outside of Upgrade Areas
Typing a name and pressing P would hide the UI
Rakesfelm Magistrate would not sell house if Ivernox House was purchased as well
Player could step up onto Cart Handrails while attached to the cart
Screen minimizing on startup for some players
Mystery Door Removed from Yorlen Village House
Floors flickering in Ivernox House
Wheels on New Carts assigned to wrong physics layer until removed
NPC were colliding with Cart Wheels causing wigging out
Removing wheel from unpurchased cart the wheel would still rotate with cart
Removing wheel from Medium cart the wheel could snap right back on
Ivernox Wagon Trader Large Cart could spawn on road
Ivernox Forest to Yorlen Harbor Large gate would open even if failed to pay
Adjusted Cart damage to velocity difference rather than static impact
Large Cart did not have colliders around axles
Yorlen Sealed Barrel did not have filler set
Using Override Spin for held item access could reset the item’s orientation
Over the past couple days several have jumped into Beta 036 and kept me busy fixing bugs and getting it
ready for merging to Regular (still going to be a few more days at least).
Here is a list of what I've been up to...
Adjusted Item’s Primary Local Rotation to be based of held item’s Y axis
Added Spin override when holding an item to rotate it on it’s own up/down axis or the world’s up/down axis
Cart Lights weight better balanced
Cart and Item interaction adjusted to make cart’s more stable when colliding with held items (crates, boxes etc)
Mystery Door Removed from Yorlen Village House
Floors flickering in Ivernox House
Wheels on New Carts assigned to wrong physics layer until removed
NPC were colliding with Cart Wheels causing wigging out
Removing wheel from unpurchased cart the wheel would still rotate with cart
Removing wheel from Medium cart the wheel could snap right back on
Added back in activating brakes while attached to cart
Crate Filler would rise up out of crate
King’s Road for Ivernox magically reverted to Yorlen Harbor’s
Ivernox Wagon Trader Large Cart could spawn on road
Stump Disappearing by Ivernox Wagon Trader
Guards near Wagon Trader had Yorlen Harbor Shouts
Looking at upgrades while pushing cart displayed darkened UI Picture
Ivernox Forest to Yorlen Harbor Large gate would open even if failed to pay
Adjusted Cart damage to velocity difference rather than static impact
Large Cart did not have colliders around axles
Yorlen Sealed Barrel did not have filler set
Thanks again and as always I'm in Discord if you need anything!
What an awesome week for the game it has been!
Once again I can't thank you guys enough for the support. It makes such a difference and I hope my last few Social Media posts showed my appreciation!
Firstly, there was a desire for player's to know where they were at in terms of their Merchant Status in grand scheme of things...and just having a number to look at didn't do it for them. So I've added a Progress Bar for that (perhaps not the final look) so you can get an idea:
You'll also notice a new Strength and Stamina stat as well. You will earn strength for pushing/pulling your cart around and carrying things:
Stamina system has also drastically changed and is much more dynamic:
NO MORE RUINING YOUR GAME BECAUSE YOUR 1 CART IS GONE!
Carts and an upgrade for each cart has been added as I continue to bolster and test the Cart Upgrade System. Wagon traders will have carts available to purchase anytime you want.
Oh...carts can also receive damage now....this will be adjusted and balanced!
Please see:
https://steamcommunity.com/app/2932960/discussions/2/595153155946221705/
if you would like to Opt into Beta!
To close it out..here is the Official list of what this update has.
As always I'm in Discord if you need anything. Thank you!
Environment Lighting Adjusted
Updated Player Stats Menu
Added Strength Stat to Player
Added Stamina Stat to Player
New Progression System for Strength and Stamina (testing)
Stamina UI Updated
Jumping now costs Stamina
Carrying Items prevents Stamina Regeneration
Sprinting with Items Costs Stamina
Carts are now purchasable
3 Available Cart Types
Added Upgrade for each cart type (Further testing)
Adjusted Item handling and rotation
Adjusted Item Reset Orientation
Reduced Glass Item Damage on some items
Updated Item Damage appearances (still improving)
Wheel Damage rates adjusted
Items materials should be more consistent upon destruction
Detaching from cart while looking at crates will not open crate UI
Cart Wheels would sometimes explode when being attached
Cart Wheels would not attach if swapped around with other wheels
Toggle UI (Defaulted to “P”) would also hide reticle.
Not all traders restocked at dawn
When disconnecting from the cart, your player would jump if you tried to beforehand
Exiting Water in Tutorial didn’t count sometimes and player could drown
Holding a group of forage items (mushrooms) would not pack correctly into a crate
Crates could not be sold in Tutorial
Crate Slots text was showing through the other side of the crate
Some Tutorial Debug Items were left in scene
Reset Item Rotation Improved
Black UI image was appearing when looking at upgrades outsize Upgrade Areas
Typing a name and pressing P would hide the UI
Rakesfelm Magistrate would not sell house if Ivernox House was purchases as well
Filler for crates would load in too high causing collision issues
Player could step up onto Cart Handrails while attached to the cart
Couple life things popped up over the last couple weeks, but still managing to chip away at the next update!
This update will include 2 MORE WAGONS as well as sets of wheels for each type. This also means you will not have the same starting wagon...and possibly not one at all soon. I'm working to get a couple meaningful upgrades as well on each wagon. I'm excited to get feedback as this will be the core system moving forward to really sink some time into making excellent carts/wagons/and options.
I'm also testing introducing a Strength and Stamina stat that will increase as you naturally carry things, pull or push carts, and run. As the carts get heavier the larger they are, this will be a critical thing to test and balance.
Here is a quick list of the other things I have addressed as well:
Environment Lighting Adjusted
Updated Player Stats Menu
Added Strength Stat to Player
Added Stamina Stat to Player
Testing Progression System for Strength and Stamina
Added in 2 Carts and wheel sets
Added Canopy Upgrade to Medium Cart
Adjusted Item handling
Updated Item Damage appearances (still improving)
Cart Wheels would sometimes not attach if swapped around with other wheels
Toggle UI (Defaulted to “P”) would also hide reticle
Crate Slots text was showing through the other side of the crate
Some Tutorial Debug Items were left in scene
Black UI image was appearing when looking at upgrades outsize Upgrade Areas
About
This page aggregates Steam news feeds, patch notes, and developer announcements for A Merchant's Promise, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main A Merchant's Promise statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.