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Releases: brudvik/BrudvikWhiteHilt
Releases · brudvik/BrudvikWhiteHilt
Release list
v0.151.0: three trinkets at once, the Rime Rune, the Night Garm and a rarer Muspell Giant
Added
- Three trinkets at once. The equipment panel has a row of trinket slots: the game's own and
two more ([Backpack] TrinketSlots, 1–4), each kind once. The extra ones give their effects, stats and weight
without showing on the character. All worn trinkets share one adrenaline bar, which holds what they hold together;
when it is full every trinket's effect comes at once. The Pathfinder's Amulet fills the bar and gives Raven Sight
from any trinket slot. - The Rime Rune: Niflheim's Rime, frost damage half as strong again as the
other runes', and 15% of the hits freeze the foe fast for 1.5 s (never bosses). Smithed at the Rune Forge from Freeze
Glands and a Dragon Tear once the Ashlands are unlocked, and etched with Freeze Glands and Crystal. The Muspell Giant
and the Lava Worm are very weak to frost (RimeFrostMultiplier,RimeFreezeChance,RimeFreezeSecondsin
[Gear.Infusions]). - The Night Garm: the leader of the Garm Hounds, as big as a bear and two and a half
times as strong (1250 health, a bite of 150 slash and 112 fire). It hunts alone in the Ashlands, only at night in
bad weather, and drops Garm Fangs and its own trophy ([Monsters.NightGarm]).
Changed
- The Muspell Giant comes far less often. The game's spawn system rolled its chance once for every loaded zone
round a player, so it came several times as often as its numbers said. Now each player out in the Ashlands has a 3%
chance a minute, never while a giant is within 200 m, and then not again for 45 minutes (ChancePerMinuteand
CooldownMinutesin[Muspell Giant], in place ofSpawnChanceandSpawnSeconds).whitehilt_muspellshows
whether one can come where you stand; admins can summon one withwhitehilt_muspell summon.
v0.150.0: the weather stays outside your house
Added
- The weather stays outside your house. In the game a snowstorm that
starts while you are outside keeps snowing in the hall, however tight the walls and roof, and its fog fills the
room: the game only asks whether you are sheltered when the weather changes, and only for misty weather. Now the
fog thins under a roof by how well you are covered, down to about clear weather in a closed house, the snow and
rain under the building pieces near you are taken away while you still see them outside the door, and less is made
round you indoors. TheIndoorWeathersection sets it (IndoorFogDensity,IndoorParticleAmount,ClearReach,
FadeSeconds).
Fixed
- Rain and snow land on roofs. The game's rain and some of its snow were made to stop on roofs and ground but had
it turned off, so they fell through every roof; it is turned on ([IndoorWeather] RoofCollision).
v0.149.1
Changed
- The Mast Wisp clears the way ahead. The wisp's force field only pushed the mist, slower than the ship sails, so
the ship was well into the Mistlands mist before it gave way. Now the mist melts away round the ship and ahead of
it, as far as two and a half seconds of sailing at its present speed, and the ordinary fog thins in under a second
instead of two. The reach is doubled: 30 m at Exploration 0, growing to 60 m at 100 (MastWispReachand
MastWispReachMaxin[Ships]; the old defaults 15 and 30 are moved up once, custom values are kept).
v0.149.0
Added
- The Lava Worm: the Lindorm's kin in the Ashlands, charred black and glowing
from within. It rises out of the nearest lava when you come within 14 m of it once the Queen is slain, bites for
pierce and fire damage and drags you towards it, and the lava does not hurt it. It sinks back when it loses you or
has followed you 18 m from where it rose. Its own roars, hisses and bubbling lava;whitehilt_lavawormshows where
it can come, and admins can summon it. - Lava Worm armour: helm, mail and greaves of the Ask armour's make from Lava
Worm Scales at the Black Forge. Each piece takes a quarter of the lava's heat off, and the whole set makes you very
resistant to fire. - The Muspell Giant: a fire giant about 9 m tall that walks the Ashlands
once the Queen is slain. It punches, slams the ground and throws molten rocks that burn, the ground shakes under its
steps, and it leaves burning pools where it walks and where its rocks land. It drops Surtstone and flametal ore. - The Surt Rune: Surt's Wrath, fire damage that now and then leaves a burning
pool under the foe, etched with a Surtstone rune. - Surtstone Amulet: fire hurts less, and the lava's heat builds up slower.
- The Huldra: a fair maiden with a long blonde braid and a cow's tail who stands in
the Mistlands' fog at night and sings. She waves and blows kisses, and draws whoever stands and listens towards her.
Come too close or hurt her, and she turns her back, hollow as a rotten tree, and becomes the Unmasked Huldra, a hag
of roots and rotten bark. A Mixamo character, dressed in Blender (AssetSource/Tools/merge_mixamo.py,
dress_huldra.py). - Huldra Draught: a Mistlands mead of Huldra Bark; for 90 s creatures neither see nor hear you beyond 2.5 m, until
you attack. - The Mare: a pale, see-through woman without legs who floats through the Mistlands at
night and fades into the mist beyond 10 m (25 m with a Wisp light). Her cold grip gives the Nightmare, in which no
stamina comes back, and she rides those who sleep in the Mistlands. A Mare Charm of her hair keeps her off. - Their trophies are sold by the hunter at the trading posts, and every one has sounds of its own.
- Creatures can be made see-through in the asset build (
fadein acreature.json). - Two diagnostics in the log: where an object of an unknown prefab is, once per prefab, instead of only the game's
repeated "Missing prefab hash"; and which code keeps adding to a full inventory.
Changed
- Chests never run full: every chest keeps at least two empty rows for what the players store, and grows a row at
a time as unlocked items fill it (FreeRows). - A Lindorm's burrowing is shared with the Lava Worm; the Lindorm itself is unchanged.
- The Desert Dragon's ground fire also serves as the Muspell Giant's burning pools, with their own size and time.
v0.148.0
Added
- Forge of Potential: a fair roll at the game's refinement forge instead
of one fixed by the character's name, with every failed try on the same item and level raising the next one's
chance. Crafting, the item's own skill and all skills together raise the chance, and lower the break chance. A
failed try costs only the idol by default; it can also lose a level, break the item, or follow the game. Hold Shift
to offer up to three more idols for a better chance. The trading posts sell their biome's idols, and at the forge
three idols make one of the next tier, and a Battle idol becomes a Protection idol and back. All of it is in the
Refinementsettings. - Octagonal stairwells: both octagonal wood floors
with an opening in the middle, for the next storey of a tower. The 2 m one has an eight-sided opening 2.6 m across
that the Spiral Stair stands in, its foot and head snapping to the centres of the floors; the 4 m one has a square
opening 4 × 4 m on the vanilla floor's grid, to lay vanilla floors in and leave out what a stair, a hatch or a
ladder needs.
Changed
- The octagonal wood floors also snap at their centre, where a spiral stair's foot stands.
Fixed
- The Spiral Stair stacks: aimed anywhere at the top treads of one, the next goes on top, turned to go on where
it ends. The game only snapped it when aimed at the point inside the post, so stairs put on top stood askew. Each
stair now has a top tread at 2 m to step off, which was missing where no floor was, and its handrail stops you
walking off the outer edge, but at the top tread, where you step off to the side. - The portal list's search finds what it should: the list goes back to its top with every new search, where the
rows found could lie out of sight above it, and the words may come in any order and without accents. The
scrollbar beside the list shows, and the mouse wheel scrolls three rows per notch, not a fraction of one. - Mistlands plants no longer grow inside or under the cliffs and arches. When land explored before a plant came was
filled, only the positions of the rocks were known, not how far they reach. Plants that already lie under rock are
removed when they load, and old land is filled once more with the new rules, for all forageables. - Draugr harbours are no longer made inside rocks, and their hoard goes onto the real ground near biome borders.
- A buried treasure no longer settles under an overhang or inside a large rock.
v0.147.0
Added
- Wood floor triangles & octagons: the vanilla wood
floor sawn to shape, every cut plank and joist with a closed end: Triangle 2×2 and 1×1, a 2×1 floor with a 45°
end (and mirrored), and octagons with 2 m and 4 m sides that a vanilla wall stands on. - Wood walls 4 m & window: Wood Wall 4×2 and 4×4, and a
2×2 wall with a window sawn into it and the vanilla window's shutter. - Lattices & braces: Wood Lattice 2×2 and 2×1, and braces at 45°
(0.5, 1 and 2 m) for the corner under a beam. - Wide stair, landing & bargeboards: the Wide Wood
Stair (4 m), a Wood Stair with a 2×2 m landing, and plain bargeboards at 26°, 45° and 67° that follow the vanilla roof pieces down to the eave.
Changed
- The White Hilt settings in the inventory are now a small round gear button in the bottom left corner, with a
short line beside it showing the key (F7). The old, taller panel lay over big chests and an inventory widened to
eight rows.
v0.146.0: more to gather, cook, cure and brew in the Mistlands
Added
- Mistlands foraging: six new things to gather, each with its own generated
model, growing in new land and (once) in land generated before:- Hazelnuts from a coppiced hazel in the clearings; Hares sometimes drop them.
- Wood Sorrel in the damp shade; a Magecap sometimes gives it too.
- Chaga on dead birch stumps, and Lungwort Lichen on fallen logs.
- Sweet Cicely, a tall anise-scented herb.
- Vivianite, grey-blue nodules in the moss: a blue dye for the Paint Bench. Hazelnuts, Chaga and Lungwort
Lichen are dyes too.
- New Mistlands food and drink:
- Hazelnut Bread (Stone Pot level 4): 58 health, 58 stamina, 35 min.
- Cured Hare Sausage (Raw Hare Sausage on the Drying Rack, 2 days): 46 health, 70 stamina, 60 min, dodging
uses 25% less stamina. - Cured Mist Stag Ham (Seasoned Mist Stag Ham on the Drying Rack, 3 days): 78 health, 34 stamina, 60 min,
attacks use 15% less stamina.[Curing] HareSausageDaysandMistStagHamDaysset the days. - Sweet Cicely Mead: sneaking uses 50% less stamina (
SneakStaminaReduction). - Chaga Tea: pierce damage taken is a quarter less.
v0.145.0: more to gather, cook, cure and brew in the Ashlands
Added
- Ashlands foraging: six new things to gather, each with its own generated
model, growing in new land and (once) in land generated before:- Lyme Grain from lyme grass on the low black sand along the shore.
- Sea Buckthorn, a thorny silver shrub with orange berries; Asksvin sometimes drop them.
- Wild Thyme on the cooled lava; a Smoke Puff sometimes gives it too.
- Tinder Fungus on burnt stumps. Used from the hotbar on a wood fire it burns like three pieces of wood
([Foraging.TinderFungus] FuelValue), and the Charcoal Kiln turns it into Coal. - Hot Spring Salt, white crusts on the ash, for curing meat.
- Red Ochre, a deep red dye for the Paint Bench; Wild Thyme and Sea Buckthorn are dyes too.
- New Ashlands food and drink:
- Hot Spring Bread (Stone Pot level 4): 45 health, 92 stamina, 35 min.
- Cured Asksvin Sausage (Raw Asksvin Sausage on the Drying Rack, 2 days): 72 health, 58 stamina, 60 min,
+60 carry weight. - Dried Bonemaw (Salted Bonemaw on the Drying Rack, 3 days): 88 health, 38 stamina, 60 min, health regenerates
25% faster.[Curing] AsksvinSausageDaysandBonemawDaysset the days. - Sea Buckthorn Mead: stamina regenerates 30% faster (
StaminaRegenBonus). - Wild Thyme Tea: fire resistance.
v0.144.0
Added
- A wilder storm:
- Fires with no roof over them go out in a raging storm, and a torch in the hand blows out in the open
(FiresGoOut). Not in the firestorm. - Gusts tear doors open near players; while a door close by stands open the storm comes in, and the room shelters
no better than the lee of a wall until it is shut (DoorsBlowOpen). - Gusts push players in the open with the wind and now and then knock them off their feet (
Gusts). - Hail showers in the forest storm, at sea and in the blizzard hurt those in the open or the lee, softened by armour,
and break young crops with no roof over them (Hail). - The Kraken rises at sea in a raging storm by day or night, in any weather, four times as often, and in Ragnarok
at least every other minute (KrakenFactor). - Lost at sea: the compass, the minimap and your marker on the map are gone in a storm at sea unless a Navigator's
Table is aboard (LostAtSea).
- Fires with no roof over them go out in a raging storm, and a torch in the hand blows out in the open
- The build camera with a pickaxe: hold any pickaxe and the build
camera stays on; the blow lands where the camera aims, up to 4 m from it (CameraMining,CameraMiningReach).
Break a rock while building, or dig the bottom under water from the shore. - Even ground by the tile: the White Hilt Hoe's areas can be
given a size on the panel (1 x 40, 4 x 4, 8 x 8, 16 x 16, 40 x 40 or typed in), turned with the wheel or the way the
camera looks, and levelled tile by tile with K, each starting at the height of the last. PgUp / PgDn change the
height by 1 m with Shift and 0.1 m with Ctrl.
Fixed
- Other players no longer hang in the air for a moment before they drop into place. The game stops sending
positions while a player's connection is busy, and carries on the last movement in a straight line meanwhile, so a
player who jumped kept rising on the other screens. White Hilt now sends its own data so that positions come first:- The portal map sent every portal again every two seconds while a ship was loaded, since a ship bobs on the waves.
Ships now go in a small list of their own, sent again only when a ship has moved 8 m. - Discoveries are sent whole only once; after that a player gets only what changed, such as berries ripening.
- Large lists and shared blueprints go out in small pieces, and only while the connection has room, taking at most
64 KB/s; before, they went in 192 KB pieces that held back positions for seconds.
See the analysis.
- The portal map sent every portal again every two seconds while a ship was loaded, since a ship bobs on the waves.
v0.143.0
Added
- The silence before the dark: while the lights flicker below ground the
place's sounds, the wind and the music fall away, and it is almost silent in the black. - Doors in the dark: as the black falls a door close by slams shut or swings
open, and now and then again while it lasts; everyone hears it. - The light shrinks: the longer a place has been in use, the less far a torch or a circlet reaches in the dark,
down to a step or two. - A voice down the passage: the voice from the storm calls from the dark below ground, with six new lines.
Changed
- Every Norwegian voice is new: each speaker has a Norwegian voice of its own, a native Eastern Norwegian speaker,
and every Norwegian line is spoken again with ElevenLabs' newest model, which knows Norwegian. Before they sounded
Danish.
Fixed
- The shadows come at last: the shadow failed to load (its eyes asked
for a shader the game does not have), so it never came. It also gave up for the whole darkness when the way behind
was a wall; it now tries the sides and ahead. - Fear of the dark holds while the dark comes and goes instead of falling,
and fills in 40 seconds (FearSeconds, was 75), so a long darkness brings the shadows. A server that already has
the setting keeps its value. - The glowing eyes in the dark and the figure in the storm failed in the same way and are now seen.