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Releases: brudvik/BrudvikWhiteHilt

v0.151.0: three trinkets at once, the Rime Rune, the Night Garm and a rarer Muspell Giant

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@brudvik brudvik released this 22 Oct 10:29

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, RimeFreezeSeconds in
    [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 (ChancePerMinute and
    CooldownMinutes in [Muspell Giant], in place of SpawnChance and SpawnSeconds). whitehilt_muspell shows
    whether one can come where you stand; admins can summon one with whitehilt_muspell summon.

v0.150.0: the weather stays outside your house

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@brudvik brudvik released this 22 Oct 07:59

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. The IndoorWeather section 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

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@brudvik brudvik released this 17 Oct 20:43

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 (MastWispReach and
    MastWispReachMax in [Ships]; the old defaults 15 and 30 are moved up once, custom values are kept).

v0.149.0

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@brudvik brudvik released this 17 Oct 19:52

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_lavaworm shows 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 (fade in a creature.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

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@brudvik brudvik released this 17 Oct 17:47

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
    Refinement settings.
  • 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

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@brudvik brudvik released this 17 Oct 15:03

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

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@brudvik brudvik released this 17 Oct 13:41

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] HareSausageDays and MistStagHamDays set 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

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@brudvik brudvik released this 17 Oct 13:33

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] AsksvinSausageDays and BonemawDays set the days.
    • Sea Buckthorn Mead: stamina regenerates 30% faster (StaminaRegenBonus).
    • Wild Thyme Tea: fire resistance.

v0.144.0

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@brudvik brudvik released this 17 Oct 13:04

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).
  • 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.

v0.143.0

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@brudvik brudvik released this 16 Oct 18:04

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.