Now live on Steam, version 0.2.1 brings in new animals, plants, and several new recipes, along with many new skills.
Each archetype now has five tiers of skills with up to three skills per tier. Utility skills such as freezing ice the impairs enemy movements make a huge difference to the Apprentice and Scout archetypes, while damage and movement abilities make combat much more engaging all around. All in all this has ended up making most fights quite a bit easier.

Coupled with all of the new skills came a complete rework of combat math. Previously, math was set to constantly scale making armor almost pointless past level 100 or more. Maybe not something the bulk of players will run into, but in a game without limits it needed reworking. Difficulty now scales from 50% to 100% between the levels of 0 - 35. After which, difficulty remains capped at 100% instead of a constant increase. Combat "skill" (to hit), damage, dodge, parry, block, and all have also been reworked to remain balanced over all levels. This system rewards players that focus on improving specific attributes, while making sure that even those who do not focus on them don't fall so far behind that they can't hit or dodge anything.

Forest and arctic wolves, bears, and rhinoceros have also been added to specific biomes, including the now populated snow biome.

Mushrooms and leeks were also added to the foragable vegetables which can be eaten or used to craft healing, mana, and energy potions. These potions can also now be equipped to the hotbar for quick use. Because of all the new skills and the new ability to use inventory slots via the hotbar, 3 additional hotbars were also added that can be turned on and off with the click of a button.

This led to a number of upgrades to keybinding, one of which now displays the bound keys on the hotbar buttons themselves instead of just labeling them with a number.
All in all the skill system cost me quite a bit more time than I was hoping to give it. Using a game architecture method somewhat unique to Unity called Scriptable Objects, I studied and worked a lot to ensure the skill system is malleable and modular so each new skill doesn't need to be written from scratch. There is always room for improvement, but I did learn a lot that I hope to implement/upgrade into other system throughout Solace Crafting over time.
Since the publish of 0.2.1 I have added a small boat for faster travel across water and have been working on procedural caves for exploring the deep dark depths of the underground that we adventurers love so much =]
Thank you to everyone supporting Solace Crafting here on Patreon! I'd appreciate your input and am always open to suggestions here and on our Discord server.
The complete list of changes is as follows:
v 0.2.1 - 2018.06.27
- Fixed a spelling error
- Increased carrot size/height
- Added wolves animated and vocal
- Added bears animated and vocal
- Added wolf and bear claws and fangs as drops (not used in recipes until tomorrow)
- Added mushrooms
- Added leeks
- Decreased cabbage and carrot fullness rewards
- Added tier based health, energy, and mana potions to known recipes (masonry tools for now) with visuals
- Fixed enchanting slot displays not turning off when lowering rarity in the recipe details interface
v 0.2.1a - 2018.06.28
- Inventory slots can now be dragged onto the hotbar creating a shortcut
- Consumables can now be used from the hotbar with inventory shortcuts
- Added Alchemy crafting profession
- Potions will reward 1 alchemy experience per ingredient used
- Added Furniture and Consumables as crafting categories
- Moved health, energy, and mana potions to consumables category
- Moved bed to furniture category
- Fixed leatherworking and masonry experience not saving properly
v 0.2.1b2 - 2018.07.01
- Animals are now spawned within the terrain generation system using biomes
- Wolves and bears are now mountain biome specific
- Pigs are now grass biome specific
- Arctic wolves now spawn in the snow biome
- Added snowy trees to the snow biome
- Rain will now turn into snow at higher elevations (wip)
- Fixed the majority of cases where monsters and animals get stuck near the player, running in spot and not attacking. Still possible if on the edge of two navigation meshes.
- Fixed monsters and animals from not ending their run animation after reaching the player
- Fixed map not redrawing after recentering
- Fixed a bug preventing new character creation on the beta build
- Stopped adding harvest to the hotbar on new characters
- Fixed new characters being added into old worlds at 0,0,0
v 0.2.1c - 2018.07.03
- Complete rework of combat, skill, equipment, potion, and enchant math
- Combat "skill", Dodge, Parry, Block, and criticals temporarily turned off
- Adventuring skills now add damage on top of weapon damage
- Attribute bonuses are now displayed in the attribute upgrade interface
- Monsters now scale from 50% difficulty to 100% between levels 0-35
- Enchants now take 1 slot regardless of rarity
- Fixed the available ingredients count in the enchanting interface not differentiating resource rarities
- Added health, energy, and mana regeneration rates (per 5s) to the adventuring stats window
- Added backpack slot count to the recipe details interface when crafting a backpack
- The help menu / getting started will now be enabled at startup by default unless "Show on startup" is toggled off
- Added Tabula Rasa potion to allow resetting of adventuring skills
- Added Void potion to allow resetting of attributes
- Attributes and skills can now be upgraded x10 by holding shift or x100 by holding control and shift while clicking upgrade
v 0.2.1c2 - 2018.07.04
- Fixed a bug causing difficulty to continue scaling beyond 100% past level 35
- Fixed a bug not applying attribute bonuses to melee/ranged/magic damage
v 0.2.1d - 2018.07.06
- Complete rework of the skill and attribute system
- Added several new skills to the apprentice archetype
- Jobs and classes are now locked until implemented
- Skill tree tiers unlock at 8 points per
- Changed tool stats and resources toughness
- Old items with enchants on them no longer still take up multiple slots
v 0.2.1d2 - 2018.07.07
- Fixed disciple and apprentice skill counts showing backwards
- Fixed mining speed icon using the skinning speed icon
- Fixed recall not working
- Fixed harvesting skills not loading properly
- Fixed skills with a maximum level being able to go over it using shift(+10) or control+shift(+100)
- Fixed heals not showing their healing amount on use
- Fixed heals not updating the player health bar instantly
- Reduced the x/z positioning noise on lightning strike
v 0.2.1d3 - 2018.07.08
- Fixed harvest strength upgrades not accepting points
v 0.2.1e - 2018.07.09
- Skill damage and costs are now based on cooldown, skill tree, and tree tier, with exceptions for AOE/Utility skills
- Melee type attacks now pull targets from a 2m long 90 degree cone originating from the player prioritizing distance over angle
- Ice spikes will now climb/lower themselves up to 1m from the last spike
- Monsters/animals can now be stunned with shield bash
- Added stomp graphics and audio
- Fixed new characters on the beta throwing errors
- Fixed the character select window hiding the "create" option when enough characters exist
v 0.2.1f - 2018.07.10
- Skills work on demons now
- Demons now have health bars
- Heal is fixed from doing about 1/4 it's intended healing
- Fixed Meteor, Comet, and Lightning Strike not casting properly in certain situations
v 0.2.1h - 2018.07.12
- Reintroduced dodge, parry, block, and resist with updated math
- Armor, dodge, parry, block, and resist will now show their estimated chance for success when moused over in the stats interface
- Attributes will once gain add to armor, dodge, parry, block, and resist
- Physical, ranged, and magic skill are in once again, though magic is not yet using the stat
- Monsters can now be frozen
- Frozen monsters will break free if damaged
- Fixed a bug causing mana to reduce when spending energy
Added new Apprentice skills:
- Frost Nova, sends out a freezing wave from the caster
- Mud Skin, increases armor and magic resist
- Flame Glyph, area based damage over time
- Clarity, increases mana regeneration
- Fireball, projectile that explodes on impact
v 0.2.1g - 2018.07.11
- Added new Squire skills:
- Dashing Strike, runs towards enemy and attacks (15m)
- Shout, temporarily grants increase max hitpoints
- Thrust, causes damage over time
- Guard, temporarily inceases armor
- Staggering Blow, reduces enemy attack speed
- Battle Cry, temporarily grants bonus strength, stamina, and agility
- Charge, rushes towards enemy and stuns them (25m)
- Triumphant Heal, heals for a percentage of your maximum hitpoints after each experience rewarding kill (pigs don't count)
- Ice Missle now slows monsters 50%
- Fire Burst now causes damage over time
- Meteor, Comet, and Lightning Strike now work indoors and only hit enemies near the point of impact
v 0.2.1i - 2018.07.20
- Fixed parry, block, and resist stat tooltips displaying only the dodge percentage
- Fixed harvesting skills not adding tool strength to final damage
- Fixed killing blows with Frost Nova causing monster animations to "freeze" >_>
- Added new Squire, Scout and Disciple skills
v 0.2.1j - 2018.07.23
- Improved navmesh generation around foundations
- Opening and closing doors will now carve the navmesh in real-time preventing and allowing monster passage
- Improved monster line of sight checks for attacking
- Added black outlines to the hotkey numbers and the version text
- Added 3 more hotbar extensions available via the arrows on the right of the 1st and 3rd hotbars
- Hotbar labels will now update to reflect which buttons are actually bound to them
- Stopped the controls window from closing when pressing escape while waiting for keybinding input
- Fixed an error preventing some keys from being able to be combined with shift, alt, and control
- Fixed an error preventing use of more than one of shift, alt, and/or control with a single keybinding
- Added item descriptions to the crafting recipe details interface
- The main attack hotbar slot is now slot 0 (was 10)
- The hotbar slot after 9 (default binding: 0) is now slot 10 (was 0)
v 0.2.1k - 2018.07.24
- Additional hotbar expanded/contracted status will now save across play sessions
- Fixed an error when clicking buildings in the town interface
- Fixed an error thrown when looting a fire elemental when all recipe drops are already known
- Fixed an error in the terraforming interface