Good day founders!
A new update to CardLife has just gone live. This update introduces the Pemu and Dire Wolf which were unveiled during the last two Dev Blogs. There are also just a few more changes which improve the games overall experience
Crafting time in the Creative mode mod has been decreased
The Creative mode Mod has been live for some time and has given players the tools to create epic structures much faster than playing in the traditional survival game mode. A core suggestion from the community based on the addition of the creative mod was to reduce the time it takes to craft items. In this update, the team have done just that. Check out the short before and after gif which shows just how fast it is now to craft multitudes of items.
This should definitely speed up the efficiency of your building! Remember to share screenshots of your buildings and structures with us on social media :)
Creatures now have specific spawn areas.
The Dire Wolf and the Pemu are now in game. A pretty tough decision however needs to be made, where should they spawn? The island of CardLife is designed to spawn players on the beach with mobs becoming more dangerous the further they venture in to the island. This is so that players can learn the fundamentals before they are attacked by a Raptor.
Our creature spawning system has been reworked to make sure that creatures spawn in suitably appropriate areas. For example
- Crabs will now only spawn by the sea or on sandy areas
- More agile creatures creatures spawn all over, whilst the bulkier, more cumbersome, should be less likely to spawn on the mountain tops
The changes we have made to spawning means that you should see that the world is much more populated. There should no longer be an area which looks like there are no creatures spawning.
This new spawn system is the first iteration of our planned changes and as we’ll be adding more creatures in the future, we will continue to re-balance the spawns throughout the development. Do let us know what you think of the new specific spawns!
Optimisation! Optimisation!! Optimisation!!
In this update we have improved the optimisation of structures and terrains. As we expect the community to be building very complex and massive designs this optimisation process improves performance for all players. That being said, as we continue to develop the game further, optimisation will always be worked on to ensure that the game runs as smoothly as possible on the system specs that we plan to support. If you experience an increase in FPS during this update, do let us know, we want to make sure that the work we’re doing has a positive impact on the game.
The Direwolf
The Direwolf was first unveiled in last weeks dev blog where we revealed the following information on this creature.
"These creatures will appear within the packs of wolves you see in the open world and essentially function as pack leaders. The Direwolf has more health than the standard creatures, can cause more damage per hit and will drop more meat when vanquished to account for the additional risk of taking them on. The Direwolf also drops Dire Wolf Pelt and Dire Wolf Tail when vanquished. The former is a component of the coarse hide and bed duvets recipe and the latter can be used to enchant weapons to give them additional armor penetration.”
Our brave cameraman snuck up on the Dire Wolf in its natural habitat to capture footage for our incoming trailer.
Unfortunately, he was seen…
The Dire Wolf is a dangerous creature for the unprepared, and as our intrepid cameraman discovered, a wide angle lens, a tripod and a boom mic isn’t going to protect you from a Dire Wolf attack.
Beautiful Ambient Effects
As discussed in last blogs, this update brings with it the ambient effects which make the environment feel much more alive. This includes fluttering butterflies, flocking crows and vibrant fireflies. Tree’s also now drop leaves, which I am unsure we’ve actually shown before.
Bugs Fixed
We’ve also fixed a dozen bugs, but the main ones that have been addressed are below:
1) Fixed an issue where the quest journal and tracking is not updating with the remapping of the keys
2) Fixed an issue where the bow ran out of durability and didn't get destroyed.
3) Fixed an issue that caused frame rate to drop significantly if you run in 1 direction for a long period of time and then turn around.
As we are preparing for our big Steam Launch, we are still in major bug busting mode to fix anything that causes the game to break severely. If you feel that you have found something, let us know as soon as possible!
The Steam Launch
Of course, while we are preparing for a Steam launch we do need to continue to inform all current founders that they will receive an email closer to launch which tells you how you can transfer your CardLife account onto a steam account. Alternatively if you want to continue not using Steam and run the game via our own launcher, we also support that too.
However, if you want to support the game further and assist us on reaching a great audience, do wishlist us on Steam. We really appreciate it and it will help us build a brilliant future for CardLife together
That’s it for this weeks Dev Blog. We hope our founders enjoy the new update, make sure to let us know of any issues or suggestions on our forums, Twitter, Facebook and Reddit.
All the best,
Chris