Full notes
Full C:\raft update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Performance
C:\raft changes
It’s crazy thinking about just how much has changed in the past year alone thanks to Steam Early Access. Some stuff had already changed thanks to the push for Steam Greenlight compared to what the game was when it was exclusively distributed on Desura. Let’s summarize all the big changes from each update
Items rebalanced so they can be found in any file type
You may now encounter miniature and jumbo versions of enemies
More quest types were added
Character creation and customization with stat point allocation and class based special abilities is now a thing
All drops are now identified with icons
HP and Spells regenerate over time
Floor minimaps have been added to show what you’ve discovered
Torches are placed randomly to light up rooms
Pacifist approach added to allow you to defeat enemies by trading items with them
Added resource harvesting with minigames, so you can get items without fighting enemies
Party system allows you to recruit a team to adventure dungeons with (befriending enemies with trading adds them to your party)
Boss fights completely redesigned to take advantage of the party system (it’s now more like traditional JRPGs)
Daily dungeon now tracks deaths of everyone who plays them and puts down identifying tombstones
Redesigned settings menu that’s better organized and adds plenty more configurable features.
Changed all the dungeoning music to be more neutral and jrpg-ish to appeal to a wider audience.
CRT shader exists for those who want a more old-school appearance
Main menu completely redesigned and reorganized into a series of functional planets
Blacksmith exists to permanently improve your equipment
Persistent parties exist to allow you to recruit party members outside of dungeons
Persistent party members can be sent off to collect items for you without having to go into dungeons
New Game+ allows you to continue adventuring and discover more of the world after completing your list of crafts. The game gets harder yet easier each time.
Resting is no longer a requirement after you die
Quests redesigned to have their own dedicated dungeons to help with completing them (can only accept one quest at a time now)
Tons of new enemies and adjectives
Improved Day system with lunar cycle and scaling difficulty
Temporary leveling within dungeons based on XP
Items can rot and become new items
Turns can execute at a timed interval instead of being full-wait
There’s also be a slew of smaller, more engine related changes regarding graphical performance and stability improvements. Code’s also be refactored quite a bit, and things like dungeon generation have been restructured to allow for additional algorithms, though I still have yet to take advantage of that. And for reference, this is what happened in the past year of on-off development.
That’s quite a bit for a project that’s managed by a single person who isn’t good at keeping track of how much he changes on a file-by-file basis and commits in bursts. Also, a good portion of the file additions were just resources and not code, so the game’s code-base is still manageable (only about 240 source files). Here’s to hoping the game continues to get better. Also here’s to hoping I can finally feel comfortable with wrapping this game up and marking it as a full release.
Source
Changelog.gg summarizes and formats this update. How we read updates.
