In this update7
Full notes
Full Hermit update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, all!
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Server
Hermit changes
This month, major changes to combat gameplay continued development. This included finalizing work on the new creature locomotion and more.
March Updates: Combat, Visuals, and More
Creature Locomotion & Combat Changes
This month many new significant improvements were made to the combat and locomotion:
Finished work on the new 1-handed and 2-handed sword animations and combos
Finished work on the new dodge ability
Finished work on new creature locomotion
Added a new monster using the new locomotion system, which players might encounter somewhere on the map
Finished work adding new creature locomotion to the Warglers at/around the riverside cave
Gameplay Visual Improvements
This month many new significant improvements were made to the gameplay visuals, including:
Moved the game over from the default UE tonemapper to AGX for better visual fidelity
Made significant improvements to gameplay color and light balance through postprocessing
Before:
After:
Redesigned sign posts to be more aesthetic
Redesigned lamp posts to be more aesthetic
New Main Menu and Load Screen
The main menu and load screen visuals were also updated since the last newsletter. A wallpaper version of the new load screen visual is also available at the top of this article.
Deployable Armor Stands
This month armor stands were introduced. While the major theme of this month was polishing combat gameplay and improving landscape / road visuals, some development time was also spent on this new asset to help bolster homesteading gameplay. In the future several more deployable home upgrades are also planned.
Created the new 3D and 2D assets for armor stands
Armor stands can now be deployed in play homes, acting as a container that also displays an armor piece
The armor stand recipe can now be discovered on new playthroughs when the player first encounters dry wood and discovers its associated crafts
Armor stands can be picked up and moved just like any other home deployable upgrade. They can only hold armor (no helmets, boots, or other items) and update their visuals to match the armor currently being stored. This way, players are able to put all of their collected armors on display at home.
Other Changes (Shipwrecks, Sand Spawners, and more)
Added sand harvesting sites throughout the game, which significantly bolsters player ability to craft lots of spells (since glassware is a major bottleneck for spell crafting, it was important for sand to be widely available so that players can craft a larger quantity of spells more easily)
Added a new shipwreck area and quest
Added many new bug fixes and gameplay input improvements
Supporting the Project
If you've been enjoying the Hermit Demo and want to help support the game, some things you can do to help support the project:
Consider leaving a positive review for the Demo Page! It helps the game a lot, and allows me to focus more of my time on development rather than having to divert that time and energy toward advertising
Share the game Demo with friends / Discord servers you know might enjoy it
Submit bug reports using the reporting tool: if you find an issue, let me know. I can't reply to every report, but I do read them all and I make an effort to fix every issue that I can reproduce on my end
Thank you all for your continued support of the project!
Source
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