Staxel Changelog for 1.3.48

Staxel 1.3.47

New:

  • Control schemes.
  • Added options to flip mouse/joystick horizontal directions.
  • New way to connect to other friends. “Use Staxel Net” option added to “Play With Friends”.
  • Added controller support to building tool settings windows.

Changes:

  • Transition to/from Map mode has been changed a bit.
  • Increased the amount players push NPC’s.
  • Minor optimisations of Animated tiles doors and lighting.
  • Internal changes to file creation/loading.
  • Auto-picking up items should occur for more actions.

Fixes:

  • Looking down near a wall should no longer make you go first person.
  • Fixed Golden Watermelon, Golden Cabbage, Golden Pumpkin, and Golden Strawberry seeds missing from seed maker
  • Minor crash fixes.
  • Fix a crash when loading a world with a missing mail count.
  • Don’t keep a server running when failing to start a world.
  • Make sure only a single forest bunny spawns.
  • Stop players from giving more items to Farm Fan, after they already got the coupon.
  • Fixed some blob corruption issues.
  • Don’t leave a broken file behind if loading fails.
  • Swapped numerous cases of saved time not being in UTC.
  • CompleteQuest and UpdateReputationCommand now check for the right number of arguments.
  • When failing to load an Entity for rendering, fall back to a new renderer to avoid failing every frame.
  • Don’t crash if a DockTile with animation that is missing is spawned.
  • Don’t crash during animation if a Dispenser is missing a component.

Modding:

  • Retrying a failed content build should now work properly.
  • Old sprinkler mod is now blocked from being loaded.
  • New format for Errors in Content Builder. Should be less scary now.
  • Most content builder exceptions will now point to a specific installed mod, if possible. (e.g. “Modded Content Build Error. Caused by: X at workshop url: “)
  • Error messages should be clearer when failing to upload using Mod Manager.

Staxel Changelog for 1.3.44

Major Changes:

  • Lighting fixes. Less black void.
  • Show a warning prompt instead of kicking players with high amounts of lag.
  • Signs… THAT YOU CAN WRITE ON.

Full List:

Additions:

  • Allow journal bind to close the journal while it’s open
  • Allow the “accept” button (Default: A on controller) to advance dialogue
  • Prevent a case of accidentally closing the character creator on the first world load.
  • Add a couple of lines to Farm Fan to stop her from referring to herself in third person.
  • A prompt is displayed before stealing.

Changes:

  • Made the scarf on the shaved pink sheep match un-shaved version.
  • Made powerful refrigerator be recognised as a fridge
  • Show a warning prompt instead of kicking players with high amounts of lag.
  • Your view won’t be snapped back to your conversation partner all the time.
  • Set the active inventory slot when moving items within hotbar. Instead of just between hotbar and inventory.
  • Added a slight delay before getting the next hint in the night transition overlay.
  • Changed arrows on dropdowns to a higher resolution version.
  • Reduced delay in showing the dialogue progress hint.
  • Use the randomized cobble tile when creating the town hall.
  • Changed the mouse icon that showed up in dialogue.
  • Changed some internal logic for key binding.
  • Ensure that Steam Launcher brings Staxel to the front of all open windows.
  • Hide the “allow friends joins” option on GOG version. Play with Friends button is also disabled.
  • Moved the “Inventory Direct” keybind higher in the list. So it is next to other menu keybinds.
  • Added Hay as a requirement to craft chicken coops.
  • Allow multiple gog owners to play on a server using the same credentials.
  • Unmappable key bindings are now more clear in the UI.
  • Allow escape menu to be shown while in dialogue.
  • Fancy chairs can be sat on now.
  • Added a button that you can click on night transition to continue.

Fixes:

  • Fixed some bad layers in Male Swimsuits, Bermuda Shorts
  • Added some methods to quickly update lighting before full information is received from server.
  • Added extra protection for weird ui scale values.
  • The Tool area region no longer sticks around after switching from the creative shovel
  • Fixed replaced tiles leaving behind compound fillers. This fixes some cases of invisible blocks.
  • Fixed the screen growing past the monitor size, when switching from borderless to windowed mode.
  • When a field gets assigned a null in json, ignore the field when parsing the blob. Fixes some weird issues.
  • Don’t crash on CancelCharacterCreator if current design was not set yet.
  • Track file access conflict issues on BinBlobDb with more detailed error messages. To find some unusual crashes.
  • Fixed a crash for Docks when a dock is provided an item with no code or tile code.
  • Fix some threading issues.
  • Fixed a float precision issue causing animations to not play at 60fps after 2 hours of gameplay.
  • Don’t crash when saving, while feeder has just been spawned.
  • Don’t throw an exception when muting a player for a second time.
  • Don’t trigger selfie camera mode when using ALT+F4 to close the game.
  • Don’t leak sound effect instances when skipping sounds.
  • Avoid cleaning up GameContext multiple times, and solved some race conditions concerning cleaning up GameContext.
  • Fix an issue with reloading pets.
  • Several hardenings of code surround chunks.
  • Hardening against null item stack exceptions.
  • A fix was applied to some failures to directly connect to a player.
  • Removed the server list from the client and server wizard.
  • Fixed Cecile’s Model showing a different skin tone on the shoulder.

Modding:

  • Certain DLL’s are now blocked from loading. This is to stop issues with certain old mods crashing the game.
  • By default, Mod Manager only asks to update mods if you own the mod.
  • By default, Mod Manager does not ask to run content builder on new versions of the game.
  • Both options above can be turned off by finding the file in the /mods/ folder.
  • Mod manager’s command line parameters have been clean up. The only input changed is steamLauncherCheck (e.g. -steamLauncherCheck 10.0.0 instead of -steamLauncherCheck -version 10.0.0)
  • Fixed villager definitions being outdated in Asset Manager.
  • Fix Modmanager not detecting that some mods needed to be uninstalled before being reinstalled. Should fix cases of files being left behind.
  • Added Mail definitions and Quest Definitions to the Asset Manager.
  • Check if files are missing from the bundle after Mod Manager does its checks.

Early development

Hey everyone! Today I thought we’d do something a little different. This article is going to take us back to Staxel’s humble beginnings where we’ll take a look at some old screenies and concept art. Enjoy!

A very early mockup of the transition of seasons.
A very early mockup of the transition of seasons.

Staxel’s been through a lot these past 4 years. Starting in 2014 it was originally going to be a puzzle game until the team decided to steer it towards the farming, village-life game it is today!

Mockup of showing more of the puzzler idea.
Concept art of an individual divot
Concept art of divots in the world
Concept art of divots in the world

Originally you were going to be based on a farm that was transported into the middle of a waste land, along with other ‘divots’ of land from other parts of the world. These ‘divots’ were going to contain a puzzle to solve. The reason we moved away from this idea was because creating these divots proved to be far too time consuming to create just one, where we wanted a lot more.

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The first two years were heavily focused on engine work. Staxel uses a custom engine which has been developed in-house since the start of the project. While we’re constantly working and improving on our engine, the real content only started being put in a couple of years into development. As you can see above it was well worth the effort! We still have this server somewhere, and us devs boot it up once in a blue moon for a lil’ bit of nostalgia.
mockup
Here’s the first mockup we did for one of our original Staxel characters, “Jen”. It’s actually pretty close to the mark when you look at the style we finally settled on. The main differences being the upper body and the level of detail each villager has.

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And here is the very first Staxel character, our mascot, Harry. I don’t remember exactly what we were working on when we were adding these but I think it might have been rendering. We had hundreds of these titans scattered across the game world, forever looming over the players. I must say, logging in was much less terrifying once these were taken out.

JIC73lX

Here’s a screenie of when we were working on the render distance. This one was taken before we’d done any fine tuning on the world gen, and before we had thought of the idea of an island. Back then the world generated infitely. We decided to go with an island because we felt the player didn’t need an infinite amount of space and thought it would take focus away from the farming and village life aspect of Staxel.

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I’m going to finish up with this old gem. This one was taken within the first couple months of development, where we jokingly titled it ‘Wardrobe Simulator 2014’. It’s always so bizzare going through these old screencaps and realising how far Staxel has come! While Staxel is all well and good now, I sure am going to miss all those wardrobes.

Staxel Reporter – Issue #37: Mines, Steam Testing & Doors

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Staxel Reporter – Issue #37

Hey everyone, in this issue of the Staxel Reporter we’ll be talking about the addition of Mines in the world-gen, Steam testing for Staxel, and we’ll take a little peek at a building piece a lot of you have been requesting for quite some time. Enjoy!


Mines

It’s been said that if you listen carefully, you can hear the faint echo of Winters whistling away while he works tirelessly beneath the surface, creating the mines which will soon be gracing the landscape in Staxel.

Mines are a completely new addition to the world-gen. We felt that, although roaming a massive, unspoilt island was a beautiful concept, it needed the human touch of hard work and industry.

Let’s have a look at how he’s getting on, shall we?

That’s a pretty large-scale operation going on there.
Let’s take a closer look, but keep your voices down, we don’t want to interrupt his flow.

It definitely seems like there will be interesting stuff to find in there whilst exploring, but I think we’ll leave that for another day. Let’s get out of here before Winters hears us snooping around.


Steam testing

A lot of you will know that we’re getting very close to releasing Staxel on Steam. Nerve-wracking as it may be, we need to knuckle down and make sure we’re ready for it, and that means fixing all the bugs and finding the ones we don’t know about.

We’ve recently started sending out Steam keys to a small number of people who’ve already purchased Staxel on the website. This has already given us invaluable information and some great feedback to work with.

If you haven’t received a Steam key yet, don’t worry! It won’t be long until you get yours when we launch on Steam. In the meantime, if you have found any bugs or issues you think we should know about, or you just fancy hanging out with us, why not come and join the Staxel Discord where we have a dedicated #testers channel to help with the cause!

You can find the link to the Discord at playstaxel.com or just click on the image below!

Discord-LogoWordmark-Color


Doors

Yup, you heard it right. Thanks to Moocow (and the masses of you who’ve requested it over the last couple of years) we finally have working doors implemented!

You can see a piece of the action in the .gif below.

Door gif-min

Inspiring, isn’t it?

The doors currently open and close automatically when you approach them. This might change in the future but it was the easiest way to get them in quickly without having to put the NPCs through “How to Open Doors 101”.

One resident in particular will definitely benefit from the added privacy this feature brings.

PottyHumourJpeg


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Or you can wishlist us on steam at http://store.steampowered.com/app/405710/Staxel/

Thanks for reading!

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EGadd

Staxel Reporter – Issue #36: Pumpking Feast Festival & Updated Tavern

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Staxel Reporter – Issue #36

Hey everyone, in this issue of the Staxel Reporter we’ll be talking about the first festival, ‘Pumpking Feast’ as well as take a quick look at the new and improved tavern. Enjoy!


Pumpking Feast

The first festival has been added to Staxel! I’m very excited to finally be typing up this article.  I’ve been excited for festivals for the longest time, and oh boy, what a festival it is! This festival is the first of many, and since it isn’t in the public build yet I’ll give you all a lil’ sneak peek.

Screenshot_8

‘Pumpking Feast’ happens once per year on the island. The story goes that at this time of year, emissaries of the Pumpking pay the island a visit in order to prepare for a grand feast celebrating the harvest season. This happens every year early in Autumn. With that, prepare to have a blast getting involved with all the games and activities that come with Pumpking Feast!

There’s so much to do, and only a couple of days to do it! I started with the maze myself, got lost a few times and then eventually found my way back to the entrance. Now, I’m not going in there again, but maybe you’ll have better luck with it!

After that I decided to help out a bit. They were running short on sweets, so I made some toffee apples! One of the emissaries of the Pumpking gave me the recipe after all, it was the least I could do.

Screenshot_2

I finished up the day with some good ol’ fashioned pumpkin carving! Now my Jack O’ Lantern may not have had the best face, and sure, maybe I had to take a trip to the emergency room… but at the end of the day I had made a pumpkin with a face and so technically I still made a Jack O’ Lantern. Okay? Next paragraph please.

It was a long day, but after getting involved with each activity I was rewarded with the Pumpking Emissary outfit. I was told very clearly this does NOT make me an ‘official’ Pumpking Emissary, but I’m not buying that. I would make an excellent Pumpking Emissary.

That’s pretty much it for a quick overview on this festival. I encourage you to check it out in-game when it hits the public build! The festival begins on the 5th of Autumn and lasts a couple of days. Just remember, when carving Jack O’ Lanterns, carve in a clean, dry and well-lit area.


Updated Tavern

Winters has been hard at work creating new structures and worldgen items to make the island more interesting. His latest endeavour has been to give the Tavern a complete overhaul! No longer will you have to spend your Friday nights sitting in a stuffy, outdated, and reportedly unhygienic establishment (the Standards Agency are still currently investigating claims of questionable cleanliness practices made by a certain blonde-haired, fastidious resident). It’s time to bring a little class to this village!

We have a sneak preview of the new Tavern so take a look for yourself and see what you think.

Tavern1

As you can see, the new hang-out spot is definitely a cut above the old one. It even has a room available for residents who, for whatever reason, can’t spend the night at home.

Tavern3

And just look at that interior! The best part is, everything is now up to code. The second story even has bannisters! There was just something a little worrying about having a second floor in a tavern that had no safety railing.

The new tavern is the first of many building overhauls you can expect in the coming weeks. It’s not in the public build yet but should be relatively soon. We’re so happy with it, and Rowan is too! Now his tavern is fixed up, the next step is keeping Farm Fan out of the good stuff.


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Or you can wishlist us on steam at http://store.steampowered.com/app/405710/Staxel/

Thanks for reading!

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EGadd

Staxel Reporter – Issue #35: Tokyo Game Show & Set Pieces

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Staxel Reporter – Issue #35

Hi everyone, in this issue of the Staxel Reporter we’ll be talking about how Tokyo Game Show went, and the new ‘set pieces’ we’re working on. Enjoy!


Tokyo Game Show

We’re back from Tokyo Game Show, and it was awesome. Hopefully this article will give you a little taste of the magic we experienced while we were there! (It really won’t, but probably still worth a read. )

20170924_095832_anders

Tokyo Game Show went incredibly well for us. We’ve had so many gamers of all ages coming up and giving Staxel a go, and it really seemed to strike a chord with them! It’s so valuable watching people play Staxel who have never heard of it before. We’ve played it so much over the years that it’s hard to tell what people will struggle with and what they will enjoy. We made a lot of notes watching them play, and we’re currently addressing the issues that the players found!

Like Gamescom, Tokyo Game Show showed us that we’re getting so close to what we have envisioned for Staxel! Just a few more features and dash of polish and we’re good for steam! Well, maybe cup of polish… or a barrel.

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Something we learned pretty quickly was that in Japan, the ‘A’ and ‘B’ buttons that we know and love are swapped around. We had to do a quick fix so that the gamers there could use the controller the way they’re used to. It brought up the good point that while we have so many language translations, there may be other differences we’ll need to take into account when releasing Staxel all over the globe. Time to crack out the books!

All in all we had a blast in Tokyo. We met some Staxel fans, hung out with the other devs and saw the beautiful city!


Set Pieces

We’ve recently begun working on something we’ve ever so affectionately called ‘set pieces’. These set pieces are a wide range of different structures that will spawn throughout the Staxel world. Let’s take a deeper look at what I’m talking about.

hermit_shack_1_ext1.jpg

The hermit’s hut is an example of a set piece that you might stumble upon when exploring the island. We want to have a variety of different, random things that you might find when exploring beyond the village.

Set pieces aren’t restricted to buildings and structures, they also include more natural things like lakes, boulders, tree stumps and so on. Just a few extra things to add a bit of spice to the island. Along with that, we’re also planning on adding 20+ new tree variations, as we only have around 3 or 4 right now.

swamp.jpg

One other thing I want to mention is the beach specifically. So far the beach has been pretty bare and boring, however, we’re also going to be adding a bunch of set pieces to spawn there too! This includes a fishing dock, a lighthouse, a beachhouse and plenty more!

I hope that gives you a better idea of what to expect when we push set pieces. They’re not in the public build yet but should be added in one of the next updates!


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Or you can wishlist us on steam at http://store.steampowered.com/app/405710/Staxel/

Thanks for reading!

Subscribe

 

EGadd

Staxel Reporter – Issue #34: Tokyo Game Show, Gamescom & New Villagers

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Staxel Reporter – Issue #34

Hey everyone, in this issue of the Staxel Reporter we’ll be talking about Tokyo Game Show, how Gamescom went and new villagers. Enjoy!


Tokyo Game Show

Staxel is heading to Tokyo Game Show! If any of you are at the upcoming Tokyo Game Show, please be sure to visit our booth! We will be exhibiting during the 21st-24th of September.

If you’re going to be attending, make sure to visit us for some adorable stickers and a chat!


Back From Gamescom

It’s been about two weeks since we came back from Gamescom, and I’ve been meaning to update you all on how it went!

One of the main reasons we love doing conventions is it gives us the chance to watch people play Staxel who have never played it before. This stuff is pure gold! Watching different users get confused at the same part or light up at a different part really helps us know what to change and what to leave.

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Gamescom in particular was an amazing convention, if only for the fact that it totally confirmed that we’re on the right track with Staxel. The build we had everyone play proved to be easily our most solid build to date! Of course we found changes that need to be made, but the list was much shorter than all the previous conventions we’ve done.

One of the main issues that bubbled up from the countless (or rather, we forgot to count) play sessions we watched was that the tutorial was proving to be a bit of an awkward introduction to Staxel. Since then we’ve had a lot of calls, done a lot of planning and are now wrapping up the totally overhauled tutorial!

sijdo

Along with changes to the tutorial, we have many other adjustments in the works which all stemmed from the Gamescom play testing. For example fishing, map view, day/night transitions and more!

All in all we had an amazing time at Gamescom. We had a blast meeting some of our community members, hanging out with our booth neighbours and eating a lot of delicious food. Mmmmmm.


Villager Design Overhaul & New Villagers

It’s been a long time coming, but we’ve finally updated all the villager’s temporary designs to something more permanent. Now, I know we’ve all probably gotten a little attached to the old designs but… well, this was a long time coming. I’m gonna miss you, old Max.

npc

Oh wait, new Max is way better, nevermind!

Each villager, aside from Farm Fan and Oscar, has had their design totally overhauled. (We just couldn’t bring ourselves to change Oscar. I’m not ashamed to admit that Oscar holds a special place in the dev team’s collective heart. ) Their looks should better fit their personality now and each one should look much more unique than before.

Now not only that, but we’ve added some totally new villagers too! Around 20 new villagers to be, somewhat, exact. Each new villager has a unique personality and design, which will help keep village life interesting!

render

These changes to the villagers aren’t live yet, but should be in the next update. I hope you’re as excited about these changes as I am! We feel these changes will go a long way with the village ambience and making each villager feel even more unique.


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Or you can wishlist us on steam at http://store.steampowered.com/app/405710/Staxel/

Thanks for reading!

Subscribe

 

EGadd

Staxel Reporter – Issue #33: Gamescom, Seasons & Animal Expressions

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Staxel Reporter – Issue #33

Hey everyone, in this issue of the Staxel Reporter we’ll be talking about Gamescom, seasons and the new animal expressions. Enjoy!


Gamescom

Staxel is heading to Gamescom! If any of you are at the upcoming Gamescom, please be sure to drop by our Staxel booth. You can find us in the Indie Arena. Hall 10.1, Booth A020, we’ll be in the Humble Bundle section.

If you’re attending, be sure to drop by for some awesome stickers and a chat!


Seasons

What’s a farming game without seasons? Who cares, we’re adding them to Staxel anyway! They’re still being worked on but they should be hitting the public build soon. Let’s go over the new seasons mechanic and see what they add to Staxel.

Screenshot_3

When creating the seasons, we decided to stick with the classics: Spring, Summer, Autumn and Winter. Each season currently lasts 10 in-game days, but we still need to do some playtesting to make sure 10 days is the right amount so this could easily change in the future.

Not only will the world’s appearence change depending on the season, but the content will too. You’ll find the stores stock different goods, the wildlife will change, the weather will vary, and much more than I could simply list here!

Screenshot_6

Crops can only grow in specific seasons. This means that you will need to do some extra work on the farm on each season change.

That more or less sums it up for the upcoming seasons mechanic. It’s not in the public build yet, but you shouldn’t be waiting too long.


Animal Expressions

Picture your favourite animal. Great, now picture it pulling a cute facial expression. So much better, right? That’s why we’ve decided to add facial expressions to all the animals in Staxel!

Screenshot_8

You should play close attention to an animal’s expression as it will be an important tool for you. It will give you insight into the creature’s mood. You might find that something is off with your livestock, perhaps they’re not eating properly, or not being cared for properly. The first clue will be their mood.

The current moods creatures can express are:

  • Neutral
  • Happy
  • Sad
  • Extremely Happy
  • Depressed

Screenshot_11

It’s important to keep your animals happy if you want to continue getting the benefits they bring. For example, a depressed cow can’t be milked, and a depressed pet won’t bring you gifts. The new animated expressions will prove to be vital in gauging the state your animal is in. Also, the expressions are super cute!

That’s about it regarding animal expressions for now, we’re very happy with how they’ve turned out. We might need to add more expressions in the future too, so keep an eye out!


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Or you can wishlist us on steam at http://store.steampowered.com/app/405710/Staxel/

Thanks for reading!

Subscribe

 

EGadd

Staxel Reporter – Issue #32: Building Sites & World Generation

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Staxel Reporter – Issue #32

Hey everybody, in this issue of the Staxel Reporter we’ll be talking about the new building sites system and take a look at the improvements to world generation. Enjoy!


Building Sites

Something new that Joe’s been working on is ‘building sites’. A building site is placed down, and has completion requirements. For example, if you wanted to build a villager house, you’d place down the ‘villager house building site’ and then complete all the required tasks.

Now, how it works is every site has a special ‘totem’. This totem is a unique object specific to the building you’re about to build. Once it’s down you can interact with it and it will show you the outline of the building site and a check box of the complete and incomplete tasks. For example, a villager’s house has a ‘mail box’ totem.

Screenshot_19

This system allows us to make the world interact appropriately with any new buildings you put up. Now a villager will move into a house you build! Also, if you tear down a villager’s house, or remove some of the essential parts, the villager will stay at the local tavern, and eventually move out if the house isn’t repaired!

This system isn’t just for houses though, it extends to public buildings, farm structures and other miscellaneous buildings too. Some villager’s have work places, and as long as the work place is built properly they will go about doing their job each day. (Or most days at least.)

Screenshot_18

Now you may be a bit too busy running your farm to worry about construction work, but completing buildings can be very rewarding! You may be asked to build something specific as a villager quest, or you might unlock another game feature by building the corresponding building for it! This feature is still being worked on, and we’re still adding building sites but we’re very excited about this feature and we hope you are too.


Improved World Generation

Callum has been hard at work polishing up and improving our current world generation. We’re going to take a brief look at some of the new stuff he’s been adding. Keep in mind world gen is still a work in progress and we still have more work to do on it!

Screenshot_9

The meadow biome is a new biome recently added. Big fields of long grass with the odd tree here and there. A perfect place to sit down and relax after a hard day’s work on the farm. Don’t forget to bring a picnic basket! Like the forest biome, there will likely be items that can only be found here. So keep an eye out!

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A huge, snowy mountain really ties the island together! If you fancy some hiking then grab your warmest winter gear and start climbing! As of now there’s not much to find on the mountain aside from a pretty view but we have a few ideas that I can’t actually talk about yet. Trust me when I say the mountain will serve an important purpose!

Along with the new biomes, Callum’s been adding a lot of polish to the existing world gen to round out the sharp corners. Not only that but work’s been done to the village generation as well! Some of these changes are already in the public build so be sure to check it out!


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Thanks for reading!

Subscribe

 

EGadd

Staxel Reporter – Issue #31: Airship Port & New Water

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Staxel Reporter – Issue #31

Hi everyone, in this issue of the Staxel Reporter we’ll be talking about the airship port and take a look at the new water. Enjoy!


Airship Port

We’ve all been very busy lately and a lot of new features are being worked on. That said, right now I’m going to focus on one specific feature I’m very excited about. The airship port! Now, it’s still being worked on, but the basic functionality is there, and a very early version of it is already in the public build! I’ll give you some insight on what to expect from the finished version.

Screenshot_9

Above is a pic of the current, but still work in progress, airship port. Obviously it’s missing the airship and various other things but this is what it will look like at a very basic level.

Now, the airship port is going to be the main gate of entry and exit for all the villagers and NPCs in your village. If one of the villagers is unhappy with the town, or if *someone* wrecked their home, they’ll head over to the airship port and prepare for departure. This will give you time to make any amends/repairs necessary to keep them from moving out.

Also, any new villagers moving in or old villagers returning home will arrive at this station overnight.

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Introducing Cloudbeard! Not only is he the pilot, but he’s a merchant too. Cloudbeard sells rare and exotic goods that he’s picked up on his travels. Now they might be a little pricey, but they’re worth every petal! The items he sells can’t be found or purchased anywhere else, so if you’re in the market for some unusual goods from a distant land, Cloudbeard is your man!

And there you have it. The next update should contain a much more polished version of the airship port, so keep an eye out!


New Water

At long last we’ve finally started addressing water. We’re going to take a brief look at the new water and talk about what to expect from it in the future.

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Many of you who have played Staxel before will know that our placeholder water was as placeholder as it gets. Now water is actually water-y! If you haven’t hit the beach in Staxel yet, then best grab your board because surf’s up! (Disclaimer: no surfing.)

We have a brand new water block which is now swimmable, fishable and looks pretty slick to boot. Somewhat related, we also have a few new breeds of fish for you to catch at the beach, so if you’re one for fishing then it’s time to hit the beach!

While we’ve made some big improvements to the water there’s still some work to be done. We’re going to try and make it even prettier with some nice sparkling effects. We’re also currently figuring out how the water should behave. Until then, water can be dug up with tools and placed like any other block.

That about sums it up for the new water. The water in the public build is already updated but expect further changes in the future!


That’s it for this issue of the Staxel Reporter. You can grab ‘Staxel – Sprout Edition’ at www.playstaxel.com/store.

Thanks for reading!

EGadd

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