Version 2 "Night and Day" - Detailed Release Notes
30 November 2022
You can also consult a shorter summary.
Time of day
- The game now features a day and night cycle of 24 minutes (1 real minute corresponds to 1 in-game hour). The night starts at 18:00 and ends at 06:00, with smooth sunrise and sunset transitions.
- The sky color now depends on the time of day and on the direction. In the morning, it is yellow in the east, and when the night falls, it is reddish in the west. During the night, the sky has a very dark blue color. It is also slightly lighter close to the horizon.
- The direction-dependent sky color is also used for the distance fog.
- The time of day also changes the ambient color. Slightly yellow or reddish during the sunrise or the sunset, it becomes a darker blue tint during the night. The world also loses some of its saturation during the night.
- The current time is shown in the upper left corner. The game starts early in the morning.
Lying & crawling
- Both humans and animals can now lie down, turn when lying (so that it is possible to lie on the side or on the back), and crawl when lying (whatever the body orientation).
- Wolves and pigs stretch their legs when lying (instead of folding them).
- The crawling speed is lower than the walking speed. There are dedicated speed names for crawling at different speeds, which replace the regular speed names such as "running".
- There are no step sounds when crawling.
- Lying down is available by pressing the Left Alt key, standing up via the Space key, and turning via the "E" key. It is also possible to lie down and stand up by using the context menu.
- In certain situations, it is impossible to lie down or stand up (e.g., when crawling through a 1 block high tunnel). An error message is shown if that happens.
- The operations of lying down, standing up, and turning are instantaneous (there are no animations).
- One can still look up and down when lying. The head orientation is reset on every rotation. When lying face down, the head tilt limits are modified so that one does not stare into the ground by default.
- When one dies, but it is impossible to fall down, the body remains standing upright. It can fall down later if it becomes possible.
Sleeping and continued simulation
- Both humans and animals can now decide to sleep. In order to be able to sleep, one should be lying and be at least a little bit sleepy. The player can choose to sleep via the context menu.
- The living creatures can also fall asleep automatically if they lie without moving for a certain time. When truly exhausted, one can even fall asleep while standing.
- Sleeping creatures have closed eyes.
- The animals avoid going to sleep if they are hungry or feel threatened by other nearby animals (or sounds).
- The living creatures accumulate sleepiness when awake and restore their wakefulness when sleeping.
- The HUD has the corresponding alerts (such as "sleepy", "very sleepy", and so on).
- One can not interrupt its own sleep, i.e. wake up at will. All living creatures, including the player, wake up when they are not sleepy anymore. They can also wake up on hearing sounds nearby, experiencing pain or motion, or on touch (limited support).
- All living creatures have preferred sleeping periods. Humans and pigs prefer to sleep at night, while the wolves roam at night and sleep during the day. If awoken too early or forced to sleep at an unusual moment, all living creatures will gradually (over the course of several days) return to their normal sleeping pattern.
- Added dedicated fade-in and fade-out animations ("closing" and "opening eyes"). When falling asleep, one can interrupt the fade-out animation (and abandon the sleep attempt) at any time.
- While the player sleeps, the game continues to be simulated, but at a much higher rate. A complete night should take 15 seconds of real time or less, depending on your computer.
- Thanks to this mechanism, unexpected events can happen while you sleep. For example, it is possible to be woken up by a wolf attack.
- It is also possible to die while sleeping.
The spell editor
- All fragments now have more player-friendly names, named parameters and detailed descriptions. The parameter names and detailed descriptions are shown in the script editor.
- Renamed functions to "sub-scripts" and instructions to "spell fragments". Non-integer and float variable types are now called "fractional".
- Added an ability to open a sub-script directly from the spell editor, including core (shared) sub-scripts. Added a protection against editing the core scripts.
- On top of the "use in hand" (renamed to "prepare...") operation, it is now possible to trigger a spell directly from the spell list by clicking the "Use now" button.
Magic
- Reduced the number of aspects from 10 to 8 in order to better match the 24-hour days.
- Added the "pull" spell fragment. It pulls objects toward you.
- One can now use the "anchor" spell fragment with the terrain. When anchored, you should resist motion to a certain extent. By using different amounts of energy, it is possible to resist the shoves of different strengths.
- The "bind" fragment (for energy binder creation) now also costs energy.
- Added new helper fragments: text manipulation, "go to label" fragments (conditional and unconditional).
- Removed some rarely used fragments, such as "push in front", "get rx diff", and "get ry diff". Instead, added "constrain ry".
- Tweaked the behavior of the fireball a little: reduced its strength so that it does not cost too much mental stamina compared to the "kindle fire" spell.
Mental stamina
- Most of the magical spell fragments now have a non-zero duration (i.e. they last several ticks).
- Their duration depends on the level of mental exhaustion. If the mental stamina is lower than 75%, the magic operations will become slower, up to 4x the original time requirements when fully exhausted (mental stamina at 0%).
- The mental stamina is reduced when performing the said spell fragments. It is restored automatically over time.
- Added a (blue) mental stamina bar at the bottom center.
- Also added a (yellow) physical stamina bar at the bottom center, not used yet.
HUD and menus
- The "(E to rotate)" mention is moved from the action descriptions to a volatile message, to make the descriptions less encumbered.
- The actions that should be possible, but are currently blocked, now have the "(N/A)" mention in the context menu.
- Reworked the menus a little bit: more coherent horizontal sizes and placement, better alignment, and more. All names in the spell editor now start with capital letters.
Interface and widgets
- Support for multi-line labels, multi-line text edit fields (with vertical scrolling), and horizontal scrolling in the single line text edit fields.
- Support for the text clipping in all widget types.
- Added a small horizontal margin inside labels, buttons, and text edit controls to make the cursor always visible.
Bug fixes
- Fixed: impossible to drop or to put down a backpack when both hands are full.
- Fixed: all pigs die of hunger eventually because they attack the grass instead of eating it.
- Fixed: the fullscreen red flash (when hit) is not shown for low transparency levels.
- Fixed: the simulation is performed at a slightly slower rate because the game loop is not adjusted according to the actual timestamps.
- Fixed: some issues related to the player's death and respawn.
- Fixed: it is possible to choose a parameter of type "label" in the spell editor.
- Fixed: the cursor is not shown in empty text edit widgets.
- Fixed: a high DPI awareness related issue preventing the game from running on Linux in Wine.
- Improved the error message when trying to select the already selected hotbar slot when one has no backpack.
- Other bug fixes and improvements.
Future versions
Interested in the future versions? Remember to visit the Roadmap section.