Development blog
This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2015 February 19th
Added exception to KeyBinds.as for German locales to not bind VK_OEM_3, Used for ~ on English keyboards but Ö (O with umlaut) on German keyboards.
Scaled bonfires up.
Tinted advanced smelter, electric smelter and bessemer converter so you can tell them apart
Increased prices of Chromium, Chromium Oxide, Sodium Chromate, Sodium Vanadate, Ammonium Vanadate, Vanadium Pentoxide, Ferrochromium, Vanadium by 100%.
Increased most pickaxes durability.
Added Chome-Moly and Tool steel Sword.
Added Chome-Moly and Tool steel Knife.
Increased fuel capacity of small bonfire.
2015 February 18th
Investigated bug where ammo sometimes ends up underground after death. Have theory and will check into it more later.
Investigated strange movement behavior when using x64 build of client. Found potential fix but will require more testing to confirm.
Fixed typo in error messages.
Merged Camp Fire Light and Camp Fire functionality.
Renamed Edible mushroom to Mushroom
2015 February 17th
Added NPC's armor stats mPiercingArmor and mBluntArmor.
Added mGoreHP, to determine when a dead NPC is turned into gore. Default level will be twice the previous gore level.
Added armor to Black Bears, Grizzly bears and Spiders.
Reduced Black Bears, Grizzly bears and spiders HP slightly.
Double checked death penalty code for bugs as users had reported unexpected items being dropped. Can't find any evidence it was possible as the code is very specialized and only deals with ammo.
Player built chests are now a stylish blue color to differentiate them from spawned treasure chests. Tinted bonfires a darker color to distinguish them from camp fires.
2015 February 16th
Reduced heat used for making copper wire to 0.5.
Reduced heat for electric motor to 0.5.
Reduced price of Flint to 0.5.
Reduced price of Plant Fiber to 0.5.
Increased fuel capacity of basic smelter to 20.
2015 February 15th
Researched arrows and bows. Did some initial play testing of a bow in game.
Increased calcium oxide used in Mortar to 0.1
Increased calcium oxide used in Refractory Mortar to 0.1
Fixed bug where smelters would run out of fuel shortly before they are done cooking.
Lots more play testing in general.
2015 February 14th
As usual, more play testing to find bugs and things to tweak.
Reduced calcium carbonate used in blast furnace to make pig iron by 50%
Started work on adding bows and arrows.
2015 February 13th
Reduced kaolin needed by firebrick recipe by 90%. Reduced heat needed by firebrick recipe by 90%. Changed size of fire brick recipe to 1. Increased number of fire bricks needed for most buildings.
Changed recipe capacity of small kiln to 20 and kiln to 100. Reduced charcoal needed in Steel cementation recipe to 0.25
2015 February 12th
Packed up and released a new version of Brutal Nature!
Released: 0.53
February 12th, 0.53 is now released:
- Fixed all known bugs
- Now including 64 bit Client/Server. 32 bit versions are also included postfixed with x32.
- Added new avatar: Deon
- Added new avatar: Jeff
- Added new avatar: Wilson.
- Added animation retargeting to model converter. Now I can import avatars with different body proportions.
- Added mining levels to pickaxes, Now some materials need higher levels pickaxes to mine.
- Added durability lost to pickaxes while mining.
- Added mineral Corundum. Second hardest mineral known to man, it will require tool steel pickaxes to mine.
- Added MRE's, also known as 'Meal, Ready-to-eat", changed starting inventory food to MRE's.
- Added a second rock salt region with thicker deposits spawning deeper down.
- Changed many prices.
- Changed food to restore food stat over 1 second instead of several seconds.
- Changed mining to give you an adjustable amount of material per voxel, default will be 1/64th.
- Changed how inventory screen displays quantities and prices to be more consistent.
- Moved Chromite to forest biome.
- Increased max power for electrolysis cell by 100%
- Increased power for recipes that make hydrogen by 100%
- Increased tool cost of MK108 by 100%
- Increased materials used by Rifle Receiver
- Increased endurance from endurance potions by 100%.
- Reduced mining speed by 50%. Massive overhaul to recipes to re-balance for these changes.
- Reduced viewing range to 400 feet by default.
- Reduced size of cast handle recipe by 50%
- Reduced wood harvested from trees by 100 fold.
- Reduced size of forge handle recipe by 50%
- Fixed bug where melee weapons did not lose damage with condition.
- Fixed bug where text could go a little too far to the right before line wrapping.
- Fixed bug when you hold down alt and press control you could be left in a state where you could not chat anymore until you pressed control again.
2015 February 11th
Fixed bug when you hold down alt and press control you could be left in a state where you could not chat anymore until you pressed control again.
Added new avatar: Jeff
Made some tweaks to the tutorial to reflect the recent recipe changes.
2015 February 10th
Brutal Nature was Greenlit on Steam today! Thank you everyone for voting!
Redid how inventory screen displays quantities and prices to be more consistent.
2015 February 9th
Fixed bug where melee weapons did not lose damage with condition.
Got client compiling under x64 bit mode.
2015 February 8th
Added new avatar: Deon
2015 February 7th
Added new avatar: Wilson.
2015 February 6th
Finished adding animation retargeting to model converter. Now I can import avatars with different body proportions.
Fixed bug where text could go a little too far to the right before line wrapping.
2015 February 5th
Started work on adding animation retargeting to the model importer.
2015 February 4th
Added mining levels to pickaxes, Now some materials need higher levels pickaxes to mine.
Added durability lost to pickaxes while mining.
Added mineral Corundum. Second hardest mineral known to man, it will require tool steel pickaxes to mine.
Moved Chromite to forest biome.
Reduced viewing range to 400 feet by default.
2015 February 3rd
Tons of play testing to tweak the new barter system. Rewrote some of the master servers network code as it has been crashing.
Lots of minor tweaks:
- Doubled max power for electrolysis cell.
- Doubled power for recipes that make hydrogen.
- Increased tool cost of MK108 by 100%
- Increased materials used by Rifle Receiver
- Increased price of Steel by 100%
- Increased price of Bronze by 50%
- Increased price of Platinum by 150%
- Increased price of Tool steel by 100%
- Increased price of Chrome-moly Steel by 100%
- Increased prices of metal shapes to be in line with the raw metals they are made from
- Reduced price of Hydrogen by 60%
- Reduced heat of Hydrogen to 1
- Increased prices of gun parts by 200%
- Reduced size of cast handle recipe by 50%
- Reduced size of forge handle recipe by 50%
2015 February 2nd
Added MRE's, also known as 'Meal, Ready-to-eat", changed starting inventory food to MRE's.
Added a second rock salt region with thicker deposits spawning deeper down.
Increased endurance from endurance potions by 2 fold.
2015 February 1st
Changed mining to give you an adjustable amount of material per voxel, default will be 1/64th.
Reduced mining speed by 50%. Massive overhaul to recipes to re-balance for these changes. Reduced wood harvested from trees by 100 fold.
Changed food to restore food stat over 1 second instead of several seconds.