- Patch: Wed, September 11th - 11 September 2019
* Several crashing bugs were fixed in the client and server. * A change to crafting attribute made the last crafting contest not working. It should be working now. * A new pet has been added to the world called a Crafting Cat. - It's a super cute oscillating ocelot or oscilot (tee hee). - It'll give you bonuses on six random crafting attributes - If you use the Oscillot during a crafting contest, the bonuses will stack. - You can buy more Oscillots and their bonuses will stack too. - Certain crafting stats are capped. Ex. cooldowns can't be negative due to time travel restrictions
- Patch: Wednesday, August 28th, 2019 - 28 August 2019
* A new pet has been added called the Combat Kitty. It's a pretty serious cat. * All combat pets, clones, and purr pets now have a Peace command. This will teleport your pet to you and stop any combat for the pet. * The server hardware has been changed from a cloud server to dedicated server hardware. It's far more zippy. * A few server crashes associated with the threading changes have been squished. * Look for the Oscillot in the next patch. It's an oscillating ocelot that helps you craft.
- Server is Back Up - 27 August 2019
The server is back online!
- Server Downtime for Migration - 24 August 2019
The servers are going to be down for a few days. The current server provider tried to do a bait-n-switch on me, and so I need to switch now. Sorry for the lack of notice.
- Patch August 20th, 2019 - 20 August 2019
This change has some internal server changes as well as some nice client asset changes. * A lot of internal changes were made on the server to get ready for server instances threads. Currently, all instances share the same thread, so this limits the number of instances. Once this feature is activated, (and it doesn't crash to all heck), you should start to see a lot more instance adventures. Also, if you see things broken in this release, please notify a GM or me (on Discord). Most likely, it's a server problem and can be fixed easily. * If you've been paying attention to Discord, you know that we've been adding a new Panther pet. It won't be added this release, but it is an attempt to make combat pets more useful and powerful. Just know that it'll be featured in the next patch. If you want to see it now, you could beg a GM to turn into a panther for you. :) * Non-collidable meshes (tho…
- Patch Sunday July 14th, 2019 - 14 July 2019
This is a major release since we are adding a new animation system to the client. In the coming weeks, you should be seeing new things in the game. For now, I only added a new pet which uses the new animation system. It's a cute little frog pet that will loot for you.
- Patch Saturday, May 11th, 2019 - 11 May 2019
This release is more tweeks for the appearance system. * The Wolf Hell Hound ability has been given a nice visual upgrade. * Many of the critters that used the old oscillate effect have now been fixed up to use the new appearance system. * Clare has submitted a Kitty Sheriff Star tinting pattern. Meow! I'll be announcing a fashion contest to be held in the Steam Forum. The prizes are pretty epic such as a Secondhand Lands Shirt or a Cloak with 7 major buffs plus the colors shimmer.
- Sunday, May 5th, 2018 Patch - 5 May 2019
Now that the client appears to be stable, I've been able to concentrate on making the appearance system better. * Rendering efficiency has been increased. * Animated meshes should appear on the map faster. A lot of things were done to make this happen. * Examining a player in game now shows their guild info - guild name - guild title (given to them by a leader) - guild priviledges * Pressing the load local texture button sometimes did nothing. It's fixed. * Sometimes local textures were not freeing before shutdown. It's fixed. * The player customization dialog has been widened so the tinting names are less likely to impede. * The player customization dialog has a reset appearance button in case you get borked. * Many textures were added from users on Discord. I encourage you to join us there. - an adorable kitty eye patch texture was added by Clare - scrapper dragon horns textures added…
- Patch: April 28th, 2019 - 28 April 2019
More things have been done to stabilize the client with the appearance customization: * The client is now built as a 64-bit executable instead of a 32-bit one * Several crashing problems were found and fixed * Previously, when a mesh was loading, the player saw themselves as a sheep. Now we don't show you anything. * Some player submitted textures were added to the makeup and item tinting kits.
- Appearance Customization Phase 1 - 14 April 2019
After ten years, I decided that Secondhand Lands needed a face lift with some nips and tucks. Previous updates have concentrated on lighting shaders and other visual aspects such as water. This release concentrates on player customization. As the title suggests, this is just the first phase of player customization upgrades. In order to complete player customization, I want the player customization system to be purely player driven. For example, one player could create a custom texture for a player mesh, and upload it to the game. This texture could then be sold to other players. The creating player would receive ingame compensation. This creates an economy based on talent. With this system, it's possible for player to have a unique appearance no one else has. I need to do a few other releases before we finish player customization though. The next major release will concentrate adding su…
- Patch on Jan 6th - 6 January 2019
* Fixed a potential crasher on the client when loading a non-existent static mesh. * Fixed up all chalices on quest giving NPCs. * Fixed up Indie's cloud of doom. * Fixed market display of items posted - Tokens now have a label. - Tokens are the tokens instead of the gold value. * FYI, badges of victory are only awarded when you turn in a resource collection. It's always been this way. I'm trying to track down a client crasher, but my attempts to even reproduce it have been unsuccessful. I'm working with Steam to try to get any minidumps. There won't be any updates until the appearance customization changes have been implemented. Exceptions will be made for newly discovered problems.
- Patch later today - 27 December 2018
* More rendering changes have been made - Water reflection and refraction are now correct. - Non-collidables are a little more advanced. * You might notice some new meshes in the game. More will appear too. Just realize that 2hl was developed ten years ago when fixed pipeline and 1.1 shader cards were common. In order to update the shaders to either 2.0 or 3.0 shaders, a lot of changes had to be made. I mostly had to rip out a lot of horrible code to get around the limitations of older hardware. I'm hoping that we can update to a modern version of DirectX and implement deferred shading later. The biggest limitation is my free time. The next major release will feature updated appearance customization. Instead of two colors per character, we will have four colors per character texture. Since each character mesh typically has two textures, this means the makeup kits will allow the player t…
- Patch: Wednesday, November 11th, 2018 - 15 November 2018
* This patch mostly changes a lot of the client internal rendering. - Occlusion queries have been removed. - The engine paints the z-buffer first and then runs the shaders normally. - Water reflection and refraction both use the same method. - Although it sounds bad to run the render pipe twice, the z-pass is fast, and we only render the necessary pixels. * A super embarrassing bug was removed where all the skinned meshes were rendered twice. The next patch is going to be centered on fixing a rendering error for the AMD Radeon r9 200 series. I had to buy one of these and setup a computer just to be able to reproduce this problem. After this next patch is done, I'll be working on a huge patch centering upon appearance customization.
- Patch: Friday, October 26 around 7pm (Central time zone) - 26 October 2018
* Non-collidables (those weeds on the ground) have better lighting. - They use the diffuse lighting in a more correct and realistic way. - Some non-collidables have specular and emissive lighting. - They look more purdy(sic). * All particle effects on skinned meshes were broken, but that got fixed. * The Wolf's hell hound ability looks much better. * The Sheep's static ability looks even more awesome than hell hound just because. * The sheep's eyes stay white and don't tint. The eyebrows now tintable though. * The appearance of the smelter in the Mother Goose village has been fixed. The metals parts are shiny too. * The gem polisher's metal parts are now shiny too. * Each map can now have independent ambient light settings. - The main world is set to almost 50% light even at night. - The rabbit hole is a dark dark place. * The next update will concentrate on increasing rendering efficie…
- Patch Thursday October 18th - 18 October 2018
* All the skinned/boned meshes in the game have had their lighting enhanced. I won't go into details unless asked. * The evil crystal that was crashing clients in the Lord Sittish area has been fixed. * A lot of static meshes such as houses had some corrupted normal vectors. They look much nicer. * The weather vanes now are shiny. * Fixed a movement bug where critters retreated too early. * I have temporarily disabled terrain navigation in the main world, so critter might walk through walls and trees more often. This will be done around 6pm (ish) Central Time.
- More Rabbit Hole Fine Tuning - 29 September 2018
* Chibi Crucifixion has a minimum of 25 points of damage so it won't heal your opponets. (yeah, that was happening...) * Sheep skins are only usable by wolves. * Halos are now emissive and shiny in sunlight and point lights. * The Drainer is now a light source when it blinks on. * The Teleporter is now a flickery light source. * There are now fewer minions per lair, but they are stronger. (less lag) * A vendor in Nod now sells reveal maps, but he charges you extra! * There are now three reveal map vendors in the rabbit hole, two horn vendors, and still only one sheep skin vendor. * Lair Health has been decreased for gameplay enjoyment. * Equipped Sheep Skins will emit a sheep sound if used. The final effect polishes the sheep appearance and fools even the most skeptical sheep. * The fiery thorns of the Fire Weed now are totally static. * If you destroy a lair too fast for the boss to sp…
- Quickie Stealth Patch tonight - 6 September 2018
his is a simple little patch where I increased the amount of lights per terrain sector quite a bit. (10-20 depending on how nice your 3d card is). You will probably notice an added 5 seconds during start up where terrain shaders are being prebuilt. Previously, these shaders were built on the fly causing little client side lag spikes. Making this patch is how I spent my Labor Day weekend. In actuality, I had a lot of fun. I also, added a few more point lights to the Mother Goose village and other places as well. As time goes on, I'll probably pepper the game with them. :)
- Patch Coming Friday August, 23rd at 8pm Central Time - 24 August 2018
The main theme of this patch is the completion of the Rabbit Hole release. However, the rabbit hole will not become officially active until I have a few sessions of player testing. If you'd like to participate in this testing, then listen to the Steam community forums for details. * In order to bring you a hyper-realistic player experience,(sarcasm) the shake effect will now use the terrain height under the water drops instead of the player's terrain height. Get wet on a hillside, and shake. You can see the difference. * Several effects didn't alway preserve attributes upon serialization. This resulted in effects looking not so good. They look better now. * A client crash from using tool tips in a collection album has been fixed. * The error message when the server is down is a bit better, but I need to spend more time on it. * Certain instances now serialize the world map and send it t…
- Quick Patch Today around 7pm Central Time - 26 March 2018
* A lot of internals were changed so that the maps are loaded mostly from the server. The client no longer keeps copies of most of the maps. * Two client crashes were fixed.
- Quick Patch Today around 7pm Central Time - 26 March 2018
* A lot of internals were changed so that the maps are loaded mostly from the server. The client no longer keeps copies of most of the maps. * Two client crashes were fixed.