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Veloren

veloren
Veloren ozoned 6 months ago 90%
Veloren 0.16 Release veloren.net

0.16 Release Veloren is finally releasing 0.16! It has been 9 months since 0.15 was released so there has been a lot of work put into this version. If you're reading this before 18:00 GMT on March 30th, make sure to join the release party. On the side, you can also watch the release party dev stream, where we'll be chatting with devs about what went into this version. To join, you can download the game for free at veloren.net and create an account, then launch the game and hop on the default server. See you there! We'll also be having a vote on discord for the new map to use for the official server in the coming days. Be sure to check that out! New in this release Here are some of the changes in this release: New axe skill tree. Two new dungeons, haniwa catacombs and terracotta ruins. Some new structures: airship docs, taverns and desert arenas. We got a cool new mesa biome, where the mountain towns are built now. Caves got a really cool update, with new cave biomes, be sure to check them out! We are finally using a new wgpu version which allows people to run the game using OpenGl. Plugins have gotten updates and it's now supported for servers to have plugins which are shared with the client when joining. Map generation UI for singleplayer in voxygen. Many balancing changes. New models and shader changes so the low level of detail terrain will look a lot better. While gliding you can now encounter updrafts. Changelog As always, there are always more changes than we can add to a single post! You can check out the full changelog [here](https://gitlab.com/veloren/veloren/-/blob/master/CHANGELOG.md#0160-2024-03-30). Thanks to this versions contributors (in random order): Laura, Monty Marz, Yusuf Bera Ertan, Animoe, Gemu Peachems, Talha Qamar, BigKhan, Xiretza, Keegan-JW, Marcel Märtens, Tim Vincent, Woeful_Wolf, Youssef Fahmy, Pybit, Uniior, Haijo7, TelepathicWalrus, Treeco, JimmyDdotEXE, Benoît du Garreau, Dmytro Kovalchuk, Froggy, Hugo Famechon, Neras, Illia Denysenko, HEIEnthusiast, Joshua Barretto, Javier Pérez, Sorann753, JCoxeye, David Fisher, danielkenji83, Syniis, crabman, Igigog, Jaroslav Lichtblau, Francesco Vasco, Darren Salt, Otto Richter, Py bit, Thomas S, flo666, Justin Shipsey, Dominik Broński, Marcel, Avi Weinstock, Ben Wallis, Raul Wagner Costa, Stefan Glorch, Nadja von Reitzenstein Čerpnjak, Isse, Gaxrodi, walpo, Sam, Joaquin Tornello, Christof Petig, PopeRigby, nectical, RunRobDog, jshipsey, juliancoffee, Hrom, tygyh, Samuel Keiffer, Youser Nayme, Michal Sroczynski, Evgen Kot, UncomfySilence, 心慌慌脸红红, Brandon Dyer, uniior, James Hiew, laundmo, Sanctorum Thomas, do-no-van, Imbris, evgenkot, Scott Bronson, flo, João Capucho, DaforLynx, Jeffrey Cox, James Melkonian, Michał Since the last release we have started using weblate for tranlsation contributions, those contributors are listed here (in random order): tidare, Vuizur, juliancoffee, AldanTanneo, guillermytho, Paw, marcelodemonn, Nylux, Vybearz, 5Litt, DiXiao, ezamux, Jasmia, Timm, thomas-babord, zoli111, leca, Renkal, macintosh, zerocraft, GeroinEX, RyanOrigins, Vallley, mapemka, tdehtyar, alextecplayz, Nifou, Axegaik, jadedctrl, loglizzy, Sinari, Dutchy5, aleeo, DominicF96, FruityHarriott, evgenkot, Witch, alexjhr, valebest26, fvasco, karinator, walpo, bov, jiangyi, Sovenok-Hacker, thatevilman, fnetX, SomeTr, Ixniyevonn, mozz, Positron832, dyegomb Support the Project As always, feel free to support the project on Open Collective. It allows us to keep our servers running, and launch great release parties like the one for this release! [Veloren Open Collective](https://opencollective.com/veloren)

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Veloren possiblylinux127 12 months ago 57%
Where do you get resin?

Explain

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Veloren possiblylinux127 1 year ago 71%
I created a new character on Veloren

I was supprised how much the gameplay changed. I started playing when there was that money issue so I upgraded my character with trading. You can't do that anymore

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Veloren possiblylinux127 1 year ago 100%
Where did the airships go?

I can't find them anymore

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Veloren possiblylinux127 1 year ago 100%
Am I the only one who is shocked by veloren?

I am really impressed by the graphics and in game mechanics of Veloren. It has really matured as a game.

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Veloren Cube 3 years ago 88%
This Week In Veloren 149 veloren.net

> This week, we hear about the plans for the upcoming Christmas holiday week.

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Veloren Cube 3 years ago 80%
This Week In Veloren 148 veloren.net

> This week, we have a new episode of the Veloren Reading Club out. We also see some experiments with the new site system, and current work on ability selection. @Dalyc is also back with another devblog recap!

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Veloren Cube 3 years ago 80%
This Week In Veloren 147 veloren.net

> This week, we hear about changes being made to dungeon difficulty. We also dive into how skill persistence is being changed. Finally, we learn about some proposed changes to the Site2 system, and the addition of giant mushrooms!

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Veloren Cube 3 years ago 50%
This Week In Veloren 145 veloren.net

> This week, we hear about some changes to the textures of dropped items. We also see into how some concept art for larger cities in Veloren is being created.

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Veloren Cube 3 years ago 50%
This Week In Veloren 144 veloren.net

> Hats were merged this week, and the server hosting section of The Book was updated.

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Veloren Cube 3 years ago 50%
This Week In Veloren 143 veloren.net

> This week, we hear about improvements that are being made to the stealth system. Worldgen is also getting some work done.

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Veloren WilfordGrimley 3 years ago 100%
I made Veloren an Aether sub! https://getaether.net/

Hey Veloren community! I love this game passionately. I also love open source, decentralization and distributed networks. I recently discovered Aether. It is a Reddit/Lemmy alternative. What separates it from Lemmy is that Aether is distributed, whereas Lemmy is federated. I highly encourage any of you to consider joining the new Veloren sub on Aether. I want to elect some new mods other than myself! A not from the getaether site on this difference between distributed and federated: Mastodon is a federated app, where there are Mastodon instances that talk to each other delivering content to each other that their users can follow. You can think of it as different, separate copies of Twitter talking to each other under certain conditions. The problem with this is that not all content is accessible everywhere - these servers make explicit decisions on which other servers they want to peer with. The only content you get by default are the content that your server allows, unless you explicitly follow the specific person. But if you don’t get the content, you won’t ever see the person and won’t know s/he exists in the first place. Aether is a distributed app. It gives everyone one single universe with the same content. All users exist in the same user swarm with the same history, containing the same data, with the same deletion policy. It has no servers, unlike Mastodon, which has federated servers. Every node is its own full sovereign entity. All data goes everywhere. Then it’s up to the user’s client to render that data, and filter out content based on the rules and signals received from the network. In other, more technical terms, users are not required to care about network topology. If you’re on a smaller Mastodon instance, you run the risk of your federated server provider one day deciding to just … shut down. (Or their basement floods and server was there, etc.) Aether doesn’t shut down, because it’s not (only) an app, it’s a protocol. So long as there is another node talking Aether, it will be online. The data will be there. Every node carries with itself a full copy of the network. Moderation actions are opaque, similar to centralised platforms, because these Mastodon instances are, effectively, centralised platforms that have a way of negotiating with each other. The ‘fun’ stuff runs in a box that you don’t control, therefore the owner of that box does have disproportionate amount of power over you. In Aether, moderation actions are applied on your machine. You can inspect which actions arrive from the network, and what to do with them, including ignoring them. You are the ultimate sovereign, what happens on your computer is fully under your control.

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Veloren Cube 3 years ago 100%
This Week In Veloren 125 veloren.net

> This week, we get an in-depth view into what was required for the wgpu integration. We see some changes to econsim, performance, and caves.

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Veloren Cube 3 years ago 100%
This Week In Veloren 124 veloren.net

> This week, 0.10 released! We hear from @Slipped about caves, plugins from @zesterer, and other improvements by @aweinstock and @juliancoffe.

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Veloren Cube 3 years ago 100%
This Week In Veloren 123 veloren.net

> This week, everything is wrapping up before the code freeze for 0.10. We hear about some physics changes, and other technical stuff. > > \- AngelOnFira, TWiV Editor

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Veloren Cube 3 years ago 100%
This Week In Veloren 122 veloren.net

> This week was Veloren's 3rd birthday! We are getting ready for the 0.10 release coming in two weeks. > > \- AngelOnFira, TWiV Editor

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Veloren sudoreboot 3 years ago 100%
This Week In Veloren 121 veloren.net

> This week, we see lots of design changes to many systems. We hear about how this what is going on with the crafting and loot systems, as well as planned improvements in the combat fields. > > \- AngelOnFira, TWiV Editor

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Veloren sudoreboot 3 years ago 100%
This Week In Veloren 120 veloren.net

>This week, we have some nice visuals to check out. We also see some updates to the minimap. > > \- AngelOnFira, TWiV Editor

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Veloren sudoreboot 3 years ago 100%
This Week In Veloren 119 veloren.net

> This week, we take a deep dive into the recent physics overhaul with @lboklin. We also see improvements in the moderations, translation, and skill systems. > > \- AngelOnFira, TWiV Editor

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Veloren sudoreboot 3 years ago 100%
This Week In Veloren 118 veloren.net

> This week, we see an amazing video of the new glider changes. Work is being done with audio, UX/UI, economics, maps, and lots more. > > - AngelOnFira, TWiV Editor

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Veloren sudoreboot 3 years ago 100%
A taste of what's to come for gliders peertube.social

With my work on some basic physics and fluid interactions (buoyancy and aerodynamic drag), I've moved back to working on aerodynamic lift. The video shows the current state of gliders relying only on generating aerodynamic lift based on wing properties. (This also works for birds, but they can only glide, not generate lift by flapping.)

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Veloren sudoreboot 3 years ago 100%
This Week In Veloren 113-116 veloren.net

I haven't kept up with the weekly articles lately, so here they are: - https://veloren.net/devblog-113/ - https://veloren.net/devblog-114/ - https://veloren.net/devblog-115/ - https://veloren.net/devblog-116/

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Veloren sudoreboot 4 years ago 100%
Veloren 0.9 release party today (20th of March) at 18:00 UTC

We're holding a party to celebrate the release of pre-alpha version 0.9. Since the game is continuously kept up to date with current master, the update itself won't bring anything new that isn't already available right now. However, lots of new features and fixes have been added since 0.8. Check out the weekly updates on the website for more info on what's been happening lately! https://veloren.net Join us in-game and/or on Matrix: https://matrix.to/#/#veloren:matrix.org If you would rather use Discord you can find the link on the website.

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Veloren sudoreboot 4 years ago 100%
This Week In Veloren 109 veloren.net

This week, we have many writeups. We hear from @zesterer, @Christof, @Sarra_Kitty, @Sam, @VincentFoulon80, and @aweinstock. - AngelOnFira, TWiV Editor Contributor Work Thanks to this week's contributors, @Sam, @Slipped, @ccgauche, @heydabop, @xMAC94x, @imbris, @Lerg-exe, @aweinstock, @zesterer, @Snowram, @Pfau, @Timo, @Sarra_Kitty, @nwildner, and @AngelOnFira! As we prepare for the 0.9 release on March 20th, we've seen many changes getting merged. This week @zesterer worked on a site overhaul. @Christof has been continuing work on NPC merchants. @Sarra_Kitty has been improving the number of models that are in the water. @Sam made many changes around buffs and combat. @aweinstock has been continuing work on player-to-player trading, as well as modular weapons. @VincentFoulon80 has been working on icons for skill trees. ## Site Overhaul by @zesterer I've been working on the new site overhaul. As part of that, I'm working on a generator system that allows other developers to define their own structure generation rules with a system similar to CAD-style CSG (Constructive Solid Geometry). CSG is pretty great because it allows you to define your geometry using simple primitives and then combine them using boolean operators to produce new geometry. This new approach comes with a few notable advantages: - It's much easier to define your own geometry than the old sample-based API that required a lot of boundary logic and reasoning in multiple coordinate spaces. - It's 'backend-agnostic'. Although right now we're 'rendering' the geometry into blocks, it might be possible to render it to other outputs in the future such as low-poly geometry for the LoD system. - It's modular and independent of the underlying structure of the building, so you can take a CSG-style structure and adjust it to fill whatever dimensions you require and the system can adapt accordingly I've also been working on the layout of sites themselves. The new site system uses a tile-based grid for positioning 'plots' (buildings, roads, etc.). Each tile is 7x7 blocks and belongs to exactly one plot. This system is much more flexible since plots may define their own generation rules independently of other plots which makes modularising the generation code much easier and lowers barriers for other developers wanting to work on world generation. It'll also allow us to generate sites that take almost any structure we want, mixing and matching elements throughout history simulation as appropriate. We could, for example, generate a town with a castle-like perimeter wall, a fortress with a dungeon in the middle, or a port village surrounded by ruins. Because the only thing required to tie these elements together is the plot-based tile grid, the work required to allow different procedural elements to work together is significantly reduced and the brunt of the work now gets placed on the layout generator rather than the generators of the individual structures themselves. ## Trader NPCs @Christof I modified the town spawning code to generate merchants. They wear nice colorful armor, carry some local wares - determined by local economic numbers - and accept trading invitations. It makes use of the recent user interface additions by @aweinstock. Unfortunately, I will need to adjust the wares and balance the prices before this gets ready for inclusion into the game. Here is an updated merchant screenshot. A less beautiful merchant, but much nicer wares: a bag for each, filled with armor, weapons, craft material, food, potions. Side note: This town has spent all its coin in other markets, so they will gladly accept coins, but if you sell items they can only offer goods in exchange. ## Assets for Water by @Sarra_Kitty I implemented the spawning of coral reef and kelp forest sprites in all bodies of water at or below the world sea level. They are temperature-dependent, and the two environments transition between each other if the climate changes. Additionally, I added seagrass patches that can spawn along the coast, the grass actually spawns in the water, but pokes out above it, so it gives a nice transition from land to the sea. In the future, there will be more content underwater, new mobs, generated structures, and also plants and scenery for freshwater ponds and lakes that generate inland above sea level as well. Compared to what we had before with barren seafloor, this is a massive improvement and makes for a lot more of a welcoming environment underwater for players to explore. There already should be seashells scattered rarely around, for you to find, and I plan to add more you can do to keep the underwater areas fun and interesting, not just pretty to look at. Hopefully, we can give the lakes and ponds inland the same treatment soon. ## Lots of Work by @Sam I've changed the saturation buff from food to queue. This means that only the currently active saturation buff will tick its duration, and any inactive ones instead wait until they are active before their duration begins to tick. I finally integrated some sword and bow models that Gemu had created multiple months prior. Most of the previous sword and bow models were replaced. I've also changed how auras apply buffs. Instead of applying a buff only when an entity does not already have a buff of that kind and then applying the buff every second, it instead applies the buff and then doesn't tick the duration for that buff until the entity is no longer in range of the aura. I've added a combo component to the player (and other entities). Instead of combo melee scaling its combo only within that attack state, it instead increases the combo in the component. Combo then resets to 0 after 5 seconds of not increasing. This has a few advantages, but the one with the immediate effect is that the sword, axe, and hammer can retain the advantages of having some combo when you use an attack that isn't combo melee or when you stop attacking for half a second. It will also allow us to use combo for different things as well, including the potential to use combo as a resource for some attacks. I also fixed torvus a couple times when it broke earlier this week. ## Skilltree Icons @VincentFoulon80 I finished implementing the new icons onto the skill tree. I also added the main and secondary attack as dummy skill at the center of each sections (top-left and top-right). I think these additional icons are handy to find out which skill you will improve. ## Trading and Modular Weapon Update by @aweinstock Regarding trade, I implemented the ability for each party to see the counter party's inventory and request items from it by dragging them into the trade window. Since trading works on any entity with an Inventory and a Controller, it should work with NPC merchants as soon as their AI (Agent) emits the Controller actions corresponding to trade. I also added a coin item, and made some finishing touches to @heyzoos's item stack splitting MR that allowed it to be merged. Regarding modular weapons, I added support for making the stats of a weapon or weapon component different based on the materials it's made out of, so a generic claymore blade recipe and a generic scimitar blade recipe can each make (bronze, iron, cobalt, etc) blades of the corresponding type, which can then be added to any hilt. Flying sky-high. See you next week!

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Veloren sudoreboot 4 years ago 100%
This Week In Veloren 108 veloren.net

This week, we see many contributions merged as we move towards the 0.9 release. @aweinstock gives a little insight into what modular weapons will look like. - AngelOnFira, TWiV Editor

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