Update 11 is live!
This update is primarily an optimization update. Nearly all models have had their poly count reduced dramatically and the landscape itself is optimized. The foliage has also been thinned out slightly to increase performance.
The result on test computers is a 30% reduction in RAM usage and 30% reduction in load times. Results may vary on other computers but this should allow a much larger player base to test Windstone as previously a relatively high end computer was necessary.
RAM usage should not exceed 8gb. It is still fairly high but much better than before and I will continue to work towards reducing this. The primary reason is that the entire world of Windstone is seamless. There are ways to keep the illusion of seamlessness while actually having sections of the island only load in when you are close enough to that area in a similar way that Ark: Survival Evolved works. As this version is being tested my primary focus will be integrating a similar “seamless” landscape loading system into Windstone.
One major bug was also fixed where if you loaded a game without ever saving (essentially loading the very first auto save which happens when you first load into a new game after the intro text) all loot baskets would be empty.
Originally posted @ itch.io. Download it here.
Update 11 will be delayed due to unforeseen compiler errors. The newly optimized build of Windstone runs great on my end, but when I package it for distribution there are errors that cause the build to fail. I believe these errors are due to broken redirectors which are trying to find and load objects that have been deleted from the project. Once these errors are fixed I will upload the new build. It should not take more than a day or two.
Originally posted @ itch.io
Update 11 is going to include major changes to the landscape. Once it goes live, a new save game is recommended but not required. If you choose to use your old save I urge you to move everything you own into your inventory and move all your buildings to the beach near the starting area and only build new things on the beach. Log your character out on the beach as well.
If you choose to use your old save but do not follow the above advice, your character and your buildings may end up underground, in the air or in an area no longer accessible or existent because of major changes to the landscape. I wanted to avoid having to do this but unforeseen necessary changes to the landscape to improve optimizations were necessary.
The mountains behind the starting area leading up to the dragon egg keep are going to be altered, but the beach directly in front of the starting area will be left untouched as a designated safe zone. This zone includes the area from the eastern village to the western village that was added in the last update. The entire peninsula directly south of the starting area that the dirt path leads to will also remain untouched. Some rocks and trees may be placed differently but the ground itself will remain the same in the safe zone.
I am delaying the update until later this week or weekend for players to prepare if they wish to continue their old save.
If you have any questions let me know. I will also be live streaming the new update before it goes live to show what is altered and what remains the same. If you want to make sure that your things are in a safe zone before the update you can refer to the live stream or the video that will be uploaded shortly afterwards.
Thanks to everyone trying out Windstone
Originally posted @ itch.io
After the first couple weeks of open alpha testing it has become apparent that Windstone is very resource intensive and needs to be optimized greatly. Windstone loads fast and runs great on most high end PCs but some testers must lower their settings drastically or can’t even load the game. This is mostly due to the world of Windstone being enormous and completely seamless.
In an effort to drastically reduce the minimum requirements of Windstone many assets and the landscape are going through a complete overhaul. The overall poly count is being reduced by many hundreds of millions and the landscape itself is going to be slightly decreased in size. This is almost complete and the update should be live for testing in a few days.
These optimizations have been done in a way that is almost entirely visually unnoticeable. Much care has been taken to reduce the poly count of assets without changing their appearance. If all goes well, Windstone should appear almost exactly the same visually but load faster and run at a higher frame rate.
After the next update goes live, subsequent testing will determine whether development can continue as planned or require even more drastic optimizations. The development vision for Windstone is to keep the world as large as possible and seamless which pushes the limits of the UE4 engine in many ways.
Originally posted @ https://threshold-seven.itch.io/windstone/devlog/32638/massive-optimizations-in-progress
As always, you will find the latest version on itch.io, along with the list of what’s updated either on itch.io community page or on the forum.
Version 9 is released!
To download it, go to itch.io and to read update notes, please go to either the forums or read the announcement on itch.io.
Head over to Itch.io to get the latest version. Change notes can be found here or here.
If you encounter any bugs or other issues with the game, please report them in the forum either here or on itch.io.
Windstone is now in open-alpha and free to play for anyone! Join the community on the http://itch.io Windstone page and post in the community topics to help guide the development process, and most importantly have fun surviving!
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