As a dedicated gamer and writer, I’ve seen countless updates come and go in the gaming world, but Core Keeper’s new 1.0.1 update truly piques my interest. It feels like a breath of fresh air, packed with intriguing additions and quality-of-life improvements that enhance the overall experience. Let’s dive deep into the nitty-gritty of this latest patch!
Gameplay
- Added 3 new minion tomes.
- It’s now possible to resize the affected area of shovels, water cans, hoes, and of the Roofing Gadget.
- Crafting stations can now pick up materials from chests within a 10-tile radius (chests no longer need to be directly next to the crafting station).
- Mural doors (Melody, Worship, and Mold Doors) can now be destroyed.
- Signs can now display text visually within the world, and players can toggle between visibility modes.
- New Aquarium and Terrarium objects added for base decoration.
- New loot chest for Malugaz added.
- New Coral and Galaxite Doors added.
- Workbenches are now salvageable.
- There are now dungeons leading up to the fight against Azeos the Sky Titan, Omoroth the Sea Titan and Ra-Akar the Sand Titan.
- Shift clicking items within the player inventory now moves them to the first available hotbar slot.
- It’s now possible to equip gear and items directly from the hotbar.
- Poison/Slippery Slime enemies now have neutral behavior and are no longer initially hostile.
- The Proficient Jewelry Workbench now has the option to select the Jewelry Workbench in its UI to allow for crafting earlier tiered items.
- The Distillery Table now has the option to select the Alchemist’s Table in its UI to allow for crafting earlier tiered items.
- Added boss damage bonus to character stat window.
Other
- Wood Bridges are now hand-crafted items instead of being crafted in the Basic Workbench.
- A message is now displayed to communicate when enemy difficulty is scaled after a new player joins the session.
- The bottom wood root that gets attached to the Core when grown was moved one tile. It is now possible to plant it once again after it is broken.
- The cursor now stays centred at the same world position when zooming in or out on the in-game map.
- A simplified aim cursor now replaces the arrow when aiming with ranged weapons.
- Added square and cross-shaped patterns for naturally-spawning explosive walls.
- Minimap now shows nearby markers.
- Creative UI is now enabled by default in Creative mode.
- Added visual and sound effects when using permanent maximum health items for the first time to provide clear feedback when they are used.
- Increased randomness of unique dungeon placement for different world seeds. For example, the Glurch arena should no longer always appear south-west of The Core.
- The map biome title now updates quicker when moving between biomes that have already been encountered.
- Fixed a few text and translation issues.
Graphics
- Wood Doors, Wood Fences, Wood Fence Gates and Robot Arms are now paintable.
- It is now possible to rotate Mannequins.
- Added visual cue for when minions are about to despawn.
- Updated minion count icon.
- Buckets now glow when carrying lava, sea water, or crystal water.
- Updated Azeos the Sky Titan’s visuals.
Game Balance
- Rune Song sword rework:
- Buffed: heal on hit from 3 to 10;
- Added: 5% chance to gain a short 50% attack speed bonus;
- A secondary use attack that creates a trail that does damage, with 25% chance to stun;
- Removed: hp increase and chance to oneshot weak enemies.
- Fishing bait recipes have been updated to include critters.
- Adjusted spawn rate of Caveling Toilets in the Forgotten Ruins.
- Slightly adjusted damage caused by Orbital Turrets in the Shimmering Frontier.
- Slightly tweaked the amount of roots that naturally spawn in the world.
- Slightly tweaked the amount of Sledge Hammers that would spawn in the Metropolis area.
- Adjusted the prices of scanners and summoning items.
- Worm enemies now leave walls a bit slower.
Performance
- Improved performance when initializing random number generators.
- Improved performance on boss systems.
- Reduced the number of empty entity archetypes that are created when the game loads. This improves performance when processing entities during runtime.
Bug Fixes
- Fixed issue where the “Large Harvest” was not being applied properly.
- Fixed gray lines weirdly placed on top of Easter Egg Lamps.
- Fixed issue where some workbenches were showing the wrong rotation sprites.
- Fixed issue where some painted Wood Stools sprites were slightly misaligned.
- Fixed issue where the aggro range from Slime Bosses was a bit too small.
- The hint text when writing on signs is now correctly disabled when the sign contains any text.
- Fixed issue where minions would disappear before playing despawn animations.
- Directly interacting with placed levers or circuits should now properly update the state of these items on the server.
- Fixed & mitigated issues with colliders not getting enabled correctly around enemies after nearby spawns.
- Fixed several cases where dungeons would spawn too close together and partially overwrite each other.
- Fixed pedestals in a Temple scene in the Wilderness so that they’re generated with the correct amount of items.
- The Crystal biome is now affected by the Ore Density world setting.
- Fixed pushback on parry not working.
- Chests that can float on water (Floating Titan’s Chest, Crydra Chest and Atlantean Worm Chest) are no longer misplaced for one frame when placed.
- Boss summoning items are no longer lost if they are broken the moment before the boss spawns.
- Minions should no longer be despawned as a result of other players spawning new minions.
The original post detailing all these changes can be found here. If you haven’t logged into Core Keeper recently, now is the perfect time to explore these exciting new features. I can’t wait to jump back in myself!