[h3][i]“Will there be fishing?” “Pleeeease let there be fishing!!” “There's a river in the poster! There's gotta be fishing. Plus, I just really want there to be.” “Fishing elevates every game, and that's just a fact.”[/i][/h3] On the 12th of June 2021, we announced Core Keeper to the world. Approximately five seconds later, you asked us if there’d be fishing. We heard your requests in the Discord server and started looking into the mechanics, but we had to keep things quiet until we knew we’d 100% be able to incorporate it into the game. Well, we’re pleased to report that the wait is finally over. We can confirm CORE KEEPER WILL HAVE FISHING! Read on to find out more about this exciting new mechanic and some other features as part of our most recent changelog! [h2]More about Fishing[/h2] You know the old saying: [i]“Give an Explorer a fish, and you’ll feed them for a day; implement a fishing mechanic, and you’ll feed them for a lifetime.”[/i] We wanted to keep the fishing mechanic nice and simple in Core Keeper, so all you’ll need to do is equip a fishing rod, find a body of water, cast your lure, and wait. You’ll notice ripples in the water at first, followed by a splash if you’ve managed to hook a fish. When you see the splash, that means it’s time to reel that bad boy in! [img]https://i.imgur.com/8kAKpAV.png[/img] We don’t want to give too much away right now, but you can expect plenty of variables when it comes to fishing. From the type of rod that you fish with all the way down to what you manage to pull out of the water. Different biomes might just house different creatures, and you may occasionally fish up something unexpected. [h2]Introducing the Carrock and Puffungi[/h2] You’ve seen the Glow Tulip, you’ve sampled the Heart Berry, you’ve even gotten a taste of the Bomb Pepper…but we wanted to bring you MORE! More crops mean more recipes, and more recipes mean more buffs. Say hello to the Carrock and Puffungi, two unique little plants that can only be found in the Stone and Mould Biomes, respectively. [b]Carrock:[/b] This hardy root vegetable is found in the Stone Biome and can only be planted in stone ground. It can be cooked with other food sources to create various types of stone dip snacks. When eaten, it recovers health and gives an armour buff for a limited amount of time. [img]https://i.imgur.com/SxseODe.png[/img] [b]Puffungi:[/b] Found in the Mould Dungeon, Puffungi can only be planted in mould ground. This mysterious mushroom can be cooked with other food sources to create various types of mould cheese (yum!). When eaten, it recovers health and gives a buff that reduces damage from bosses for a limited amount of time. [h2]Look out for the Caveling Brute![/h2] He’s big, he’s mean, he’s a little slow, but we won’t hold that against him. It’s time for you to get to know the Caveling Brute. This oversized Caveling hangs out in the Stone Biome and packs one mighty punch. It’s a bad idea to take on the Caveling Brute when there are other Cavelings around, so we recommend luring smaller enemies away and taking them on first before you try and tackle the big guy. His giant wooden club is a force to be reckoned with, and a single hit can do a lot of damage to a defenceless Explorer. It’s worth the fight if you’re short on materials, however, as the Brute drops wood – a valuable resource if your sword or pickaxe suddenly breaks while you’re exploring the Stone Biome. [h2]Full Changelog[/h2] We’ve implemented plenty of other new features and changes that we’d like to share with you. Check out the full changelog below: [list] [*] Two new plants: Carrock & Puffungi [*] Two new cookable food types [*] New enemy: Caveling Brute [*] Starving now gives multiple debuffs [*] Being well-fed now gives multiple buffs [*] Pheromone system – enemies can follow invisible trails of scent that you leave behind [*] Bosses can now be re-summoned after being defeated [*] Heart Berries & Bomb Peppers are now more common [*] Increased chance for crosses on the ground to spawn valuables [*] Walls can no longer spawn valuables [*] Improved the generation for decorations in wooden rooms [*] The eyes of the player character can blink and change direction [*] Improved visuals for when an item breaks [*] Improved lighting for when bombs explode [*] Randomised the starting frame for torches to prevent animation sync [*] Lowered volume for the larva’s sound effects [*] Added rooms with enemy slimes around the area where Glurch the Abominous Mass spawns [*] Increased the size of the dirt biome [/list] We hope you’ve enjoyed this developer update. Did you know that we announced some of these features early in the official Core Keeper Discord? If you want a first-look at some of our features, make sure you [url=https://discord.com/invite/corekeeper]join the server today[/url]!