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Hello everyone! I'm sorry for not giving much of the details in the previous month as we are still in the process of reworking of GUI, but it's getting closer to finish and probably will be released in this month. So, to make your waiting time more tolerable, I'll go through some of the upcoming changes and a bit of my thoughts about some suggested features. 

Firstly, resource gathering is being mostly removed from capital, except for fishing and some farming unlockable with upgrades. The goal is to incentivize players to explore the world, instead of putting everything in one place. The resources will be gathered at dungeons and settlements. There's many small changes which will be going with it, like the ability to equip items from other locations and different quest completion behavior. 

Firstly, dungeons will no longer be roamable, but after completing a dungeon you'll reveal gatherable resources. These resources will be limited, but will have higher gathering speed. Naturally, different dungeon types will feature different resource types, but if you don't want to gather them you will be able to simply forget location.

Settlements are getting a heavier rework and partly being prepared for the late game when you'll be able to conquer them. Firstly, options for checking events once a day will be removed, instead every settlement will have a certain types of resources each allowing a specific number of workers gathering there. Those resources are not going to be limited in any way besides the number of said workers, and will likely eventually be upgradeable, so the new way to get them. I also plan to add some twists to this, for example an elf controlled settlement won't let you gather wood by default. 

To balance that I had to limit the amount of 'randomness' when generating settlements, so the good chance that after all settlements will be a lot more hardcoded and distinct to each other. Also, to compensate I plan to include a few more non-gathering tasks and maybe give them more preferences. 

One of the things which was suggested previously was addition of other masters and their households, but after a long consideration I had to refuse this idea. Such addition on a mechanics level would change the overall game theme too greatly while allowing to break balance very easily and hard to fit in the current gameplay loop. 

So instead of that I decided to focus on the dating system, which I deem more desirable to chat menu. I won't lie as I'm not exactly sure how it will fit with the general gameplay loop and how similar it should be to the first game's system, but I will likely think of something by the time there will be a next post (or a release). 

On a small side note, we are getting new sound effects to fit the new gui rework worked on. I hope we will be able to push out the new release in this month, but it's unlikely I'll finish the dating system by then. 

That's about all I wanted to tell you this time. Thank you for your support and let me know what you think in the comments or at our discord. 

Comments

Nathan Phoenix

Will something replace village events? Early game the random village events are the most reliable way to get free servants (next to saving them from bandit hideouts) and the only way to get exotic servants.

maverik

I'm considering it. Perhaps recruitment will be done through tasks.