Wednesday, June 21, 2017

Hopefully, last v42 patch is released and it's time to declare next public release date and try to estimate next Patreon release.

v42 will be released to public on 27th, unless I find out, that next version might come up sooner.

Now, I've spent quite lot of time considering on next main plot events and finally I can say few more words on it. Originally, I considered to do sort of arcs (or rather stages, since they are pretty short) based on main towns: 1st tutorialish arc happens at Wimborn, for second Arc you are sent to Gorn. I expected Frostford to hold 3rd arc, but instead we gonna get there later. Next arc will introduce elven town which will be connected to Wimborn and nearby dungeon/ruins, so for next update we gonna get new settlement, which will have different kind of atmosphere and a new dungeon to explore. I will also be dropping some plot points for later use. If anything, my main aim will be to present something vastly different in tone from what we already got, as until now plot has been very laid back (and i'm fine with it for tutorial part at least).

It's also a reason why 3 arc will be held at elven city: due to historical events elves are fairly hostile to humans and Mage's Order specifically, however you'll have to get through it and find access to the sealed ruins and claim long-lost documents from there.

I have a reasonable idea on how the rest of plot stuff will unfold, and it will take about 1-2 additional updates after that to be done with it, so maybe I'll do it in row. In any case, next update seems to be fairly big, so it might not appear until next month. However, I'll probably hold few votes and more exposition until then and mention next release date once things will start getting together. Thank you for the attention.

Monday, June 12, 2017

0.4.4 Public release

You can grab it at itch.io. 
New stuff: redone starting sequence, new GUI and lots of fixes.

Wednesday, June 7, 2017

Brief mention on specs and job changes

So in few days I'll finish reworking jobs and adding specs. There will be 10 unique specs of various applications. Some will require complex stats, some will be fairly primitive. I want to lock some of them out later on, but that would probably require more content to lock behind.

Sunday, June 4, 2017

Next public release and some thoughts.

Next public release: 12.06.2017. Now, lets talk a bit about brought changes and some implications. Firstly, I'm planning resurrect the tutorial and make it slightly more interactive perhaps (can't say much, but old tutorial needs to be fixed anyway). Regarding art, next month we will be working on getting new characters looks plus filling up missing items (which might come with larger icon and fairly different from what we have now though). In terms of gameplay, I plan to put more work into jobs. Besides adding jobs to other towns, (not sure how all that will differ depending on starting location, but probably reputation will play a role) I wanna work on the specializations. Basically specializations should fill the role I initially planned for skills: to make characters... specialized. You will be able to pick one (or maybe few) specs for your slave, which will provide some sort of benefit to certain actions or tasks. Stuff like 'bodyguard gets + health and armor', 'survivalist receive hunting and foraging bonus'. I believe this should add quite bit of flavor, maybe tie specs to race, stats and lock behind some quests. I might make another post when I will go over it and make any decisive plans. For now, that's about it. Thank you for the attention.