Things are really tensing up as we get closer to our release, we still have around 1200 hours more of content to make to hit out planned 1500+ hours of content upon release (technically at 500 hours of content created if we turn on the wild world and free-build mechanic).
This month we've been working really hard on completely overhauling farming, pickpocketing and more technical parameters to support more complex quests especially our thieving guild quests.
As of this post, we're 90% done with the farming update but we're waiting on some final textures, skins and balance decisions to wrap up before we will be deploying the farming update to live servers.
The main changes we have made to farming is to make farming more rewarding and accessible.
- You no longer have to rent a farming house to farm, there are not public farms (you can only see and interact with your own crops)
- New vegetables and crops
- Custom textures for vegetables
- Revamped compost...
First of all Whitelist off period will be extended till next Monday due to the whitelist giveaway event. To enter simply solve Treasure Clues ingame (they drop randomly from humanoid mobs) if you are stuck on the clue have a go asking on forums/Discord!
Farming Revamp Plan
We've increased the scope of the farming revamp plan so it is taking about 2-3x longer than we originally planned for. The revamp will focus on two goals:
- Making Farming more Accessible
- Making Farming more Rewarding
We are in the midst of implementing complex backend tech that will allow player specific blocks, this means that we can have public farmland in addition to private, where on public farmland you will only see and be able to interact with your own crops.
We will be increasing the role of food that uses farmed goods such as vegetables and making farming the only reliable way to get late game herbs. We are also implementing spice farming which should unlock many useful recipes...
Another month of development has gone by and we've made many many new balance changes and optimizations to gameplay that makes the game more enjoyable. Most notably a complete overhaul of Smelting, Armoursmithing, Weaponsmithing, Pelts, and Tailoring.
Smelting, Armoursmithing and Weaponsmithing should feel a lot more rewarding grinding on mid-level (Cast Iron) recipes now and should be the bread and butter way to train the skills more efficiently in terms of cost, whereas the higher recipes are more efficient only in experience / hr and should only really be chosen as a training option for extremely rich players.
We did a stock-take of the resources some items were consuming to make and simplified a few recipes down to make them more logical. With this update of course, it means that all prices of existing items need to be rebalanced, we have finished the calculation part and will be implementing the new values into the game shortly.
This has been a very hectic week stamping out bugs but we wanted to make sure bugs were properly stamped out before we go ahead and make new content which has caused some delay with new content such as Thieving Guild, new quests and clue scrolls.
The following are what we have been working on over the last week (outside of the many many bugs we fixed an optimizations we made):
- Constructed a Bandit Encampment which will be the future sight of a new quest, ability to join bandits and join in on the banditry (at the expense of positive reputation), and our first agility course (soon to be implemented).
- We implemented a new short quest that rewards you with a bank vault upgrade once completed due to players running into bank space issues.
- A complete refactor of Smithing
- Simplified and streamlined the tutorial
Hope everyone enjoyed Hegemony this weekend! Thanks to everyone's support we were able to push out many new functions.
The Thieving Guild shop is underway, and instead of Guldens it uses Items which you can gain on Thieving tasks as currency. The Thieving set is our first bonus adding set, each piece adds a 1% success chance to pickpocketing!
We've taken the opportunity to build a couple more farmhouses too! These cosy dwellings are situated along the Inns River, near the Clay and Sand settlement.
We've also completely balanced the prices, merchanting price of all pelt based items and will be moving onto Leather working very soon, expect 3 new armour types that give bonuses to ranged accuracy. The quartermaster also has now stopped buying Bronze items to better fit our profit curve of Artisan skills losing money, he now also buys Lynx Pelt items!