January Dev Update – Evening phase, Quest Synergies, Reputation system, and more
Hey Guildmasters! January focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems.
In this update2
Full notes
Full Adventurers Guild Inc. update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions2 changes0 removals
Gameplay
UI and audio
Events
changedHey Guildmasters!January focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems. Here’s what changed:
added💻 Development updateEvening Forecast (finalized): The forecast panel is now hooked to the live sim. It updates dynamically before effects apply so you can tweak your evening setup to your heart's content before clicking that "next phase" button! I also focused on increasing the immersion for this sequence by adding several decorative details, animations and the guild floor plan as a central anchor.
added💻 Development updateEvening facility options: New priority/queue options per facility (some unlock via research) and a by-rank breakdown as well as a stock warnings in tooltips. That way it’s clear who isn’t treated/served and why.
changed💻 Development updateSynergy during quests: the Sociability stat of adventurersnow influences on-quest synergy and the groundwork is done for even more things (like faction rivalries, events, etc.) to influence it in the future. The immediate effect is that the bigger the group the more social adventurers should be to perform well on quests while a solo adv can keep being a lone wolf.
added💻 Development updateWorld Parameters : I want as many systems as possible to seem grounded in the world's logic and it has always been the case for quests and adventurers generation as well as many of the guild's policies. With reputation locked in I found that this was the last piece of the simulation still not surfaced (and a simulation is only as good as what players can see of it) so i decided on a new Ui where some of the world parameters would be displayed so you can track them (prosperity is high ? a town fair might soon pop up in town, sold many mana crystals to the industrialist watch for teh rising magic pollution parameter before it's too late!)
Adventurers Guild Inc. changes
changedJanuary focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems. Here’s what changed:
addedEvening Forecast (finalized): The forecast panel is now hooked to the live sim. It updates dynamically before effects apply so you can tweak your evening setup to your heart's content before clicking that "next phase" button! I also focused on increasing the immersion for this sequence by adding several decorative details, animations and the guild floor plan as a central anchor.
addedEvening facility options: New priority/queue options per facility (some unlock via research) and a by-rank breakdown as well as a stock warnings in tooltips. That way it’s clear who isn’t treated/served and why.
changedSynergy during quests: the Sociability stat of adventurersnow influences on-quest synergy and the groundwork is done for even more things (like faction rivalries, events, etc.) to influence it in the future. The immediate effect is that the bigger the group the more social adventurers should be to perform well on quests while a solo adv can keep being a lone wolf.
addedWorld Parameters : I want as many systems as possible to seem grounded in the world's logic and it has always been the case for quests and adventurers generation as well as many of the guild's policies. With reputation locked in I found that this was the last piece of the simulation still not surfaced (and a simulation is only as good as what players can see of it) so i decided on a new Ui where some of the world parameters would be displayed so you can track them (prosperity is high ? a town fair might soon pop up in town, sold many mana crystals to the industrialist watch for teh rising magic pollution parameter before it's too late!)
Hey Guildmasters!
January focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems. Here’s what changed:
💻 Development update
Evening Forecast (finalized): The forecast panel is now hooked to the live sim. It updates dynamically before effects apply so you can tweak your evening setup to your heart's content before clicking that "next phase" button! I also focused on increasing the immersion for this sequence by adding several decorative details, animations and the guild floor plan as a central anchor.
AddedEvening facility optionsNew priority/queue options per facility (some unlock via research) and a by-rank breakdown as well as a stock warnings in tooltips. That way it’s clear who isn’t treated/served and why.
Synergy during quests: the Sociability stat of adventurersnow influences on-quest synergy and the groundwork is done for even more things (like faction rivalries, events, etc.) to influence it in the future. The immediate effect is that the bigger the group the more social adventurers should be to perform well on quests while a solo adv can keep being a lone wolf.
Reputation/Factions: They have been in the game since the very early prototypes but it was time to work on them some more and decide how exactly and when their details would be displayed to the player and what decisions/actions would influence reputation (by how much).Aiming to implement this next month.
AddedWorld ParametersI want as many systems as possible to seem grounded in the world's logic and it has always been the case for quests and adventurers generation as well as many of the guild's policies. With reputation locked in I found that this was the last piece of the simulation still not surfaced (and a simulation is only as good as what players can see of it) so i decided on a new Ui where some of the world parameters would be displayed so you can track them (prosperity is high ? a town fair might soon pop up in town, sold many mana crystals to the industrialist watch for teh rising magic pollution parameter before it's too late!)
Work also continues on the visuals and soundtracks of the game and I will try to grab some screenshots and GIFs for next months update
Thanks for following and supporting the project! Vincent L.