April News – More player agency, better NPC behavior and a Roadmap update
Hey Guildmasters! 💻 Development update "The middle man of quests" (contracts): This month I mainly focused on making sure you are the one turning faction's needs into quests.
In this update3
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 fixes2 additions2 changes0 removals
UI and audio
Gameplay
Balance
changed💻 Development update"The middle man of quests" (contracts): This month I mainly focused on making sure you are the one turning faction's needs into quests. One part of that is the contract system (with factions) . So I worked on its first UI implementation and a dedicated UI element inside the QuestBoard. It will provide goals, influence game pacing, create and reinforce a narrative around faction identities among other things.
added💻 Development updateAdventurer “errors”: adventurers can now miscalculate quantities based on their current “intelligence” (name TBD). Some overbuy, some don’t buy enough and this can cascade into breaks or injuries. But you will be able to fix it though research and facilities (this part is not yet implemented in the current build)
changed💻 Development updateFluctuating travel times: implemented travel time fluctuations (e.g., a dragon getting closer to town) and updated adventurers’ quest evaluation so they properly factor it into duration and decision-making. I also increased how much travel/action time can vary so it’s more noticeable.
added💻 Development updateQuest editing improvements: Money flow is both something that will happen naturally and that you will have to be careful about as well as a success indicator (one of many depending on your definition of success ^^ ). I thus added logic and display for estimated quest profit, and brought back the pay slider. The choice between providing work, optimising completion odds, or aiming for bigger margins is now up to you.
Adventurers Guild Inc. changes
changed"The middle man of quests" (contracts): This month I mainly focused on making sure you are the one turning faction's needs into quests. One part of that is the contract system (with factions) . So I worked on its first UI implementation and a dedicated UI element inside the QuestBoard. It will provide goals, influence game pacing, create and reinforce a narrative around faction identities among other things.
addedAdventurer “errors”: adventurers can now miscalculate quantities based on their current “intelligence” (name TBD). Some overbuy, some don’t buy enough and this can cascade into breaks or injuries. But you will be able to fix it though research and facilities (this part is not yet implemented in the current build)
changedFluctuating travel times: implemented travel time fluctuations (e.g., a dragon getting closer to town) and updated adventurers’ quest evaluation so they properly factor it into duration and decision-making. I also increased how much travel/action time can vary so it’s more noticeable.
addedQuest editing improvements: Money flow is both something that will happen naturally and that you will have to be careful about as well as a success indicator (one of many depending on your definition of success ^^ ). I thus added logic and display for estimated quest profit, and brought back the pay slider. The choice between providing work, optimising completion odds, or aiming for bigger margins is now up to you.
Hey Guildmasters!
💻 Development update
"The middle man of quests" (contracts): This month I mainly focused on making sure you are the one turning faction's needs into quests. One part of that is the contract system (with factions). So I worked on its first UI implementation and a dedicated UI element inside the QuestBoard. It will provide goals, influence game pacing, create and reinforce a narrative around faction identities among other things.
Adventurer “errors”: adventurers can now miscalculate quantities based on their current “intelligence” (name TBD). Some overbuy, some don’t buy enough and this can cascade into breaks or injuries. But you will be able to fix it though research and facilities (this part is not yet implemented in the current build)
AdjustedFluctuating travel timesimplemented travel time fluctuations (e.g., a dragon getting closer to town) and updated adventurers’ quest evaluation so they properly factor it into duration and decision-making. I also increased how much travel/action time can vary so it’s more noticeable.
AddedQuest editing improvementsMoney flow is both something that will happen naturally and that you will have to be careful about as well as a success indicator (one of many depending on your definition of success ^^ ). I thus added logic and display for estimated quest profit, and brought back the pay slider. The choice between providing work, optimising completion odds, or aiming for bigger margins is now up to you.
🗓️ Roadmap update:
A quick update on the roadmap provided back in January.
I've decided to not participate in the June Steam Next Fest as the game still needs a bit more time before being made publicly available. I'm now aiming for the October 2026 edition instead (will announce it properly when my participation is confirmed). As for the release target, I've shifted it to Q1 2027 to better reflect what I think is a realistic release schedule based on the current state of the game.
As always, thank you for following and supporting the project! and if you have any question you can always contact me on Discord or ask it via Steam community. Vincent L.