In this update2
Full notes
Full Adventurers Guild Inc. update
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What changed
- Gameplay
- Balance
- Maps
Adventurers Guild Inc. changes
Hey Guildmasters!
💻 Development update:
- Evening phase (reworked "queues" and "recovery")the queue priority system felt a bit too “invisible,” so I reworked it so when you make a change it is immediately noticeable (while staying true to the world logic). I also made trauma and injury recovery more predictable so decisions can be more informed (e.g., have enough info to decide when kicking an adventurer out of a trauma bed if you need it for your favourite orc warrior...)
Faction agendas: Since this is now one of the core systems I modified the code and Ui so it is compatible with most other scenes in the game. Also since there is a lot of data I made a nice dynamic highlighting of which agendas are most relevant based on elements you are hovering (quite happy with myself on that feature to be honest!). It will definitely help decision-making (especially when weighing estimated profit from quests).
"World Scene": this one is coming along nicely. Still a lot of placeholders (the world map for instance is not quite done yet) but all the panels and mechanics are finally there and working! With this the "political" layer of the game is almost complete.
Adventurers' Strikes: I improved the strike system so it’s clearer as to when and why it might happen. It is now more linked to the strategic weekly layer making it more critical as you have more time to react but it is also more impactful when it happens. Moving it out of the day-to-day cycle also makes the pace way more fluid as it stays focused on services (quest posting + evening services). As always, thanks for following and supporting the project! (and remember to wishlist if not done already, it helps a lot!) Vincent L.
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Source
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