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Steam News13 May 201610y ago

Current Task

I have received feedback on the inventory, crafting and building systems. I already had an idea they would need some reworking so I already began work on that.

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Full Devoured Time update

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  • Balance
changedI have received feedback on the inventory, crafting and building systems. I already had an idea they would need some reworking so I already began work on that. The current system is a bit too complex for this game mode, meant for more of a survival mode, which will hit the game later. Also the combat gets boring having to wait for health regen or potion/spell timer to regain. So below is what’s coming in the next patch. • Resource harvest will now continue without need to click again and harvest much faster. • Crafting recipes have been reduced o No need to craft an iron bar, iron sword, leather armor etc o Instead for units you craft a kit which uses basic resources and does it all • Buildings will cost less to build while upgrades will cost more • No more crafting potions, instead enemies are going to drop health orbs (similar to diablo 3) o Survival crafting will be removed in this mode, focus should be on quest, lore, weapons, building and deployment • No more will you need to go home to equip weapons, instead it will be the only thing you see in your inventory (weapons), which you will be able to equip outside of combat. o So find a new sword, check its stats and use right then if you like. • There will now be two resource types for town management o Type 1 = Structural (wood, stone, copper,iron, gold) o Type 2 = Food (Apples, bacon, eggs, ham, etc)  Type 2 is required for some town upgrades and missions That’s it for those system overhauls. Enemy levels will also be scaling with player with a new formula. Most of the above has been completed, the goal is to have it done and in testing by Monday and live the following Monday. Thanks for supporting Devoured Time.

I have received feedback on the inventory, crafting and building systems. I already had an idea they would need some reworking so I already began work on that. The current system is a bit too complex for this game mode, meant for more of a survival mode, which will hit the game later. Also the combat gets boring having to wait for health regen or potion/spell timer to regain. So below is what’s coming in the next patch. • Resource harvest will now continue without need to click again and harvest much faster. • Crafting recipes have been reduced o No need to craft an iron bar, iron sword, leather armor etc o Instead for units you craft a kit which uses basic resources and does it all • Buildings will cost less to build while upgrades will cost more • No more crafting potions, instead enemies are going to drop health orbs (similar to diablo 3) o Survival crafting will be removed in this mode, focus should be on quest, lore, weapons, building and deployment • No more will you need to go home to equip weapons, instead it will be the only thing you see in your inventory (weapons), which you will be able to equip outside of combat. o So find a new sword, check its stats and use right then if you like. • There will now be two resource types for town management o Type 1 = Structural (wood, stone, copper,iron, gold) o Type 2 = Food (Apples, bacon, eggs, ham, etc)  Type 2 is required for some town upgrades and missions That’s it for those system overhauls. Enemy levels will also be scaling with player with a new formula. Most of the above has been completed, the goal is to have it done and in testing by Monday and live the following Monday. Thanks for supporting Devoured Time.

Source

Steam News / 13 May 2016

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