In this update3
Full notes
Full Emperium update
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What changed
- Gameplay
- Maps
- Events
Emperium changes
Introduction
Welcome back to the Emperium Devlog, This is February's entry and this month we're showcasing the dungeon and hunting system! Now like everything in Emperium 1.3 it's still very early and is subject to change.
Hunting System
Firstly what I wanted to do with the hunting system is iterate on the idea of World Bosses with something more interesting than a simple random spawn per reset. The basis of the Hunting system is that, in any given zone there will be at least 1 boss that can only spawn when certain conditions are met.
These conditions can be a handful of things, and discovering what those are is up to you as the player to discover. However, there will be hints available at a new NPC known as the Hunt Master. Hunt Masters are only in zones with active hunts, so at the moment old zones will not have a Hunt Master, however I am looking into expanding this system if it goes well.
When conditions are met a notification will appear letting you know that something has spawned. There will not be a marker on the map so its up to you to use the hints of the Hunt Master to find the location of the hunt monster.
Dungeon
The less significant aspect of the patch is the dungeon, and while in the previous I had detailed the raid its because this raid has been in the works since before the game even released. The dungeon however was only finalized after the previous devlog was already published.
The story details of this dungeon aren't going to be talked about. Why you're running through the sewers and where the sewers are is a mystery until you actually get to play the content. This dungeon is unique though, as there is only a single boss! This boss changes each time you fight them but it leads to a dungeon that feels unique and carry more influence on the story than others before. Another unique thing about this dungeon is that the gear is actually higher item level than base raid gear from the Clocktower. This is in an effort to standardize item level gains per patch.
The raid this patch will give item level 130 gear while the dungeon gives 115 gear, and the goal is to increase gear by 30 item levels every time a new raid tier releases. So the 1.5 tier will give item level 160 gear, and the 1.4 dungeon will give item level 125 gear.
This dungeon continues the trend of making dungeons more of an event compared to what they were pre 1.2
Conclusion
So that's all there is this month, I have my own internal deadlines that I believe I can meet, but I'm not going to share anything until it becomes clearer. Next month I'll begin talking about what to look forward to during the 1 year anniversary at the end of April, and hopefully have some news about 1.3 release!
Source
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