Full notes
Full Guildmaster’s Quest update
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Repeated intro
Hello everyone! Happy to release the next dev build recording for Guildmaster's Quest.
What changed
- Gameplay
- Maps
- UI and audio
Guildmaster’s Quest changes
So over the past 2 months or so, what did I add?
Campaign Startup: Campaign is now loading up, with 200+ locations, 50+ Dungeons, 150+ unique visitable locations for parties, populations and region history in place. A lot of work gone into this. Right now 1 of 5 startup locations is demonstrated in the video. -
5 New World Map Locations — Fairy Fort, Ancient Vault, Ant Hill, Goblin Borough, Wizard Tower and more. Notably: the Fairy Fort lets you resurrect fallen adventurers and the Wizard Tower lets you send Adventurers to training in a magical environment.
Guild Management — Six working tabs in the guild home: Alchemist, Blacksmith, Kitchen, Library, Training Ground, and Warehouse. Full UI with confirmation flows.
Class & Promotion System — Tiered adventurer classes (over 50) with a full promotion UI, advancement requirements, and conflict detection (celestial vs undead warnings).
Dungeon Expeditions — Send parties into dungeons from the campaign map with floor progress tracking, summaries, and full results screens.
Guild Identity — Pick a receptionist for your guild and design your coat of arms.
Minimap — Live minimap in the HUD with locked camera scrolling.
Adventurer Population System — Adventurers are now world-distributed by kingdom type, filtered by your guild branch on the recruit screen.
Next cycle: dungeon interaction, UI cleanup, and guild management enhancements.
Right now the UI is a bit all over the place in the campaign but hopefully come the next build it should all be a lot smoother and clearer.
Source
Changelog.gg summarizes and formats this update. How we read updates.
