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Full notes
Full Knock on the Coffin Lid update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
Knock on the Coffin Lid changes
Knock, knock, travelers!
Today, for a change, we’ll have an absolutely ordinary journal entry. Let’s start with feedback.
Feedback
Apparently you want to learn more about what we’re up to right now. I’ll tell you everything I can, which is not much, for reasons you’ll see below. But all in due course.
First, let’s see what we’ve got on Bjorn’s re-balance—things that are finished and not yet finished.
What’s finished:
New core gameplay
Class perks re-worked according to the new core gameplay
What needs to be finished:
Starting cards
Starting items
Class items
Class cards
Common items for Bjorn
Common cards for Bjorn
Common consumables for Bjorn
The Lunar Druid set
Re-working/elimination of controversial mechanics (scarring, ferocious cards, etc.)
I’ve been flat-out refused any timeline, as there are higher-priority tasks. Long story short: it will be done when it’s done.
As for the “higher-priority tasks”, I’d REALLY love to tell you at least a few things, but I’ve been told not to, and that’s probably the right call. We’ll make the right announcement at the right moment, and that moment hasn’t arrived yet.
As for the new game’s script, I don’t want to say anything more myself—no way! I’m trying to fill it with as many surprises and plot twists as possible.
But I can tell you more about the firebrothers. In the last diary I already explained what usually goes on inside a monastery. Today I’m going to focus on what happens outside.
Outside the Monastery
Monasteries are usually built near settlements, but even if one is constructed in a remote area, laypeople start settling nearby for one simple reason—safety. The Brothers of Fire won’t let their neighbours come to any harm. You’ve got to admit that that reality is nice—although the firebrothers can’t be called perfect neighbours. They do have their shortcomings.
Let’s imagine that you’ve moved in near a monastery. What should you expect?
A tithe. Brothers of Fire aren’t used to a life of luxury, so they won’t rip you off, but if they need something, you better hand it over.
You’re being watched, very closely. You’ll have to lead a pious life, lest you end up in a bonfire yourself. However, this won’t be a problem if you already behave properly and aren’t planning to change your ways after moving in.
Preachers. Fire zealots are wandering around the area, spreading the Brotherhood’s ideals among their neighbors. Even if it’s not to your liking, you can’t kick them out for obvious reasons. So don’t be surprised when your adolescent son decides to become a novice.
(Just so you understand: fire zealots are not considered firebrothers, but they preach the ideals of the brotherhood because they’re on the same side.)
Sometimes a monastery is built near some object that needs to be watched over. This can be some artefact or a place, something unknown and potentially dangerous. Ideally it’s best to burn the object just in case, but if it doesn’t burn, then it must be kept under guard.
Since we’re looking at an example of an average monastery, let’s say it guards a portal. No one knows how to destroy the portal, no one knows how to open it, no one knows where it leads. The fire brothers will make sure that nobody gets close to this portal or learns of its existence.
It would seem that everything’s under control, so what could go wrong?
Source
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