Update log
Full Loot Shop Simulator update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello shopkeepers!
Extracted changes
- Store
- Gameplay
- Server
I hope everyone is doing well this new year! Last month I mentioned the content update in the works. The original plan was to release a series of new items by the end of the year, but I ran into a few obstacles and decided to step back.
Going into the new year, I’ve decided to shift focus to larger updates. This means, updates won't be released as often, but each release will include more content.
For those following closely, you know the Guild Hall specialization is still partially implemented. After some great feedback, I’m reworking and condensing the experience. The new design is done, but I'm still implementing the changes.
Originally, the Guild Hall was intended to have a mobile-style progression. There would be 20 levels, with more quest variety and difficulty at higher levels, with deeper mechanical mastery required to complete the more difficult quests, and scaling rewards based on the difficulty. However, considerable playtesting has shown that it would be better to streamline the experience as a whole.
So, I’m reducing the total number of guild levels and making the mechanics clearer as you advance. Guild levels will improve transparency, enabling you to see which class traits counter which obstacles and eventually you'll even get a success percentage for quests. The goal of the new design is for the Guild Hall to complement the core shop experience rather than become a parallel game that competes with it.
I'm not entirely sure when I'll be finished with the new update, but as I progress further, I'll be able to share more details down the line.
In the meantime, happy shopkeeping! And if you have any feedback to share, remember that we're available regularly on the Source Error Productions Discord server.
Source
