Full notes
Full Lumiel the Awakening update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Performance
- Balance
- Events
Lumiel the Awakening changes
I finally managed to put together a Roadmap, something I hadn’t gotten around to since the release. In general, creating the Roadmap is a bit tricky because I’m still unsure about some aspects, like how and when I’ll be able to implement certain things. Additionally, the Roadmap will be somewhat speculative.
For that reason, the Roadmap currently covers only about a year. I will only list things that I can realistically see myself implementing within that time frame. Some aspects, like improving the world map with additional features or other functions, are left out for now.
Of course, more skills are planned, but when and how I’ll implement them, or even what new ideas for skills will arise is difficult to estimate at this point. Therefore, the Roadmap mainly focuses on content in a more "physical" sense essentially, filling the world with substance.
The Roadmap may not be the prettiest, but it should make it clear what I plan to add to the game and when. Below, I will go into more detail about each point.
So don’t forget: Have FUN!
Expansion of Act 1
As already mentioned, the priority is on expanding Act 1, and I will try to add a new section every month. Since the largest city, Casandra, is located in Act 1 according to the story I have envisioned for the game, this will be a bit tricky therefore, its gates will not open until the end.
The city itself consists of three levels. Once Act 1 is mostly complete, I will first focus on the first level. At the moment, I am still experimenting with the technical implementation, especially in terms of performance. I hope that there won’t be any major issues, but it could certainly be a challenge. Once the gates to the first level are open, I will have a great opportunity to introduce the story into the game and give it an initial structure.
Act 1 is planned up to level 20. The currently accessible area extends (apart from two Points of Interest Lvl 12 and 15) up to level 10 and includes two villages. In the second village, Oak Meadow, there are currently only three merchants. Over the next week, I will add more NPCs and start implementing the first quests – step by step.
In general, I plan to create new quests weekly so that the world gradually fills up. The first quests I created last month served as a test run, and I will try to expand the system further, with different outcomes and branching paths. How far I can take this remains to be seen, as I could easily lose track of things.
New Items
Next on the list is the next tier of iron plate armor. I am still debating whether to divide it into two tiers (light and heavy plate armor) since there are still ten levels to bridge. In Act 2, the progression would then move towards steel armor.
Additionally, many Named Items are still missing, which I will gradually add. As the name suggests, these items come with their own background stories, associated characters, or puzzles. Similar to the Cassandra artifact armor pieces, but with a deeper connection to the island’s lore. Many of these items will be obtainable through quests or small riddles.
With the introduction of this new item tier, there will, of course, also be new crafting recipes. In general, I want to significantly expand the crafting system.
Dungeons and Puzzles
Most dungeons, like all side quests, are optional. Currently, there are:
5 accessible dungeons with enemies
4 smaller dungeons without enemies (mostly caves/cellars where puzzles must be solved to claim rewards)
2 dungeons with enemies that are currently inaccessible (they originate from the early development stages and need to be reworked)
In the currently explorable area, an additional six dungeons are planned, one of which is very well hidden. It serves as a passage to another locked zone. So far, this area only has a rough concept for an item but no planned content yet. Since the entrance is extremely well concealed, I will address it last. I still need to decide what exactly will be found in this zone (Spoiler: apart from a giant tree at the base of which a sword can be found...).
I will also try to hide something in every Point of Interest. In general, I would like to add many more Points of Interest, as I noticed during testing that the world feels too empty in some areas, and the walking distances are massive, something I honestly didn't expect. To address this, I will add additional small elements to make the world feel richer.
Story Notes For ages, I have planned to add story notes with small narratives and hints for puzzles – some interconnected, others standalone. Unfortunately, I never found the time to write them. It’s always the same thing: "I’ll do it tomorrow..." and that’s been going on for over a year now.
However, my goal is for every location to have a small story or a hint for a puzzle. I should really tackle this next week, it would be a shame if there was a secret door and no one knew how to open it because I forgot to leave a clue. A great example of this is the two dungeons containing Cassandra relics. (Spoiler: Who would even think that breaking specific stones would grant access to a dungeon?)
There are still many planned features, and I apologize that some things are still missing. However, most of the core systems are now functional, which allows me to fully focus on filling the world with content.
New Base Building Structures
I want to push the building system further and deliver new content as quickly as possible. The next step is stone houses. Right now, it makes no real difference whether a house is built from wood or stone, but at least this will finally give purpose to the 35,000 minable stones I placed over the past weeks.
I also had to shift away from fully player-built houses in favor of pre-designed buildings, simply because I couldn’t figure out a solution for roofs when players construct houses using individual walls, foundations, and so on. I have no idea how to make that work, except perhaps with procedurally generated roofs, but that’s beyond my expertise for now.
Later, I plan to add castles, where it will be possible to individually place each wall, floor, and ceiling.
I hope I haven't forgotten anything important... But for now, that's the plan. I will do my best to implement everything as quickly as possible, and I hope you will enjoy it. Although, I doubt that anyone has actually read this far.
It’s already almost 1 AM, so don’t forget: Have Fun! ❤️
Best regards, Mark Koch
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