HomeGamesUpdatesPricingMethodology
Steam News20 May 20242y ago

Follower Crafting System Update

Contents Followers to Forge: Crafting System Updates [expand type="details"] Background Forward and Back Again What is Crafting? Building The Forge How does it fit? What did we do? Refine Why sacrifice?

In this update6

Full notes

Full Puzzle Quest 3 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions1 change0 removals
  • Gameplay
  • UI and audio
addedAppendixAs our veterans would remember, we introduced the Follower Crafting system way back in October 2022 in Update 1.4. The game has obviously gone through some pretty major changes since then, and with the introduction of the Gear rework, the Follower Crafting system was no longer fit for purpose as it was.
addedForward and Back AgainIn designing this new system, in addition to having it work nicely with the Gear system, we needed to make sure it was future-proofed against other planned changes in upcoming updates, even if they aren’t around the corner. As such, the changes we’ve made to the crafters have the infrastructure built-in to support new systems and updates planned in the road ahead.
addedWhat is CraftingTo be able to effectively adapt to the new Gear system, we basically needed to pull all of our crafting mechanics apart and start rebuilding it from the ground up. However, even with a complete rebuild, it was important to us that we made sure anything that could be done in the current system could still be done in the Forge System.
changedWhat is CraftingSo, we pulled it apart and there were three very clear areas of functionality: • Making stuff • Rerolling stuff • Making deliberate, non-random improvements to stuff
addedWhat is CraftingThe UI and UX of the current system were a little clunky. We had to put in new options for each type of Craft that needed to be done, and we had to tie those to a Level, and we couldn’t change their position in that list.
addedWhat is CraftingThe unlocking of various components of the system was also uneven and had gotten “uneven-er” as we added functionality. Here is how the Follower ability unlocks currently look:

Puzzle Quest 3 changes

addedAs our veterans would remember, we introduced the Follower Crafting system way back in October 2022 in Update 1.4. The game has obviously gone through some pretty major changes since then, and with the introduction of the Gear rework, the Follower Crafting system was no longer fit for purpose as it was.
addedIn designing this new system, in addition to having it work nicely with the Gear system, we needed to make sure it was future-proofed against other planned changes in upcoming updates, even if they aren’t around the corner. As such, the changes we’ve made to the crafters have the infrastructure built-in to support new systems and updates planned in the road ahead.
addedTo be able to effectively adapt to the new Gear system, we basically needed to pull all of our crafting mechanics apart and start rebuilding it from the ground up. However, even with a complete rebuild, it was important to us that we made sure anything that could be done in the current system could still be done in the Forge System.
changedSo, we pulled it apart and there were three very clear areas of functionality: • Making stuff • Rerolling stuff • Making deliberate, non-random improvements to stuff
addedThe UI and UX of the current system were a little clunky. We had to put in new options for each type of Craft that needed to be done, and we had to tie those to a Level, and we couldn’t change their position in that list.

Contents

Followers to Forge: Crafting System Updates

[expand type="details"]

  • Background

    • Forward and Back Again

    • What is Crafting?

    Building The Forge

    • How does it fit?

    • What did we do?

    • Refine

  • Why sacrifice?

  • Why are there different rarity restrictions on different Refinements?

  • A Moment for Ascension

[/expand]

Introducing: The Forge System

[expand type="details"]

  • Craft

  • Reforge

  • Refine

    • Refine Rarity

    • Refine Element

    • Refine Attribute

  • Refine Quality

[/expand]

Appendix

[expand type="details"]

  • Crafting Costs

  • Reforge Costs

  • Refine Costs

[/expand]

As our veterans would remember, we introduced the Follower Crafting system way back in October 2022 in Update 1.4. The game has obviously gone through some pretty major changes since then, and with the introduction of the Gear rework, the Follower Crafting system was no longer fit for purpose as it was.

The changes needed for our Crafters was, in fact, so large, that they needed more time than we had available in the 3.1 update, and then a little bit more time again.

These changes will be released with 3.1.5 (target release of early June).

What about the 3.1 Patch Notes? Don’t worry! You’ll be getting those very soon. We just wanted to get these out to you ASAP since it’s a big change. Just be aware that the screens are still WIP. They may change prior to release.

Now, the following is some additional context on the design of the system. If you’d like to skip ahead to the changes, you can jump to “Introducing: The Forge System.”

Forward and Back Again

In designing this new system, in addition to having it work nicely with the Gear system, we needed to make sure it was future-proofed against other planned changes in upcoming updates, even if they aren’t around the corner. As such, the changes we’ve made to the crafters have the infrastructure built-in to support new systems and updates planned in the road ahead.

This is why we’ll be referring to the Gear Crafting System as the “Forge System”.

What is Crafting

To be able to effectively adapt to the new Gear system, we basically needed to pull all of our crafting mechanics apart and start rebuilding it from the ground up. However, even with a complete rebuild, it was important to us that we made sure anything that could be done in the current system could still be done in the Forge System.

So, we pulled it apart and there were three very clear areas of functionality: • Making stuff • Rerolling stuff • Making deliberate, non-random improvements to stuff

The emphasis on (and within) these areas also shifts as players move from early, to mid-game, to late-game.

The UI and UX of the current system were a little clunky. We had to put in new options for each type of Craft that needed to be done, and we had to tie those to a Level, and we couldn’t change their position in that list.

The unlocking of various components of the system was also uneven and had gotten “uneven-er” as we added functionality. Here is how the Follower ability unlocks currently look:

There were also some odd points of friction such as having limited control over the Rarity of a crafted item that we wanted to smooth out.

How does it fit?

The philosophy we approached the system design with was that naturally over the course of play, the expected amount of control increases, so the ‘why’ of collecting Gear changes over time. Early in the

Source

Steam News / 20 May 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.