Repeated intro
What changed
1 fix1 addition2 changes0 removals
- Fixes
- Gameplay
- Balance
- Store
fixedIn DevDiary #19 in June we talked about the new rogue profession "Smuggler", the new 3 characters player party and that we plan to have all texts translated into French, Italian, Spanish, Polish, Russian, Korean, Chinese and Japanese. In this DevDiary you will learn about some of our plans for the coming patch EA 0.9.15 and we answer some of the questions you addressed in Discord and in the forums.
addedLuck and bad luck! For those of you who haven't noticed: yes, you can find it in The Guild 3. For example, put on a lucky stone or a hare's paw and you'll be a little lucky. Luck has rarely been taken into account so far, mainly in dice games in the inn and a few other actions. Incidentally, your bad luck got bigger when you lost at the dice game. With EA 0.9.15 luck (and bad luck) will be taken into account on more occasions, for example when you are starting a romance or when traveling long-distance. And there will also be a new action with which you will be able to get a little more luck (or bad luck) for a short time.
changedAnother innovation will be the “rostrum”. As soon as you have achieved a high title and have the necessary amount of coins, you will be able to erect a rostrum in the city and boast about your achievements, juggle, play music and win believers, of course with greater chances of success than if you simply do this on the street. In addition, we have given the “banquet”, which you can produce in your mansion, a further possibility of usage: From now on, you can not only give a family feast in your mansion, but also a small city festival from your rostrum.
changedQ: Is it intentional having the ability to marry NPCs who carry a lot of items in inventory, and be able to sell said valuables after marriage? A: This is something we have been discussing internally a lot for a while. The reason why NPCs carry items is that robbers and thieves can... ehm... earn money with their... ehm... job. So NPCs have to carry items they purchase in front stores or at the market. And some players are waiting to marry until the future spouse has some dowry. In the future NPCs will alter their inventory more often. Please tell us what you think of that in the comments.
The Guild 3 changes
fixedIn DevDiary #19 in June we talked about the new rogue profession "Smuggler", the new 3 characters player party and that we plan to have all texts translated into French, Italian, Spanish, Polish, Russian, Korean, Chinese and Japanese. In this DevDiary you will learn about some of our plans for the coming patch EA 0.9.15 and we answer some of the questions you addressed in Discord and in the forums.
addedLuck and bad luck! For those of you who haven't noticed: yes, you can find it in The Guild 3. For example, put on a lucky stone or a hare's paw and you'll be a little lucky. Luck has rarely been taken into account so far, mainly in dice games in the inn and a few other actions. Incidentally, your bad luck got bigger when you lost at the dice game. With EA 0.9.15 luck (and bad luck) will be taken into account on more occasions, for example when you are starting a romance or when traveling long-distance. And there will also be a new action with which you will be able to get a little more luck (or bad luck) for a short time.
changedAnother innovation will be the “rostrum”. As soon as you have achieved a high title and have the necessary amount of coins, you will be able to erect a rostrum in the city and boast about your achievements, juggle, play music and win believers, of course with greater chances of success than if you simply do this on the street. In addition, we have given the “banquet”, which you can produce in your mansion, a further possibility of usage: From now on, you can not only give a family feast in your mansion, but also a small city festival from your rostrum.
changedQ: Is it intentional having the ability to marry NPCs who carry a lot of items in inventory, and be able to sell said valuables after marriage? A: This is something we have been discussing internally a lot for a while. The reason why NPCs carry items is that robbers and thieves can... ehm... earn money with their... ehm... job. So NPCs have to carry items they purchase in front stores or at the market. And some players are waiting to marry until the future spouse has some dowry. In the future NPCs will alter their inventory more often. Please tell us what you think of that in the comments.
In DevDiary #19 in June we talked about the new rogue profession "Smuggler", the new 3 characters player party and that we plan to have all texts translated into French, Italian, Spanish, Polish, Russian, Korean, Chinese and Japanese. In this DevDiary you will learn about some of our plans for the coming patch EA 0.9.15 and we answer some of the questions you addressed in Discord and in the forums.
Luck and bad luck! For those of you who haven't noticed: yes, you can find it in The Guild 3. For example, put on a lucky stone or a hare's paw and you'll be a little lucky. Luck has rarely been taken into account so far, mainly in dice games in the inn and a few other actions. Incidentally, your bad luck got bigger when you lost at the dice game. With EA 0.9.15 luck (and bad luck) will be taken into account on more occasions, for example when you are starting a romance or when traveling long-distance. And there will also be a new action with which you will be able to get a little more luck (or bad luck) for a short time.
Many of you have been waiting for customers of the inn to consume drinks and meals and the customers of the barber to consume soap for a long time. And they will do that in the coming patch! While the basic income for services will be lower, the overall income can even be higher than in previous versions. The same applies to the hospital, apothecary and herb hut: the patients consume medicine when they are being treated.
Another innovation will be the “rostrum”. As soon as you have achieved a high title and have the necessary amount of coins, you will be able to erect a rostrum in the city and boast about your achievements, juggle, play music and win believers, of course with greater chances of success than if you simply do this on the street. In addition, we have given the “banquet”, which you can produce in your mansion, a further possibility of usage: From now on, you can not only give a family feast in your mansion, but also a small city festival from your rostrum.
And now to some of your questions from Discord and the forums that we want to answer for you here. We know there are a lot more and we will try to answer them bit by bit.
Q: Can we have a setting to play with 0 opponent dynasties for people who just wanna chill and roleplay in the game? A: Yes, this will be possible. We are considering it for one of our future updates.
Q: Is it intentional having the ability to marry NPCs who carry a lot of items in inventory, and be able to sell said valuables after marriage? A: This is something we have been discussing internally a lot for a while. The reason why NPCs carry items is that robbers and thieves can... ehm... earn money with their... ehm... job. So NPCs have to carry items they purchase in front stores or at the market. And some players are waiting to marry until the future spouse has some dowry. In the future NPCs will alter their inventory more often. Please tell us what you think of that in the comments.
Q: My transporters spend too much money on backpacks and/or carts without me telling them. When will you change that? A: We already have a solution for this! You can go to the “Game”