Full notes
Full Wayward Terran Frontier: Zero Falls update
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What changed
- Gameplay
In the previous update that came out a long time ago at this point I added affixes to turrets and allowed them to drop as loot. The idea was to increase the amount of cool stuff that could drop as loot, while also broadening the surface for ship customizations. I also added module components and introduced some new tuning kits, all to accomplish the same.
Well I've been playing around with crafting for a while, and with the creation of world engine I realized I could do some pretty cool stuff with it. I wanted a system with a lot of depth where maxxing out a trade skill was really worthwhile, and I also wanted to extend the list of cool things I could drop as loot in order to continue the trend of more ship stat customization and more cool stuff to find.
How it works
Trade skills are named professions, and you have a level representing your skill at crafting in that trade skill. You level up your trade skill by crafting items from that trade which will grant exp depending on their difficulty. You also have a maximum skill at crafting in any particular trade, and this is the part where world engine makes things more interesting. Scattered across all of human civilized space are a series of universities, or trade schools, which offer your character increases to your maximum crafting level in the trade skill specialization of that university. Each university degree becomes subsequently more expensive, and the final one may even involve doing a quest.
Travelling the galaxy will now be necessary to become the best crafter, but you will also need to collect recipes. Recipes now drop as loot with procedural affixes on them that modify the difficulty of crafting the recipe. These affixes either increase or decrease the trade skill level required to perform the craft.
With this system, very high level recipes that create the best items may not be easy to craft unless you can get your maximum crafting level very high, or find the recipes with an affix on them that makes them easier to craft. However recipes that are easier to craft will also be more expensive requiring increased components required to craft them.
I'm really hoping that trade skill recipes make it feel more interesting to find random crafting materials in loot.
Trade Skills
So far I have created 4 trade skills. The beauty of procedural world generation based on stories is that when I make a new trade skill, the world generation automatically populates the galaxy with all of the universities you need to reach max level crafting in that profession. I've been sorting out the different recipes and crafting materials for each trade, and setting up university library stations to sell a set of basic recipes to get you started in a trade skill
Weaponsmithing
Weaponsmithing aims to solve the problem of "I found a cool turret but now I want a matching set" as it has recipes for crafting every turret in the game. Because recipes drop with affixes, I have made weaponsmithing recipes roll affixes that can cause the recipe to add affixes to your turrets when they are crafted. The most difficult to craft recipes will be the ones that produce a high tier turret with guaranteed specific affixes. If you find one of these recipes with affixes that you like, you unlock the ability to craft your favorite turret over and over.
Weaponsmithing recipes also include recipes for creating small arms for shooting crew, ammunition, and missiles, as well as some intermediary
Source
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