Hi Everyone, Work on potion crafting continues. Since we decided that our hero will learn new recipes with every Alchemy skill level gained, one thing became clear: we need more potions. So we added five more to be introduced with the upcoming update and the potion count will be 38.
Apart from resource potions, we don’t want the potions to be just more powerful versions of other potions. We want them to have unique effects. So we decided to add these;
Potion of the Twilight Walker: 75% life drain on hit, +10 melee attack.
Potion of Fast Metabolism: +1 to stamina regeneration, +20 to speed.
Potion of the Elder Sage: Talent Stones cool down 50% faster.
Potion of Renewal: Fully restores health and stamina, cures all negative effects
Flask of Arcane Oil: Coats your melee & ranged weapons with an oil that gives 20% lightning, fire, ice damage.
With all these potions and new ingredients, we needed a new source to collect ingredients. So we added bushes to the grasslands and forests. These bushes are chest-like objects but they disappear after looted. They contain herbs and mushrooms. They will have a low chance of spawning spiders or centipedes too. Wilderness skill will improve the loot from bushes.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, Last two weeks the development on potion crafting continued. One of the things we needed to decide was about the recipes and how the hero will get them. First we thought about selling them at the Alchemist’s Tower or let the hero find them in his adventures. The thing is we don’t want the hero to find something he can not use. Since the hero needs alchemy skill to mix certain potions, he would find some recipes that he may not be able to use because he has less skill points in alchemy than required. So he would carry these recipes around until he has enough levels in alchemy. It felt unfun so we changed it.
Now every point in Alchemy Skill enables new potion recipes. Hero doesn’t need to find or buy recipes. We believe this made alchemy leveling more rewarding and fun.
Also with every point in Alchemy Skill, there will be a higher chance to craft an excellent version of the potion. This version will be more powerful and there will be a star in its icon.
Other developments are about the materials to craft potions. We re-organized and renamed materials as ingredient, metal, leather, cloth, stone and lumber. We made some needed new materials and potions as well.
One of the new potions is the “Flask of Viper’s Touch” which is a poison that hero can coat his weapons to inflict poison. The other one is “Potion of Focus” which gives 25% critical hit chance for 10 turns.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, Last week we started working on the next update with one of the most wanted features; potion crafting. Since the game has loads of materials ranging from Giant Centipede Antenna to Rat Whiskers it was the natural next step for the game.
The potion crafting screen will have silhouettes of potions which our hero can learn the recipes of. When the recipe is learned, they will be visible. We can roll over the mouse on it to see the potion’s information and the materials needed to craft it.
When the hero has all the materials in his inventory to craft a particular potion, its icon will be highlighted even more, indicating that it became craftable. When we click on it, it will automatically consume the necessary materials and show up in our inventory.
Recipes will be sold at the Alchemist Tower. They can be found while adventuring too.
Once we complete working on the potion crafting, we will introduce cooking with the same system. Uncooked food will still be edible but cooked food will have some advantages like long lasting effects.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, We are ready with a new update. The highlight of this update is the new quests for the Adventurer’s Guild. Our hero can earn reputation and rewards at the guild, including exclusive talent stones and an elixir which gives skill points. See below the details:
Version 0.78.08 ADDITIONS
Adventurer's Guild Quests added: Rescue the Diplomat, Trouble at the Excavation Site, Lady of the Tower, Destroy the Crystal Sphere
Adventurer's Guild Treasure Vault added. Hero can collect rewards based on his reputation.
Adventurer's Guild Main Hall added. Resting, eating food and buying skill points can be handled here.
Hi Everyone, This week we worked on the rewards of the Adventurer’s Guild. Like the Artisan’s Keep, there will be a treasure vault at the Adventurer’s Guild too. There will be unique and precious rewards.
We made two new Talent Stones as a reward: Impactful Shot and Cone of Razors. Impactful Shot is a ranged attack Talent Stone. It hits the enemy with +25% damage and pushes it one square back. Cone of Razors makes a bleeding attack in a cone shaped area damaging multiple enemies. With these two new additions, the number of Talent Stones in the game has now reached 50.
The other unique reward is “Elixir of Forbidden Knowledge”. This potion grants the hero a free skill point that he can spend on any of his skills.
Note that these rewards won’t be sold at the shop. They can only be acquired by completing quests and gaining reputation at the Adventurer’s Guild.
There are also some valuable items as reward that our hero can sell for profit: Marble Raven Figurine with Purple Pearl Eyes and Golden Skull.
Another development for the Guild is the addition of a Main Hall. With the new Guild Head Quarters and the Treasure Vault, this was required to organize the services that the guild offers. The Main Hall is a tavern like place but exclusively for the adventurers. There is always a trainer that sells skill points and a guild keeper that sells food and accomodation.
There may be new characters like a “Fellow Adventurer” or a “Scout” there in the future for our hero to meet and gain some major effects. But we didn’t fully decide the details yet. It seems that our hero will spend more time at the guild so it is good to see some faces when visiting.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, This week we worked on new quests for the Adventurer’s Guild. A famous archeologist accidentally activated ancient stone golems while unearthing the remnants of a monument. Stone golems mindlessly try to protect the monument so they captured the archeologist and imprisoned him in a cage. Guild master wants us to save the archeologist.
There is a new battlemap for this quest named “Excavation site". There is a ruin of a gigantic monument in the middle and some iron chests scattered around.
Another quest for the guild involves Cyclops. They captured a diplomat who came from overseas. They say they want one thousand sheeps or they will eat the diplomat. Of course this will be a disaster for the prosperity of the island. So guild master wants us to go to their cave and save the diplomat.
Their cave is not a small battlemap but a dungeon. There are lots of sheeps in the cave as well as cylops. Hero will have an opportunity to collect lots of wool and mutton as well as precious cyclop tear. Completing this quest will give significant prosperity boost to all towns.
We also made a small addition to the Lost Mausoleum incident. Now the Lost Mausoleum has a trap at its front door and the hero needs to make a successful thievery skill check to enter safely or he wil get tetanus from a rusty nail. Since Lost Mausoleum has a sarcophagus inside, which usually drops the most valuable items, it is fair to make it a little bit harder to get.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, This week we worked on improving the new encounters. Since we made cyclops, and cyclops are known to like sheeps and herd them, we needed sheeps naturally. So we worked on this new animal. Cyclops usually travel with half a dozen of sheeps. So every encounter with them will involve sheeps as well.
Sheeps will have the trait “Fearful” which makes them feared all the time. They are not smart like deers and can’t run away to the exit via the shortest route. Instead they run away from the hero in panic all the time. They don’t calm down ever. One good thing about them is they always drop loot, specifically wool and mutton.
We made some new loots for cyclops too. One of them is the Giant’s Toe, the other is the more rare but precious Cyclop Tear. Cyclops are not the easiest enemy but since they always travel with sheeps, it will always be profitable for the hero to fight with them.
Another development is with the overworld gargoyle incident. The incident takes place at the ruins of a mausoleum. There are at least 6 sleeping gargoyles and there is a tomb in the middle of them. Gargoyles wake up when hero goes near them, so hero needs all his wisdom to minimize the damage and take the precious loot.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Hi Everyone, This week we worked on a new monster type: Cyclops. We needed new monsters for the Adventurer’s Guild quests. Since we have minotaurs, gorgons and sirens, cyclops seemed to be the natural choice.
There will be 4 different types of cyclops. They will have different powers but all of them will have a common trait which is a new enemy trait called “Savage”. Savage monsters deal more damage when their health is low.
These creatures are brave but weak to poison. They will have their own dungeon and quest from the Adventurer's Guild. They can be found at some small caves at the overworld too. First tier’s name is “Cyclop the Cave Dweller” and he has lightning power.
Cyclops will also have their own incident at the overworld. As a brief reference to the 3000 years old story, a Cyclop will stop the hero and ask his name. If the hero answers “I am nobody” with a successful speechcraft check, he will gain XP and avoid a brutal fight.
That’s all for now. Thanks for reading. May the tides bring you triumph!