The Black Death - [SIG] Emily
Welcome one and all to our weekly Dev Blog!

This week we take a look at a new feature we’ve been playing with – the compass and dive into the new housing where the peon system will be first introduced.

Let’s jump straight in!

The Compass



It’s a feature that’s been hotly debated among the community and within the team.

Our goal with The Black Death was to create a world where players had to use the land, signposts and their own skill to navigate. In theory this idea is pretty cool, but in practice it doesn’t always quite work as intended.

The problem really became evident when we found players loging in and not being able to locate the home they had recently purchased. So we began to re-visit mechanics we could use to aid with navigation.

Adding a marker to the map to signify a players position in the world is an obvious route to take, but we felt this was a step too far. One of the games core principals is the harsh, difficult world and giving players their exact location goes against this mantra. After much discussion we settled on the compass, a feature we had been toying with internally for some time and mentioned by players in various idea posts.

A crafted compass was one option however, this would likely be a difficult item to craft because of the nature of this technology and the era the game is set in. Which, from a game play design perspective, has some issues. The people who will benefit most from this feature will be new players who wouldn’t have access to high end crafting.

As such we settled on a compass bar within the HUD. This gives all players an equal playing field when it comes to finding their way around the map. This will be in the next update for you all to try out!

Some quotes from the team about the new feature.

"So the compass is intended to be a subtle navigation aid in the BlackDeath world allowing you to track locations that you have visited and just as important, your houses. The house will appear as the golden icon you can see hovering above the NESW gauge making navigating back to your abode that much easier" – Mike



“We made a very simple prototype for a compass about 8 months ago as a bit of fun (which you can see on the left-hand side of the GIF). However, at that time a compass didn’t fit with the game design.

As we added housing mechanics it became apparent that we needed a way for players to be able to find the house that they had bought. We went back to the original compass prototype and decided that a Skyrim style horizontal compass would be more visually pleasing and an efficient use of space, so we went about creating a second compass prototype to get the new technical aspects working (Which you can see in the lower portion of the GIF). This new system also included a house location marker that moved with your compass. It ended up working well and we then concepted a final look, and once we had that we put it all together to create the final result that you can see at the top of the GIF!” – James


New Housing

In the continued work on new housing a 3rd set is being worked on, giving players more options when deciding where to set up their base camp.

These houses have a dual purpose, they will be the first to include hire-able peons, this allows us to test the new system in isolation away from already owned houses. This should allow us to squeeze out any particularly critical bugs before we start rolling out Peons to existing houses.





V0.14

Will be coming Friday! 🙂

See you all in Mercia
The Black Death - [SIG] Emily
Welcome one and all to our weekly Dev Blog!

This week we take a look at a new feature we’ve been playing with – the compass and dive into the new housing where the peon system will be first introduced.

Let’s jump straight in!

The Compass



It’s a feature that’s been hotly debated among the community and within the team.

Our goal with The Black Death was to create a world where players had to use the land, signposts and their own skill to navigate. In theory this idea is pretty cool, but in practice it doesn’t always quite work as intended.

The problem really became evident when we found players loging in and not being able to locate the home they had recently purchased. So we began to re-visit mechanics we could use to aid with navigation.

Adding a marker to the map to signify a players position in the world is an obvious route to take, but we felt this was a step too far. One of the games core principals is the harsh, difficult world and giving players their exact location goes against this mantra. After much discussion we settled on the compass, a feature we had been toying with internally for some time and mentioned by players in various idea posts.

A crafted compass was one option however, this would likely be a difficult item to craft because of the nature of this technology and the era the game is set in. Which, from a game play design perspective, has some issues. The people who will benefit most from this feature will be new players who wouldn’t have access to high end crafting.

As such we settled on a compass bar within the HUD. This gives all players an equal playing field when it comes to finding their way around the map. This will be in the next update for you all to try out!

Some quotes from the team about the new feature.

"So the compass is intended to be a subtle navigation aid in the BlackDeath world allowing you to track locations that you have visited and just as important, your houses. The house will appear as the golden icon you can see hovering above the NESW gauge making navigating back to your abode that much easier" – Mike



“We made a very simple prototype for a compass about 8 months ago as a bit of fun (which you can see on the left-hand side of the GIF). However, at that time a compass didn’t fit with the game design.

As we added housing mechanics it became apparent that we needed a way for players to be able to find the house that they had bought. We went back to the original compass prototype and decided that a Skyrim style horizontal compass would be more visually pleasing and an efficient use of space, so we went about creating a second compass prototype to get the new technical aspects working (Which you can see in the lower portion of the GIF). This new system also included a house location marker that moved with your compass. It ended up working well and we then concepted a final look, and once we had that we put it all together to create the final result that you can see at the top of the GIF!” – James


New Housing

In the continued work on new housing a 3rd set is being worked on, giving players more options when deciding where to set up their base camp.

These houses have a dual purpose, they will be the first to include hire-able peons, this allows us to test the new system in isolation away from already owned houses. This should allow us to squeeze out any particularly critical bugs before we start rolling out Peons to existing houses.





V0.14

Will be coming Friday! 🙂

See you all in Mercia
The Black Death - [SIG] Emily
Hello everyone and welcome to Dev Blog #27!

We hope you are all enjoying our latest update V0.13, getting settled into one of our new low-cost houses and are enjoying the Beggar Buff!

Continued work on Items durability & Quality



There’s a few areas of this new system that we wanted to work on.

  • Some crafted items durability doesn’t match the items quality.
  • Some looted items durability doesn’t match the items quality.
  • Blacksmiths can repair items even when they have the maximum durability for their quality, it doesn’t effect the durability but does cost the blacksmith money.
  • It is not immediately obvious when looking at the durability bar that an item is at it’s maximum durability when it is lower than Rare quality.

We’re planning to get these changes in for the next update. The final point may not make it in as it required a bit of additional UI work that we need to figure out first.

Peons (NPC hiring)

This feature has been worked on in the background for a while and is almost ready to be unleashed in the wild. The aim of this feature is to allow players to hire NPCs to execute certain tasks for them in their owned properties, such as harvesting crops, cooking food and guarding the property itself.

Anyone aching to add a turret to their house (ala Rust) will be pleased to know archer guards will be hire-able in the future! We’ll be gradually implementing and then expanding this feature as time goes on and using it as a foundation for other game mechanics.

Peons will only be available in certain houses to begin with, once the system has had time to settle we will begin to make sure all houses will have peon hiring capabilities – of course the peons available to hire will depend on the house you own!



Peons will be available to hire via the house drafting table.

The first Peon to be added will be (drum roll)…
  • The Farmer – A lowly farmer, looking to earn some coin, he will tend your land and grow fruit, veg and seeds. To collect your harvest, talk to the The Farmer and he will have an option to access his items and take what you like!

The final area of this feature is Peon salaries. Peons of course will not work for free!

Initially this will work similar to NPC merchants, Peons will sell you the goods they collect. However our long term goal is for them to automatically draw their salary from any gold you have stored in your chest and to leave once the gold is depleted – meaning you will always have to make sure you have enough to pay them!

It’s also worth noting – if someone breaks into your house they will be able to kill and loot your Peon…

A Blacksmith is another planned future Peon. A personal sword smith for me please!



Stick Armour WIP

Cam is continuing to work on the stick armor. You should see this in the next update, so just stick with us a bit longer!

The crafting materials used for the armour will include rope, sticks and animal pelts but we’re still working out exact amounts.











He’s also mentioned he likes the idea of full sets of every type of armor in game, giving them more obvious tiers, the stick set could be the start of that being implemented.

A concept of possible bone armor set.



That's all for this week's Dev Blog!

...see you in Mercia!

// The SIG Team
The Black Death - [SIG] Emily
Hello everyone and welcome to Dev Blog #27!

We hope you are all enjoying our latest update V0.13, getting settled into one of our new low-cost houses and are enjoying the Beggar Buff!

Continued work on Items durability & Quality



There’s a few areas of this new system that we wanted to work on.

  • Some crafted items durability doesn’t match the items quality.
  • Some looted items durability doesn’t match the items quality.
  • Blacksmiths can repair items even when they have the maximum durability for their quality, it doesn’t effect the durability but does cost the blacksmith money.
  • It is not immediately obvious when looking at the durability bar that an item is at it’s maximum durability when it is lower than Rare quality.

We’re planning to get these changes in for the next update. The final point may not make it in as it required a bit of additional UI work that we need to figure out first.

Peons (NPC hiring)

This feature has been worked on in the background for a while and is almost ready to be unleashed in the wild. The aim of this feature is to allow players to hire NPCs to execute certain tasks for them in their owned properties, such as harvesting crops, cooking food and guarding the property itself.

Anyone aching to add a turret to their house (ala Rust) will be pleased to know archer guards will be hire-able in the future! We’ll be gradually implementing and then expanding this feature as time goes on and using it as a foundation for other game mechanics.

Peons will only be available in certain houses to begin with, once the system has had time to settle we will begin to make sure all houses will have peon hiring capabilities – of course the peons available to hire will depend on the house you own!



Peons will be available to hire via the house drafting table.

The first Peon to be added will be (drum roll)…
  • The Farmer – A lowly farmer, looking to earn some coin, he will tend your land and grow fruit, veg and seeds. To collect your harvest, talk to the The Farmer and he will have an option to access his items and take what you like!

The final area of this feature is Peon salaries. Peons of course will not work for free!

Initially this will work similar to NPC merchants, Peons will sell you the goods they collect. However our long term goal is for them to automatically draw their salary from any gold you have stored in your chest and to leave once the gold is depleted – meaning you will always have to make sure you have enough to pay them!

It’s also worth noting – if someone breaks into your house they will be able to kill and loot your Peon…

A Blacksmith is another planned future Peon. A personal sword smith for me please!



Stick Armour WIP

Cam is continuing to work on the stick armor. You should see this in the next update, so just stick with us a bit longer!

The crafting materials used for the armour will include rope, sticks and animal pelts but we’re still working out exact amounts.











He’s also mentioned he likes the idea of full sets of every type of armor in game, giving them more obvious tiers, the stick set could be the start of that being implemented.

A concept of possible bone armor set.



That's all for this week's Dev Blog!

...see you in Mercia!

// The SIG Team
The Black Death - [SIG] Emily


Welcome adventurers to update V0.13 - Beggar Buff! In this update it's all about the Beggar, with triple XP bonuses and new low-cost housing to get you started.

Beggar Balancing

  • Triple XP to gathering resources
  • Triple XP to days survived
  • Triple XP to killing AI
  • Triple XP to crafted recipes
  • Initial Carry weight increased from 22 to 26
  • Increased bonus to health and base starting stats



Peasant Balancing

  • Double XP to gathering resources
  • Double XP to days survived
  • Double XP to killing AI
  • Double XP to crafted recipes

Durability Tweaks

  • Quality now affects the durability of everything you craft

Items can now only be repaired up to the items max durability. This is based on an items quality, for example a “Awful” item’s max durability will only be 20% and a “Rare” items will be 100%.

This means you’ll have to be more careful about which items you choose to buy from a vendor or what resources you use to craft items as it will directly impact how much use you get out of the item before it breaks.

This change is also a part of a bigger system to add additional depth and improve the grafting and item system as a whole.



Low-Cost Housing

Affordable housing is here! These low-cost houses will set you back 750 gold, with the upgrades available below these houses are good as a starting base for providing a place to re-spawn, store items and perform basic crafting.



Upgrades available:

  • Bed Kit
  • Storage Chest Kit
  • Exterior Workbench Kit
  • Exterior Campfire Kit
  • Reinforced Door Kit

Here's a preview of one we made earlier:







There are also groups of these new houses that can be found around Mercia. These are perfect for friendly neighbours.



Bug Fixes

  • Eating poisonous food will now have the correct outcome

Community Thanks

Once again, thank you for your continued support and trust. Thank you to everyone who sent us bug reports through our Google Form, Steam forums and by email. Thank you all for being on this grand journey with us, it means a lot!

CanoChouch

CookiesNeedLove

GamerBugUK

tonarts

laughternthedark

Ramy

LauriGamerEST

UnR.Seth

NetMaster

Mytherious

GamblingGamer

markgibert

RustRhino

william

Hightower

Clamdigger

Maka_Albarn

motyu7

(ZX)gunmen17

Mustain11

Kez

beyonder2k9

Tistão[ λ ]

shadowteam_ft_tau

Hightower

topsito

Macriot LLTS

O'Reilly (Runiulf)

Monfort

DawianTool

AlmazM

Aleandrus

xXQui-GonXx

LoonyToon

krixonius

[OTHV] Alicia Adeng

Corviath

Hempster

TheTwistedRune

topsito

Imacop42

AlmazM

greed93290

csthelord

Happenstance

Corviath

Cursed Prince

Sirenek

binge191071

angel.of.plants

HoneyPot

therodriges99z

Häuptling Schwarzbär

THETWISTEDRUNE

Hellspawn1972

Bradford27

tepe

nates49

stevemc1188

Donric / topsito

Zjakkie60

.iro.

Yamantalai

peppermint_candy29

Krogsta

binge191071

Crippling Depression

Vinnie Scumbolli

Krogsta

一匹オオカミ アルセル

tekronos

Ephinity

Ephinity

dether

jrp1014

Setharies

Boomstick Sam (rexrayna)

Pino

can3p3los0

Rel.

RenSpace

Krogsta

teripper

Setharies

xLCBx

Sadilla

racuszy (r.kabala)

Congo Jack

DitaBlack

MaxRPMS

Cap(picture of grim reaper swinging axe)

mrgraves69

waryorx

storlunkan

Sahiib

HolyAvengerOne

danielomun2303

nopor

Trey

bowjustin1331

[ZONE] Danigo107

thegaston

Much Meme

rakious1

Brair

Donric

Anemon

miciz

WillChen

n7angle

astilesus

Pizza

RandomCoderZ

Dyffel

Pino

storlunkan

CheekyBaptist

D@zzler ~TGD~

WinterFrosts

Hoklahoky

astilesus

Darkiro1

Yoelsick (Eigil)

abloy_9

Falukorv

Mdaw10

ZZ Kairos

Art'eamon (Anemon)

WDE13

can3p3los0

iGameSkillHD

ZZ Kairos

Shadowstorm0395

Emskinz

Lokir

Ulric Letholdus

rewtkid

Hoklahoky

Flying_Finn

Fiivet

Cronenberg Joey

pairtree44

serious.cat.gamer

Garside

P@N

Ramy

Garside

Runegud

MrOwny

Lokir

Ferox

Runegud

c_a_storm

PediGor

Jessthemess

Doodle

☠ẞŁƛČǨ ẞʘǸƎɀ☠

|JHF|Supapq

Colonel Burton

bendak321, lucent _bow

flare030

BadAss311

storlunkan

Sparta

Venatrik

P@N

WDE13

Flying__Finn

Over

Ketov

danielomun233

Kampf_el_Zwerg

orion71

Hoklahoky

Lzampighi

jonaslovgren

CNL

Donric

Congo Jack

lzampighi

Karnampalos

Browcu

Ephinity

ぎろくす先輩

Krogsta

slazanger

Krauthobel

<SIGS> Scarecrow

davidbunk

dwilson655

Hoklahoky

quadgamer

berkerbb

Ragetrip

Samiel Grim @ TW

[Fr]=Sneakabarbe=[#la.baguette]

Giani

mr_hord

storlunkan

☭Camarada Robledo☭

Rusted Rhinos

Cpt. Cannon

shaneb89

mustionpc (M. E. Yilmaz)

storlunkan

beaukat

TRF03820

Joker009

din0mite_yonks

Beaukat

TheDude


...See you in Mercia!

// The SIG Team
The Black Death - [SIG] Emily


Welcome adventurers to update V0.13 - Beggar Buff! In this update it's all about the Beggar, with triple XP bonuses and new low-cost housing to get you started.

Beggar Balancing

  • Triple XP to gathering resources
  • Triple XP to days survived
  • Triple XP to killing AI
  • Triple XP to crafted recipes
  • Initial Carry weight increased from 22 to 26
  • Increased bonus to health and base starting stats



Peasant Balancing

  • Double XP to gathering resources
  • Double XP to days survived
  • Double XP to killing AI
  • Double XP to crafted recipes

Durability Tweaks

  • Quality now affects the durability of everything you craft

Items can now only be repaired up to the items max durability. This is based on an items quality, for example a “Awful” item’s max durability will only be 20% and a “Rare” items will be 100%.

This means you’ll have to be more careful about which items you choose to buy from a vendor or what resources you use to craft items as it will directly impact how much use you get out of the item before it breaks.

This change is also a part of a bigger system to add additional depth and improve the grafting and item system as a whole.



Low-Cost Housing

Affordable housing is here! These low-cost houses will set you back 750 gold, with the upgrades available below these houses are good as a starting base for providing a place to re-spawn, store items and perform basic crafting.



Upgrades available:

  • Bed Kit
  • Storage Chest Kit
  • Exterior Workbench Kit
  • Exterior Campfire Kit
  • Reinforced Door Kit

Here's a preview of one we made earlier:







There are also groups of these new houses that can be found around Mercia. These are perfect for friendly neighbours.



Bug Fixes

  • Eating poisonous food will now have the correct outcome

Community Thanks

Once again, thank you for your continued support and trust. Thank you to everyone who sent us bug reports through our Google Form, Steam forums and by email. Thank you all for being on this grand journey with us, it means a lot!

CanoChouch

CookiesNeedLove

GamerBugUK

tonarts

laughternthedark

Ramy

LauriGamerEST

UnR.Seth

NetMaster

Mytherious

GamblingGamer

markgibert

RustRhino

william

Hightower

Clamdigger

Maka_Albarn

motyu7

(ZX)gunmen17

Mustain11

Kez

beyonder2k9

Tistão[ λ ]

shadowteam_ft_tau

Hightower

topsito

Macriot LLTS

O'Reilly (Runiulf)

Monfort

DawianTool

AlmazM

Aleandrus

xXQui-GonXx

LoonyToon

krixonius

[OTHV] Alicia Adeng

Corviath

Hempster

TheTwistedRune

topsito

Imacop42

AlmazM

greed93290

csthelord

Happenstance

Corviath

Cursed Prince

Sirenek

binge191071

angel.of.plants

HoneyPot

therodriges99z

Häuptling Schwarzbär

THETWISTEDRUNE

Hellspawn1972

Bradford27

tepe

nates49

stevemc1188

Donric / topsito

Zjakkie60

.iro.

Yamantalai

peppermint_candy29

Krogsta

binge191071

Crippling Depression

Vinnie Scumbolli

Krogsta

一匹オオカミ アルセル

tekronos

Ephinity

Ephinity

dether

jrp1014

Setharies

Boomstick Sam (rexrayna)

Pino

can3p3los0

Rel.

RenSpace

Krogsta

teripper

Setharies

xLCBx

Sadilla

racuszy (r.kabala)

Congo Jack

DitaBlack

MaxRPMS

Cap(picture of grim reaper swinging axe)

mrgraves69

waryorx

storlunkan

Sahiib

HolyAvengerOne

danielomun2303

nopor

Trey

bowjustin1331

[ZONE] Danigo107

thegaston

Much Meme

rakious1

Brair

Donric

Anemon

miciz

WillChen

n7angle

astilesus

Pizza

RandomCoderZ

Dyffel

Pino

storlunkan

CheekyBaptist

D@zzler ~TGD~

WinterFrosts

Hoklahoky

astilesus

Darkiro1

Yoelsick (Eigil)

abloy_9

Falukorv

Mdaw10

ZZ Kairos

Art'eamon (Anemon)

WDE13

can3p3los0

iGameSkillHD

ZZ Kairos

Shadowstorm0395

Emskinz

Lokir

Ulric Letholdus

rewtkid

Hoklahoky

Flying_Finn

Fiivet

Cronenberg Joey

pairtree44

serious.cat.gamer

Garside

P@N

Ramy

Garside

Runegud

MrOwny

Lokir

Ferox

Runegud

c_a_storm

PediGor

Jessthemess

Doodle

☠ẞŁƛČǨ ẞʘǸƎɀ☠

|JHF|Supapq

Colonel Burton

bendak321, lucent _bow

flare030

BadAss311

storlunkan

Sparta

Venatrik

P@N

WDE13

Flying__Finn

Over

Ketov

danielomun233

Kampf_el_Zwerg

orion71

Hoklahoky

Lzampighi

jonaslovgren

CNL

Donric

Congo Jack

lzampighi

Karnampalos

Browcu

Ephinity

ぎろくす先輩

Krogsta

slazanger

Krauthobel

<SIGS> Scarecrow

davidbunk

dwilson655

Hoklahoky

quadgamer

berkerbb

Ragetrip

Samiel Grim @ TW

[Fr]=Sneakabarbe=[#la.baguette]

Giani

mr_hord

storlunkan

☭Camarada Robledo☭

Rusted Rhinos

Cpt. Cannon

shaneb89

mustionpc (M. E. Yilmaz)

storlunkan

beaukat

TRF03820

Joker009

din0mite_yonks

Beaukat

TheDude


...See you in Mercia!

// The SIG Team
The Black Death - [SIG] Emily


Welcome adventurers to another Dev Blog, this time it’s a preview of our upcoming update V0.13 coming this Friday, along with some work in progress details too.

Beggar Tweaks & Changes

For V0.13 we wanted to address what the community have now named the notorious Beggar Grind. The Beggar was always intended as an introductory profession, where players find their feet in Mercia and start working towards the later professions.

In this update we focus on improving the gameplay flow and experience of the Beggar. We had a closer look at how the Beggars skills, recipes and entry into player housing tied in together. We want Players to enjoy progressing through the Beggar’s skills and working towards purchasing a house.

To achieve this we have been balancing and adding various Beggar attributes.

Beggars can now look forward to several bonuses with XP! This includes triple XP rewards to gathering resources. days survived, killing AI and recipes crafted.

New recipes for the Beggar now include a Stone Spear, stick helmet armour, stick leg armour and stick wrist armour. The stick chest armour has also been improved.

Beggar’s will also have an initial increased carry weight and health bonus to their starting stats.

Below is a WIP shot of the updated stick Armour.



New Low-Cost Housing

These houses are more affordable for a first time Beggar looking into owning their own piece of Mercia.

These new low-cost houses will be 750 gold. You will be able to craft a bed, storage chest, exterior campfire, exterior Workbench and also a reinforced door kit.

These houses are designed to have limited capabilities and security. This is very much an interim home for storing items, crafting a bed and basic crafting.



Work In Progress For Future Updates

James recently got a new motion capture unit, the technology behind this fantastic piece of kit is quite remarkable! It can even track individual finger movements and is pretty much a one-to-one direct update from real life movement to the on-screen results.

Linking back to our work in progress updates from our previous Steam posts, James will be utilizing this new tech to polish the in-game animations.

To see this in action, head on over to the Blog post on our website to see the video of James testing it out.

Dev Blog #26: What we’re working on for V0.13!

That’s all for this week! Once again, a big thank you for all your bug reports, emails, Tweets, forum posts and more!

…See you in Mercia
The Black Death - [SIG] Emily


Welcome adventurers to another Dev Blog, this time it’s a preview of our upcoming update V0.13 coming this Friday, along with some work in progress details too.

Beggar Tweaks & Changes

For V0.13 we wanted to address what the community have now named the notorious Beggar Grind. The Beggar was always intended as an introductory profession, where players find their feet in Mercia and start working towards the later professions.

In this update we focus on improving the gameplay flow and experience of the Beggar. We had a closer look at how the Beggars skills, recipes and entry into player housing tied in together. We want Players to enjoy progressing through the Beggar’s skills and working towards purchasing a house.

To achieve this we have been balancing and adding various Beggar attributes.

Beggars can now look forward to several bonuses with XP! This includes triple XP rewards to gathering resources. days survived, killing AI and recipes crafted.

New recipes for the Beggar now include a Stone Spear, stick helmet armour, stick leg armour and stick wrist armour. The stick chest armour has also been improved.

Beggar’s will also have an initial increased carry weight and health bonus to their starting stats.

Below is a WIP shot of the updated stick Armour.



New Low-Cost Housing

These houses are more affordable for a first time Beggar looking into owning their own piece of Mercia.

These new low-cost houses will be 750 gold. You will be able to craft a bed, storage chest, exterior campfire, exterior Workbench and also a reinforced door kit.

These houses are designed to have limited capabilities and security. This is very much an interim home for storing items, crafting a bed and basic crafting.



Work In Progress For Future Updates

James recently got a new motion capture unit, the technology behind this fantastic piece of kit is quite remarkable! It can even track individual finger movements and is pretty much a one-to-one direct update from real life movement to the on-screen results.

Linking back to our work in progress updates from our previous Steam posts, James will be utilizing this new tech to polish the in-game animations.

To see this in action, head on over to the Blog post on our website to see the video of James testing it out.

Dev Blog #26: What we’re working on for V0.13!

That’s all for this week! Once again, a big thank you for all your bug reports, emails, Tweets, forum posts and more!

…See you in Mercia
The Black Death - [SIG]Pete


As we've been saying for a while now we want to release more regular updates. Good news! You can expect V0.13 next Friday!

Even better, next Wednesday we'll have a special devblog detailing the things we're working on and what you can expect to see in V0.13 and beyond.

See you all in Mercia!

/The SIG team.
The Black Death - [SIG]Pete


As we've been saying for a while now we want to release more regular updates. Good news! You can expect V0.13 next Friday!

Even better, next Wednesday we'll have a special devblog detailing the things we're working on and what you can expect to see in V0.13 and beyond.

See you all in Mercia!

/The SIG team.
...