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.
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.
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.
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.
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!
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!
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.
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.