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This update IS COMPATIBLE with old saves, but we still recommend you to start a new game, as some changes won’t take effect until then.
- Added “Armored Combat”, a new utility tree with 8 abilities. It will serve well to any character that fights in melee regardless of their preferred armor type.
- Updated and improved ability hovers, making them more concise and informative. Most of them were standardized to leave little to no ambiguity when it comes to describing mechanics.
All active abilities were split into 5 categories: Attacks, Charges, Maneuvers, Stances, and Spells. Some of the reworked passives and effects have special interactions with specific ability types.
Spell hovers now display their previously hidden Armor Penetration stat as well as their current Backfire Chance and Backfire Damage.
- Reworked curses - both buffs and debuffs are now static, which should noticeably streamline the system. Other than that, added 2 new curse types.
(If you’re playing on an old save, any cursed items that you’ve already acquired will retain their existing bonuses without the downside of constantly increasing penalties. Enjoy!)
- Added a new achievement, “Enemies Closer”, awarded for unlocking and learning every Armored Combat ability.
BALANCE
- Reworked and tweaked most of the existing abilities. The changes primarily affect Ranged Combat, Shields, and Warfare (former Combat Mastery). The full list is humongous (12 pages!), so we decided to post it separately:
- Rebalanced all armor and shields. Changed the system for categorizing armor types: in previous versions of the game, gear type usually correlated with its level (most light armors were early game), but now armor types are represented more evenly across all levels. This change strongly affects light armor, allowing it to stay relevant even during the later stages of the game. - Nerfed most enemies to compensate for the changes to armor and shields. - Removed Passive Bonuses from most abilities (excluding Spells). - Rebalanced weapons’ critical effects: Swords: [+50% > +25%] Bleed Chance Axes: [+50% > +30%] Bodypart Damage Maces: [+50% > +25%] Daze Chance Daggers: +50% Crit Efficiency now correctly applies to common crit strikes as well. Increased the Energy Burn threshold [20 > 25]. Two-handed swords: [+75% > +50%] Bleed Chance Two-handed axes: [+75% > +60%] Bodypart Damage Two-handed maces: [+75% > +50%] Daze Chance Spears: [+75% > +50%] Immobilization Chance Staves: [replenish 10% Max Energy > +50% Energy Drain] Bows: +50% [Immobilization Chance > Knockback Chance] Crossbows: [+125% Knockback Chance > +100% Immobilization Chance] - Strength: each point grants [+3% Bodypart Damage > +1.5% Weapon Damage]. Each threshold grants [+15% > +10%] Crit Efficiency and [+5% Weapon Damage > +7.5% Bodypart Damage]. - Willpower: each point grants [-1% > -1.5%] Cooldown Duration and Abilities Energy Cost. Each threshold grants [+5% > +7.5%] Magic Power. - Changed the counterattack mechanic: each individual enemy can now trigger only one counter per turn. The same applies to the player character as well: enemies can’t counter them more than once per turn regardless of the number of received strikes. - Fumbling a shot will now halve its damage (similarly to melee strikes) and not just break an arrow or bolt. - Spike traps will trigger only once, just like all other trap types. - Added additional effects to “Confusion” (-20% Block Chance and -20% Counter Chance) - Fortitude now affects the damage received from DoT effects (Bleeding, Poisoning, Burning, Acid Bath), and each 1% Fortitude reduces received debuffs’ duration by [0.5% > 1%]. Lowered Fortitude cap: [100% > 50%]. - Reduced Durability loss rate for both the player character’s equipment and enemies’ Armor. - Reduced Pain gain from receiving damage by 15%. - Increased the base effectiveness of Immunity on the passive Intoxication decay: [1:0.75 > 1:1] - Changed starting Affinities of the following preset characters: Arna: swapped Maces for Armored Combat. Jorgrim: swapped Shields for Maces. - Tweaked Velmir’s trait: [-3% > -5%] Damage Taken and [+3% > +5%] Accuracy for each received strike. - Tweaked Arna’s trait: [-2.5% > -3%] Damage Taken and [-5% > -3%] Cooldowns Duration for each enemy within Vision. - Tweaked Jorgrim’s trait: [+15% > +20%] Crit Efficiency upon killing an enemy. - Tweaked Dirwin’s trait: hitting an enemy with a strike or shot for the first time applies them with [-20% > -10%] Dodge Chance and [+20% > +5%] Damage Taken for [10 > 8] turns. - Reduced the power of most enchantments. - Raised Magic Power cap: [250% > 350%]. - Raised Energy Drain cap: [100% > 150%]. - Reduced base Block Power by 5. Reduced base Block Power Recovery by 5%. - Increased the school-specific Magic Power bonus granted for learning relevant spells [2% > 2.5%]. - Reduced Intoxication gain from Poisoning [+4 > +2 per turn]. - “Loud Barking” now generates less noise. - Increased the “ruby” stat bonus granted for solving the Standing Boulders’ mystery [4% > 5%]. - Increased food drop rates in the Prologue. - Verren will have 33% Fatigue Resistance and 33% Hunger Resistance when playing as him in the Prologue.
MISCELLANEOUS
- Ghoul corpses can now be skinned to harvest their fur and hearts (once “Huntmaster” is learned). - Added fish, crabs, and nets to the Dock Trader’s stock. - Removed treatises from the Brynn Pawnbroker’s stock - Standardized the levels of treatises sold by the Mannshire Scribe and Brynn Bookmaker. - Changed prices of some consumables. - Throwing potions at enemies now applies them with “Covered in Alcohol” effect. - Added Durability to Shovels, which is reduced by digging. - All equipable consumables (Crowbar, Lancet, Shovel) now lose Durability when used as a weapon. - Renamed Rogue Pyromancer into Hired Sorcerer and swapped his “Ring of Fire” and “Incineration” with “Jolt” and “Seal of Power”. - Renamed some items.
FIXES
- Fixed the incorrect order of attack outcomes. - Fixed the issue preventing “Gotta Catch ‘Em All” and “I.C.B.M” achievements from being unlocked. - Fixed enemies becoming invulnerable to AoE abilities for one turn upon entering a location, being moved to another tile with a “swap” ability, or being summoned, resurrected, or transformed. - Fixed certain abilities skipping a turn after being used. - Fixed action-limiting effects not working as intended in some scenarios. - Snakes should no longer spawn in pairs, and some traps - trigger twice. - When moving to another location, the fade to black will now happen after enemies take their turn, not during it. - Fixed the bug linked to dying on the same turn as moving to another location. - Fixed one of the abandoned cart POIs always spawning high level brigands. - Removed the possibility of reapplying Dirwin trait’s effect to the same target. - All missile Spells (“Fire Barrage”, “Jolt”, “Bolt of Darkness”) now use a standardized system for their chance to hit. - Fixed “Fire Barrage” always missing all of its remaining firebolts if the first or second one in the series failed to hit the target. - Fixed the Restless’ “Abominable Vitality” passive not working as intended. - Fixed “Petrification” not taking its target’s Magic Resistance into account. - Fixed “Overflowing Power” replenishing Energy when damaging inanimate props. - Fixed the incorrect interaction between “Rune of Cycle” and “Overflowing Power”. - Fixed the issue with the Ignition Chance of “Incineration”. - Miracle casting any Seal now grants its effect additional duration. - Fixed Damage Resistance enchantments not working when applied to shields. - Fixed the interaction between drugs and alcohol/Hangover that allowed to avoid Bad Trip after mixing these two together. - Fixed the issue that prevented Rotten Crabs from appearing in the game. - Fixed Ol’ Tott’s travel prices. - Fixed the axe variant of Skeleton Kingsguard dropping two-handed maces on death. - Fixed the Smithing Workshop Bailiff refusing to accept a bribe if there’s more than three bottles of Elven Wine in the inventory. - Fixed ranged enemies being able to counter before they actually swap to their melee loadout. - Fixed the occasional crash caused by Harpies’ “Peck”. - Fixed the bug that allowed enemies to use ranged weapons and combat abilities while in deep water. - Fixed the bug causing ranged enemies to take a shot at the player character after loading a save. - Fixed the penalty for dual wielding shields not working as intended. - Fixed disarmed traps being displayed with an incorrect sprite after loading a save. - Fixed Bran not marking his cabin on the map after mentioning it in the dialogue. - Fixed the Osbrook Inkeeper’s wife not selling food and drinks.
VISUALS
- Added animations for receiving all types of Magic and Nature damage. - New sprites for some abilities. - New sprites for some items.
UI
- Armor and shield hovers now list their type (light, medium, or heavy). - Effect hovers now list stats in a more orderly fashion. - Standardized the listing and rounding of stats displayed in the character menu. This change also affects the hovers of abilities and modifiers. - Bonuses from enchantments no longer affect the basic stats of items. - Fixed Girrud abilities displaying incorrect stats in their hover.
Shoutout to @DacianDraco, @Psojed, @RedOrder, @Gura, @Mindwitness, @MassBlin, @Monmon, @Rocket!, @iamyoyoman, @Amadeo, @Mallagar, @Malacar, @Joe Mad, @BlazingBreacher, @Guard, @Manual the Nah and @CommAmethyst for participating in the closed test and making this patch a better experience for everyone else
We have convened here to commemorate our latest, albeit modest, collective triumph.
Allow me to commence by expressing my profound gratitude to all of you who have, through your active participation and unwavering commitment, contributed to the advancement of this remarkable endeavor. Your unwavering support, unwavering trust, and invaluable feedback have not gone unnoticed.
Furthermore, I wish to extend my tremendous appreciation to the indefatigable Discord community. Without your tireless dedication and ceaseless efforts, our mutual objectives would have remained beyond our grasp. I extend my heartfelt gratitude for the arduous toil you undertake day in and day out.
I would be remiss if I did not acknowledge the creators of online content, whose videos and streams on social media platforms serve as a beacon of inspiration for our younger generations. Your tireless endeavors constitute the very essence of our future and the development of our progeny.
Let us not overlook those who have generously shared their thoughts and experiences regarding this game through Steam reviews. Together, we forge a community founded upon the principles of collaboration and collective wisdom.
Lastly, but certainly not least, I wish to express my gratitude to the denizens of Twitter for their invaluable contributions. Your enthusiastic retweets and impassioned expressions of opinion contribute to the creation of a society wherein every voice is heard.
I extend my sincerest thanks for your unwavering loyalty, and I fervently hope that we shall continue our triumphant march forward, constructing brighter horizons for all who dwell in this noble pursuit.
Today it has been 10 years since Reus released on Steam! A mere speck of time for ageless titans like yourself, but still worthy of celebration. If you haven't seen it yet; the celebration starts off strong with Reus 2 being announced last week! The monks of the Abbey and the gentle folks at Firesquid are teaming up for this one. Together, we hope to bring Reus to the modern gaming era, but without losing its charm.
That gives us the perfect opportunity to look back at Reus. What are we proud of, and do we want to take with us to the next game? And where do we see room for improvement?
Top: The Giants
These handsome elemental titans sure pulled their weight for us! I mean, look at that handsome line-up! This is definitely something we wish to expand upon in Reus 2. Although some of them could use a small make-over...
Flop: Time Pressure
I think the single feature we got the most complains about, was the time pressure. Even veteran players couldn't play the game without frantically mashing the spacebar to pause the game. There is an endless mode, which removes this challenge. But choosing between RTS madness or little challenge at all is not really fitting for Reus.
In Reus 2, we hope to bring you a more relaxing experience, where the challenge comes from how well you do your actions, not from how fast you do them. Let the spacebar get some rest.
Top: Symbioses
These are the bread and butter nature actions of your giants. It worked quite well, with many different combinations and strategies to play with. In Reus 2, we definitely want to expand on this more. More animals! More biomes! More ways of interacting! More more more! Here's a little sneak-peek...
It worked so well, because it is simple to understand, but hard to master. Ok, not all combinations were hard to master. Who hasn't filled their swamps with White Willows? And not everything was easy to understand, because....
Flop: Arcane Progression
How do I unlock the darn snow leopard?! Ok, a musk deer with a Predator aspect. Oh, it wants to be next to a Yak? Ok, how do I... oh, I can't unlock it anymore, because I committed towards something else with my Ocean giant... sigh... No, I don't want to memorize this...
This was the #1 frustration that we didn't solve in any way. Unlocking new natural sources required a wiki, and even then you could plan wrong. It was cute at first, but it soon made people stumble a few hours in. This one has been very high on our fix-list for Reus 2. I can safely say now - the upgrades are going to be vastly different from Reus 1!
There are many more things to talk about. But for now, let's enjoy this decade or Reus. Who knows what the next decade will bring! If you're interested in more Reus, don't forget to check out the Reus 2 store or join the discord! Hope to see you around!
Harvest crops, pick fruit and collect vegetables all while investigating and exploring a series of tiny islands along the way. Discover secrets hidden in the islands while relaxing and gathering a variety of objects along the way.
Play through over 70 levels spread across 5 different worlds and seasons, each custom built with unique challenges and hidden objects to discover.
Gather was developed as part of Game Develop Month and is intended as a short, relaxing gameplay experience!
Get ready for some farming relaxation, because Gather is available now!
Harvest crops, pick fruit and collect vegetables all while investigating and exploring a series of tiny islands along the way. Discover secrets hidden in the islands while relaxing and gathering a variety of objects along the way.
Play through over 70 levels spread across 5 different worlds and seasons, each custom built with unique challenges and hidden objects to discover.
Gather was developed as part of Game Develop Month and is intended as a short, relaxing gameplay experience!
Wishing our Black Lambs ranger a very happy birthday!
All agents will get a Birthday Celebration Box containing x1 Zenith Full Set (1-Day), x1 Elite Status Voucher (1-Day), x11 Resurrection Capsule, and x20 Piece of Cake!
Receive this once per account when you logged-in on May 17 at 12:00 AM UTC.
Don’t be late! This event only runs for only 24 hours.
Hello Travelers, and welcome to the first day of the Pre-Patch Hype week for Patch 0.9.1: Rising Flames!
Over the next week and leading up to the May 25th Rising Flames patch, we will be revealing and talking about most of the major features coming in patch 0.9.1. For today’s post, we’re going to be covering Ladders!
Ladders
Ladders help provide a sense of progression and accomplishment. Whether it’s competing with other players or just setting benchmarks for yourself, ladders offer the opportunity to create a tangible mark within Eterra.
With the launch of patch 0.9, and the addition of multiplayer, we needed to change how ladders worked as the data they were working with had changed quite a bit, and we also wanted to support new and better features with our ladder system. In patch 0.9.1 we will be introducing the first version of the revised ladder system. In Rising Flames, you will be able to track and share your progress through the arena, marking your highest arena wave achieved either solo or as a group. One of the biggest things we wanted our new ladders to support was improved integrity. As such, Ladders will only be available for online play.
Features
The new ladder will feature several categories for being able to track your progress against other players, and groups. While participating in the Endless Arena, each time you successfully complete a wave, your record will be entered into the ladder. The ladder is split between Softcore, Hardcore, Account Found, and Group Size. This means when comparing your progress against other players, you will always be looking at equal footing. You can also filter the ladders by Class to see how you stack up and see what skills others are running. Though to keep competition alive, full builds are not currently revealed through the ladder, so things like passive trees, skill trees, and exact gear setup can be kept as competitive secrets by participating players. With all these new ladders available, we’ve also redesigned the Ladder UI to help make it easier to navigate.
The full list of ladders that will be available with the launch of Beta Patch 0.9.1 is as follows:
Softcore
Solo (Account Found)
1 Player
2 Players
3 Players
4 Players
Hardcore
Solo (Account Found)
1 Player
2 Players
3 Players
4 Players
The Future of Ladders
We previously mentioned one of our goals for the new ladder system was to expand its abilities. While in 0.9.1, the ladder will only track Arena Wave progress, we will continue to develop this in the future. The new ladder system will allow us to grow to monolith progression, experience tracking, corruption tracking, events, and potentially much more. We’re very excited to be bringing ladders back to Last Epoch in 0.9.1 Rising Flames on May 25th and the future opportunities Ladders will provide.
Make sure to check back in tomorrow on our socials for our next Pre-patch Hype Week post, where we’ll be covering Towns in 0.9.1!
No. Building happens in the Heartland valleys and is disallowed outside of them. Additionally, some areas in the Heartlands that would break gameplay are restricted. For example, the Heartlands feature a pre-made road network and you cannot build on top of roads. You cannot build underground either. However, we do allow building on water, and indeed, waterfront buildings look amazing. In some cases, this does allow for building a bridge.
Can I set up my plot on a dungeon entrance?
No. We want to guarantee that PvE areas that should be accessible to all, are accessible to all. And it is unlikely that you will find dungeons' entrance in the Heartlands.
Can I build in PvP areas and, if yes, in a permanent way?
We don't want to go into any details on PvP right now, sorry! This should be covered in a FAQ dedicated to PvP. Please be patient :)
Do I absolutely need a plot to build a house?
Building only happens on plots, but the plots have a permission system that allows them to be shared between players. So yes, you will need a plot to build, but this doesn't necessarily mean it is your plot. If you have a group of friends and form a clan together, you can have multiple shared houses in multiple locations and work on those together.
Can I take resources from abandoned structures?
Yes, if a player tears down a plot, the items left behind become available to other players.
If yes, does this mean that I could potentially claim larger, more complex buildings with my plot? And if so, are they/can they be larger than you'd normally be allowed to build in your single plot size?
You can't claim the pre-made buildings, but you will be able to build extremely large buildings using the plot permission sharing inside clans.
What could be some reasons to visit other players' settlements? Could we get access to rare materials or recipes? Could we get access to their books or other discoveries?
We don't want to go into specifics on this right now, but let's just say trading will be a large part of Pax Dei. There might also be additional reasons you want to visit other people, like politics.
Is there a mechanic that limits the number of structures that I can build?
The amount of land available is the only constraint. Each player will get one plot of land you can build on as part of a paid account, and we intend to add mechanisms that allow players to acquire additional plots. As an aside, note we've noticed during playtests that clans often appoint a player to be the master builder, so if you're really into building, try to find a guild that wants to make you this person.
Are the houses premade, or can I build whatever I want?
You can build almost whatever you want from the building pieces in the game - see the next answer!
Can I go crazy in terms of structure, or do I need to respect some architectural rules?
The building system features a physics system that forces structural integrity on the buildings, so your buildings will have to make sense from a structural perspective. As an example, while houses can be pretty big, you cannot build a house that's infinitely high.
In the long term, will all buildings look more or less the same?
We have multiple building piece sets and are looking to add more customization options to the houses. We'd love to eventually have a system that allows you to make a very diverse set of houses that can all look unique. We definitely won't have all these features done by the time the game goes to general availability, and plan to keep adding features in the updates.
When we go to build on our plots, how forgiving is the building system if we want to change our minds and start over completely, or if we mess up? Can we recoup supplies equally, or are they lost once placed?
We're still debating exactly how much you'll recoup when tearing down the houses. But we do want the system to be fairly forgiving.
Can I craft furniture and decorative items?
Yes! There are a number of items you can build in addition to just buildings, crafters, and chests. For example, you can craft rugs, chairs, tables, etc. The selection of items in the game right now is not extensive as we haven't gone into full production on this content set, and we're looking to add more.
Do they have value in the gameplay, or are those just for decorating purposes?
Some are usable and we do want to support full RP gameplay where you can nicely decorate your house also with usable furniture. Lights are especially helpful, with the dark nights you'll experience in the game. We don't currently know how extensive this prop set will be by the time you get to play the game, but we will be continuing to develop the game for a very long time, including adding more content over time.
Can I design my own ones, or are those pre-set?
They will be provided by the game.
Can I customize them to the colors of my clan?
The systems have many features to customize the items you can craft and we have the tech in place to enable features such as the type of wood used to craft an item changes the look of items made of the wood. We additionally have a system for clans to create their own heraldic symbol, which appears on some of the gear worn by the clan, and we are planning to support this in some items you can craft on your plot. We don't currently know the extent to which we'll support all of these features by the time the game comes out, so we'll share more details on this later.
How big are the Heartlands we're building in?
We're creating a separate FAQ about the world and will cover this question in detail. The Heartlands are pretty big, and there are many.
There are no doors or signs in the videos?
The current game build doesn't have doors and signs, but yes, we want to have these as much as you do.
Is there a height cap to how tall buildings I can make?
Yes, but the structural integrity system will block you from making buildings tall enough to hit the cap. We want to enable you to make large multi-story houses, but at the same time, we don't want the game to feature skyscrapers, so the tallest buildings will be somewhere around what you'd expect to see in the Middle Ages.
Are the building pieces in the video final?
The video we posted doesn't show all the blocks we have in the game, and we're still iterating on exactly what blocks we have, so please assume anything you saw in the video is subject to change.
Can I build on water?
Yes, we currently allow the plots to overlap water and probably will want to have this be the case long term. As you saw in the video we posted, lakeside properties are pretty awesome. In the current game build, you can place building foundation pieces underwater, as long as the bottom of the lake is close to the surface, so effectively you can build on the shore with slight overlap with water, but you cannot build let's say a bridge over a lake.
I can't build outside of Heartlands, right? But what about PvP?
You can't build outside of Heartlands in the current game version. We want to have this eventually, but PvP building destruction that works in an MMO is highly challenging to have work in a way that creates a good gameplay experience, so we haven't made this yet. We're working toward having a solid core game at launch, and we planned PvP building for a game update. Having said that, we absolutely want to have high-stakes PvP in the game launch version - it's just the stakes are not related to building. The reason not to have the houses you're building in Heartlands be part of PvP is that we want the base game to be enjoyable to even those who don't want to participate in PvP directly. We believe even the hardcore PvPers deserve a resting place in the world to regroup and gather forces in preparation for the next battle.
Does the game have roads? How do those work?
Yes, we have a pre-made road network, and we'll also cover this in more detail in the World FAQ. The short of it is: roads are intended for traveling the world, and you can't build on pre-made roads.
Plot
You mention "plot" several times. What is a plot exactly?
Good question! A plot is a portion of land that belongs to a character and that you can "claim" in the areas open for building. This portion of land is circular and vast enough to build a house of reasonable size and a couple of smaller structures. When you're placing a plot, you'll be able to pick the plot location in the Heartlands pretty freely and see a preview of precisely what the area you're getting is like.
Can I build a house on someone else's plot?
Yes, if they've given you permission to do this.
Can I block access to my plot? To everyone? To part of my clan?
You cannot restrict access to your plot per se, but you can restrict who can access anything you build on the plot.
Can people come to my plot and steal what's in my house? Can they destroy it?
Only the players you've given permission to access your constructions on your plot can access your things. And yes, they can destroy it but also help you build more.
How do sharing permissions play out?
We don't want to talk about this level of detail right now - we're aiming to make the system flexible so you can do pretty much anything you want with the permissions.
If I link my plot to the plots of my clan and we build a huge castle, what happens if someone decides to leave? Is a part of the castle lost?
We're well aware of this and we want to develop mechanisms that allow you to retain that plot of land for the clan.
Can I decide to move my plot at any point? In that case: what happens to the building/props already on it?
Right now, you can move the plot at any time but would need to move all the things on the plot by carrying them from one place to another. We intend to offer tools to make this a bit easier but don't have an ETA for this.
What if someone claims a plot in the area we started to populate with my clan - to block us - and doesn't want to move? Is there any way we can push them out or prevent this from happening?
There is no game mechanism at this point to force someone to move; you'd have to talk to the person and convince them to move. Note that the game very much favors cooperation, so there's very little in the game itself that would motivate someone to do this - someone who dedicates their plot to blocking a clan instead of working with them will have a hard time playing the game.
How long does a player have to stay idle to lose their buildings, or what has to happen?
We want the game shards to always feel alive, and to ensure this, it doesn't make sense to keep inactive plots forever. Once a player stops playing the game, we'd therefore want to free the plot (or plots) of land the player has been maintaining, so that other players can occupy the space. We're thinking about setting up a grace period to make sure people don't lose their house by accident, along with ways to allow a returning player to easily rebuild a plot so they don't have to start from scratch. We haven't made final decisions around this yet, and we are looking forward to experimenting on this during the Alpha test.
Can I take resources from abandoned players' structures?
Yes, if they are truly abandoned.
How much can I build on a plot?
We haven't yet determined how large the plots are, so it's impossible to answer this precisely. The balance we're looking for could be described as "You can build quite a lot on your plot, but you will also want to work with your clan to use the combined land in your clan's plots as smartly as possible."
Are there access controls in the plots?
We have an access control system that's being integrated into the items, and it will give you reasonably granular control over who can access things in your plot. We don't have a feature to restrict people from walking on your land, but you _can_ build walls, so theoretically, your clan could wall up the village - as people did in the Middle Ages.
Can I build on other players' plots?
Yes - depending on who allows you to do so. We're expecting most clans will set up their plots so all clan members can build on all clan plots.
What if a griefer builds a plot next to mine or my clan's plots?
We understand that players may encounter issues with plot placement, and we want to ensure that our players can resolve these conflicts. Our team has extensive experience working on multiple MMOs, and we are well-versed in the challenges that players can face.
Can I modify the ground in the plot?
We don't support this feature, but you can build the foundations to flatten the land.
Can I get more plots somehow?
In the current game, each player has just one plot, but we will eventually add ways in which you can get additional land.