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Roguelike The Doors of Trithius - roguelike with the depth of an open world RPG - now available on Early Access

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,264
Location
Bulgaria
https://doorsoftrithius.com





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About This Game​


Key Features​

  • Random Generation - Towns, Dungeons, and the World Map are newly generated on every playthrough.
  • Time System - Movement and combat uses a unique tick-based time system. Turn priority is returned to the player based on weapon or action speed, supporting tactical decisions based on your movement and weapon speed and knowledge of your enemies.
  • Combat Options - Customize your build with 50+ combat abilities, and 12 weapon types each with their own distinguishing playstyle.
  • Items & Loot - Hundreds of items including potions, armor, medicine, in-game readable lore books, and more.
  • Dynamic Quests - Quests and quest rewards are generated based on the NPC roles available in each town.
  • Crafting - Craft food, potions, & medicine, upgrade and maintain your armor with salvaged materials, and enhance your crafting by purchasing or finding recipe scrolls.
  • Character Creation - Choose from 7 character backgrounds and 30+ starting traits.
  • Enemies - Dozens of unique enemy types with customized AI hunt, flee, and wander the dungeons found on Enalia.
  • Dungeons - Test your grit against 4 unique dungeon types.

Skill System​

  • In The Doors of Trithius, simply leveling up skills will not unlock everything. Players must explore the world, visit trainers, and discover for themselves how to bolster their abilities.
  • Each skill has a passive bonus, along with numerous upgrades that can be learned unlocking new bonuses and abilities.
  • Currently there are 10 non-combat skills in the game, with more to come.

Despite being in early access the game has a significant amount of content already added, with around 12-16 hours required to win. Join the adventure as continue to add develop and extend the world of Enalia.
https://store.steampowered.com/app/1519490/The_Doors_of_Trithius/






Some of you old fags might find this interesting,so here it is.
 
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Aemar

Arcane
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Aug 18, 2018
Messages
6,089
So how's the game? It's been in EA for more than a year already.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,715
Location
Small but great planet of Potatohole
Key Features
Random Generation
nope-out.gif
Yeah,now i saw it and lost interest. Still people that jizz over caves of cuck and tales of majapandjaba could enjoy it.
Tome4 has both random and many non-random (also semi-random) locations. The world map is mostly hand made with only few locations being randomly placed. Same for non-dungeon locations. Even a few dungeons iirc are hand made.
I only played CoQ a long time ago but - iirc - not all locations/levels were random there as well. Might be wrong about that.
To find a game that has mostly or completely randomized world and locations you need a more traditional RL. And even then not all of them. Or some rogue-lites.

Having said that, pure, classic RLs are sometimes made without any non-randomized special levels or game elements. This might work for them but, imo, not so much for an "open world rl" game. The devs didn't mention having hand made locations or levels at all. Maybe because it is a short list of only crucial features. Or perhaps they wrote some really amazing random generation code - which i doubt. Otherwise i'd really prefer a mixed approach. As exemple Cataclysm DDA does it well. Locations of towns, roads or individual buildings are randomized but those individual structures (like houses, gas stations, shops, etc...) themselves are hand made. There are tons of variations (and by tons i mean many dozens) especially of more common buildings. RNG decides what items and special stuff can be found inside. In other words - combination of random and hand made gives good results there.

Another issue is that their list of features is quite ambitious which is nice on paper but can easily mean unfinished bug-ridden mess at the end.

Still, i'm somewhat interested. Thank you Fanta for bringing this up - that was a year ago but i must have missed it back then.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
The game looks like Stoneshard meets ADOM. Unlike the former, this game gets constantly updated. The main dev maintains a vlog on Youtube where he speaks about various aspects of the development process and future features. Very active on Steam forums and Discord.

It looks way more fun than some AAA shit made in pajeet sweatshops or in some Belgian faggot lab, so I'll most likely grab it despite the EA status.
 
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Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
It definitely looks like a Stoneshard contender, a game that unfortunately has managed to remain under the radar unlike its rival. At the same time Stoneshard somehow looks less feature-orientated than this one, it's more on the eye-candy side.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Bit the bullet and bought the game. First impression: strong Stoneshard vibe, which is not a bad thing. The almost constant hunger mechanic is annoying and needs to be addressed. RNG seems to be strong as well. Better skill/combat implementation and procedurally generated content than in Stoneshard.

Overworld map that changes with each new game, more open-ended than Stoneshard and closely resembling Battle Brothers.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Having a blast playing this game. Started out several characters: a greatsword wielding mercenary, and two hunters specialized in heavy crossbow and longbow.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Classes along with their default skills:

The Mercenary - 2H life stealing fighter
The Street Urchin - knife wielding rogue
The Hunter - ranged character, can go either the bow or the crossbow path
The Knight - sword and shield fighter
The Brawler - unarmed fighter
The Cook - knife fighter + Cooking skill
The Traveller - blunt weapons + Travel skill
The Druid - Nature Magic + blunt weapons (currently the only magic character)

A specific weapon type skill can be acquired by simply equipping a said weapon. Individual weapon skill and weapon type XP system which unlocks additional skill points, each with separate skill trees.

Non-combat skills: Cooking (extremely important, since food counts also as a health potion), Reading, Quartermastery (repairing stuff, inventory management, etc), Medicine, Alchemy, Travel, Athletics (more important than in other games), Enchanting, Botany, etc. Most of these skills can be acquired via accesing certain items like workbenches (Quartermastery), study benches (Reading), gathering plants (Botany), using healing items (Medicine), etc.

Because of the survival element of this game, crafting plays a somewhat important role, especially the cooking skill - food functions primarily also as a health potion, perhaps the wierdest and most annoying aspect in this game. Skill-related objects like a workbench for example allows to repair, salvage and create items, an oven allows to create various food recipes, etc. I think it's possible to avoid the crafting altogether except for the cooking skill.

The cities function like in Battle Brothers. Randomly generated quests can be obtained from various individuals and are mostly repetitive regardless of the city. Completing or failing to complete quests affects the relation with the city. Apparently the game will allow city/faction warfare, including roaming warring armies, and the player will be allowed to join battles.

So far there are several types of dungeons: castles, fortresses, bandit lairs, gremlin fortresses, temples, caves, etc. There are also several biomes included in the game, each with its specific challenges.

Travel can become dangerous because of travel weariness and dangers (wild animals, bandits, monsters, etc). Each map tile can be explored.

AI is average, not that bad I guess. It's easy to disengage and escape an enemy. Different types of creatures can fight among themselves, for example automatons vs various critters, etc.

There is a great amount of content right now despite the current EA status. The game looks very promising.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Currently playing as a rogue. Planning to try out the brawler and the druid characters.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
The brawler is most likely the hardest class at the beginning of the game, yet something tells me he's going to breeze through later on. The druid seems overpowered. He starts out with Nature Magic at level 5 and he doesn't have a limited number of summons.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Dev blog: Skill trees

Dev Blog: Skill Trees

As we forge ahead into the new year, there are several significant updates that we've been working on.

One of those changes is the revamp of our skills system, evolving it into a more robust skill tree structure.

Today, I'm pleased to introduce Eric Wagoner, the newest member of our development team, who is spearheading this exciting redesign. In this post, he shares his journey and insights directly with you.

Skill Trees
Several years into development, we’ve added many skills and abilities… and we’re not nearly done yet. Choosing skills has always been one of my favorite parts of RPGs. Now, the time is right to take our skills system to the next level.

78afc2014efa71382ea8cd19229ab65b279bd9b6.png

Accelerated Warfare – “Let’s go!”

Why Trees?
The decision of what ability to select is a special moment in the game. It is a triumph. By placing abilities in a more structured flow, the player has guidance on where to look and what exactly their current decision is.

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On the right is an art mockup, not the actual tree!

Note: In our game, the term "skill" refers to the overarching category you level up in, such as "Chivalry," "Cooking," or "Botany." And within each skill, you unlock items called "abilities" (technically, this means our discussion is about ability trees, but we've chosen to use the more intuitive term "skill trees" for simplicity).

These limitations also add a new layer of strategic thinking to the game as you puzzle out the trade-offs involved in ascending the tree and getting the abilities you want. And with Jake busy on the upcoming Factions update, it was a good time to reconsider ability balance, including how it relates to larger battles and more allied units.

Structure
We decided to have our skill trees unlock from the bottom to the top to give players the feeling of scaling a mountain of awesomeness. The bottom level starts unlockable, and abilities can also start deeper in the tree with no parent ability, requiring that any ability (or hard junction) of equal or greater depth be available to unlock first.

0dd4f39027131c2f558affbc9818171a97dc5761.png

Soft junctions (on the left) are unlocked by either prerequisite.
Hard junctions (on the bottom) require each.

Ability powerfulness (& complexity) generally increases as the tree is unlocked. More powerful abilities might be placed earlier on the tree if their connecting paths are reduced or limited. Less powerful abilities may be used as prerequisites to increase the total cost of powerful abilities.

What makes a good tree?
Distributing the most desirable abilities away from each other creates many viable paths through the tree, adding depth to the decision-making process. Since players can earn XP from using active abilities, some are placed early on the trees to give players options to level each skill through use.

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Battle Hardened won’t let you go down without a fight

Grouping related abilities together adds realism and makes intuitive sense, since it's easier to learn things which are similar to what you already know. The shape of the trees also allows us to convey meaning through symbolism, such as the stability and connectedness of the new Chivalry tree.

Skill Themes
As you might expect, there are lots of considerations when designing a skill system. We want to give each skill a special feel and particular strengths. To do this, we consider the general themes of each:

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Chivalry
: Virtue, honor, protecting humanity

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Warrapt
: Tradition, pragmatism, persistence, practice

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Dreadheart
: Instinctual, barbaric, savage, animalistic

Another consideration is how many abilities are in each tree. Dreadheart had the least number, so I added a few new ones. Warrapt and Chivalry, having the most, received more modifications instead.

The above three are coming first, but deliberation is already underway for the weapon skill changes:
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Balance Changes
When considering individual abilities, I compare them to similar abilities. For example, ‘Mighty Lunge’ on the Warrapt tree is similar to several other jump-attack abilities. In playtesting, the 2-range limit was annoying, because, being an attack, it only gave one tile of extra movement. This wasn’t quite enough for what it was used for: catching up to those pesky hit-and-run enemies. It also didn’t make ‘Mighty Lunge’ feel particularly mighty.

‘Vicious Lunge,’ in the Daggers tree on the other hand, has a much longer range. This felt off, because a long jump is more mighty than vicious, and daggers are relatively short range. I want to keep a short range jump-attack for variety, because the others are longer range. Therefore, let's make ‘Vicious Lunge’ the jump attack skill with the short range but better energy cost, cooldowns, and less vulnerability, since daggers are light & fast. ‘Mighty Lunge’ can have a longer range.

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From concept to completion: can you guess the skill?

Several existing abilities will become applicable to nearby allies in light of the new Factions update. For example: Bravery, Aura of Valor (Chivalry), Guarded Wait, Combat Awareness (Warrapt), Vicious Sustain and Blood Lust (Dreadheart). Other kinds of abilities may also be applicable for allies, i.e., Parry & Knight’s Challenge.

New Abilities
Our dev post just wouldn’t be complete without a few teasers for some of the new abilities coming your way.
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Lacerate
:
Lash out in a bloody attack with +5..15% bleed chance, dealing +5..15% more damage, but taking +20..10% longer. On hit, the enemy takes +8% damage and bleeds twice as fast for 1..3 turns.

Lacerate adds to the short supply of Dreadheart active abilities, but it’s placed so late in the tree that it cannot help much with XP gain, which is addressed by another new ability. It’s fairly powerful, however, so it makes sense that it would be an apex ability to strive towards (the ‘tip of the claw,’ so to speak.) It fits with the Battle Trance line of abilities, but this is purely thematic.

Bleed is a major feature of Dreadheart, so I wanted to give it a little more punch by causing the target to bleed twice as fast (two ticks per turn) for a few turns. I also wanted this ability to create additional blood tiles around the target, so that the player can start using the environment more as part of their tactics and strategy. Blood tiles combo with yet another upcoming ability, as well as future abilities such as the Blood Mage, but be careful; you might not be the only one who likes getting bloody!

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Bleed resist never looked so cool

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Noble Steel Resonance
a new Chivalry ability: firmly embed your weapon into the ground, sending forth a resonating shockwave that weakens the defenses of all enemies in its path. Enemies receive -10..14% dodge chance and -10..14% physical resist for 3..5 turns.

Just when you thought Chivalry had enough abilities, we added more. While Chivalry is bordering a bit much on the magical for a skill not listed in magic menu, it's possible to consider nobility in its own mundane yet semi-magical category, almost as a prerequisite for certain kinds of virtuous magic.

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Martial Flourish
: Launch a flourishing attack against adjacent enemies when you enter a new stance, dealing -40..20% damage with +15..35% knockback chance.

Martial Flourish puts a bit of kung-fu in your step, replacing Quick Swap, which is merging into Efficient Dispatch to make it more attractive. We don’t stop there; players have said stances were underwhelming, and Swift Transition’s switching stances quicker seemed that way. After all, you can only use one stance at a time, and each stance requires investment.

So, let’s make stances more exciting! Making them compatible will breathe new life into these mechanics. Swift Transition is getting five upgrade levels so that players can now briefly have two stances active at higher levels.

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Combat Awareness gets a new ‘look’

I hope you enjoyed reading this update as much as I enjoyed writing it. Development continues on Factions, Skill Trees, and more, so keep your eyes peeled for more exciting updates.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
So I've defeated the main villain and completed the main questline (brawler/unarmed combat character). Which by the way is extremely barebones right now (v.503 or something). You basically start out in a dungeon and get hold of a crystal shard that you handle to a wizard in the very first city you visit. The wizard casts a spell which reveals the existence of a magic tower in the center of the continent. You get to travel there, defeat the villain and after that its game over. The difficult part is you need an end level character to complete the main questline (+30 level).

Still a long way to completion, but I think the game has a serious potential. The framework for a memorable title is already in place.

:4/5:
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089


The next update will decisively change the static nature of the map - gremlins attacking human areas, bandit wars, etc.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
Dev Blog: Faction Warfare & Settlement Prosperity

Dev Blog: Faction Warfare & Settlement Prosperity

For the last several months we've been working on a major update: Faction Warfare

With this update, factions will spawn armies reflective of their wealth and strategic interests.
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These armies attack settlements to expand their territory, and will patrol and defend their holdings, creating a living world of conflict and conquest.
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You're not only a bystander in this world at war. Join battles to defend cherished locations or tip the balance in factional conflicts. Your participation will be rewarded with not just loot and experience but also a tangible impact on the game's evolving geopolitical landscape.
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To get a closer look at these changes, also check out our previously released videos:
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YouTube™ Video: Dev Blog #23 - Faction Warfare & Territory Control
Views: 1,202
https://doorsoftrithius.com/
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YouTube™ Video: Dev Blog #24 - Faction Warfare Part 2
Views: 451
https://doorsoftrithius.com/
Our vision with this update is to breathe life into the game world. The world really is at war, regions and border actually matter and change over time, and you the player can influence the outcome.

Furthermore, this system has been designed with modularity in mind. This means even after the initial update, new factions, complete with their own unique units and behavior can be seamlessly integrated into the game and will automatically behave according to their designed nature and alignment — be they monstrous hordes or bandit clans (so to answer your question: yes, we plan to add magic-based factions & wizard armies).

Faction Wealth
At the heart of Faction Warfare is a strategic economic system where each faction has an amount of wealth they can use to purchase armies.

The image below is from a prototype used to simulate faction behavior
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Here's how the wealth system operates:
  • Territorial Control
    : Wealth is gained based on the number of tiles controlled. The more tiles a faction controls, the faster its wealth accumulates.
  • Upkeep Costs
    : Maintaining an army isn't without its costs. Each faction incurs an upkeep cost per turn to support its existing armies, necessitating a balance between expansion and sustainability.
  • Army Recruitment
    : Factions use their accumulated wealth to purchase new armies. Each faction has unique costs and unit compositions for their armies, reflecting their individual strengths and weaknesses. For instance, Gremlins field numerous but weaker units at a lower cost.
Player Influence
You might be wondering how the player can affect this system.

Initially, as a lone adventurer in a world embroiled in conflict your influence is understandably limited. Charging into armies alone would be ill-advised. However, as you grow in power and cunning, so too does your ability to impact the world.

Undermining Faction Wealth
One strategic approach is targeting the enemy factions where it hurts: their wealth. Defeated dungeons stop exerting influence. As a result, the faction's borders begin to recede and their ability to fund and maintain armies diminishes.
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Joining the Fray
Another way to sway the course of war is by joining battles alongside friendly factions. Engaging in these conflicts rewards you with loot, experience, and aids in defending vital territories.
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Destroyed Towns???
The introduction of faction warfare brings with it a more immersive and engaging world, but it also introduces new design challenges.

Our primary challenge is striking a balance: How do we ensure that faction armies are impactful, instilling a sense of urgency and consequence, while avoiding excessive penalties for the player?

Consider the following dilemmas:
  • What if you've invested in a home or stored treasures in a town that's been razed?
  • If you're mid-quest in a town that suddenly falls, or if an essential quest-giver resides in a now-destroyed settlement, how does that affect your story and objectives?
  • What of the distant conflicts? If a town you care about is under siege while you're leagues away, should you have the option to intervene, or must you accept the fortunes of war?
These questions guide us towards a new solution: the prosperity system...

Town Prosperity
Prosperity is a new system developed to address the challenges presented by faction warfare. It's the current focal point of our development efforts.

(as it's under active development, details are subject to change)

Upon entering settlements (villages, cities, and towns), you'll notice a new feature: prosperity. Visible on the location window, prosperity is represented with an indicator showing its current level and the trend of where it's heading.
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Prosperity is a direct reflection of the economic health of a settlement, influencing the availability of goods, shop wealth, presence of adventurers and quests, frequency of traveling merchants, and the number of guards available.

Prosperity Ranks
Prosperity is categorized into several ranks:
  • Destitute (0-10): Settlements are nearly abandoned.
  • Impoverished (11-30): Towns struggle with limited resources and low morale.
  • Stable (31-60): The average, everyday life of a settlement with basic amenities available.
  • Prospering (61-85): A flourishing settlement with abundant resources.
  • Wealthy (86-100): The pinnacle of prosperity, featuring the best goods and services available.
Influencing Factors
Several factors can influence a settlement's prosperity:
  • Nearby Tile Influence
    : Proximity to enemy factions can decrease a settlement's prosperity. For example, if surrounded by enemy Bandits tiles, a town will see a gradual decline in prosperity.
  • Player Actions
    : Completing quests or defeating nearby threats will boost a settlement's prosperity.
  • Battle Outcomes:
    If a settlement falls in battle, its prosperity plummets, reflecting the devastation of war. It's then up to the resilient townsfolk and perhaps a helpful player to rebuild and restore what was lost.
Special Note on the Destitute Rank
Settlements at the Destitute rank find themselves in a state of significant hardship, a status that typically follows a defeat in battle.

In this dire state, only essential structures like the Inn, your house, and quest-specific buildings remain operational. A destitute town is essentially off the map in terms of faction warfare: it poses no threat and thus is not a target for further attacks, nor does it exert any influence in the broader conflict.

As time passes, these settlements will naturally progress towards recovery, albeit slowly. To expedite this process we are planning to introduce special quests which appear in nearby towns. Through these quests, you can accelerate the recovery by contributing gold or other resources.

Benefits of the Prosperity System
Where previously destroyed towns were completely inaccessible, the addition of the Prosperity system ensures that while such towns are still affected, the impact is less punishing.

This feature not only integrates with the simulated world, enhancing the realism and dynamism, but also amplifies the impact of faction borders and armies on the game's mechanics.

Looking ahead, we are also planning a separate update dedicated to enhancing town aesthetics. This future enhancement will see key town features dynamically change in line with the town's prosperity level. Imagine witnessing the physical transformation of a town as it progresses from destitute to wealthy...

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That's it for now and thank you for reading.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,286
This dev is doing what I'm doing but better at it :D. I might check this out, thanks for the rec.
 
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Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,089
v0.5.4 - Faction Warfare

Factions summon armies, settlements can be attacked and turned destitute, and bandit hordes wander the map. Gear up for a more engaging and challenging world.

This is a massive change! Expect continuing balance changes and fixes in the coming months.

Save files from v0.5.3 are NOT compatible.

Faction Warfare
Factions will now spawn armies reflective of their wealth and strategic interests.

These armies attack settlements to expand their territory and will patrol and defend their holdings, creating a living world of conflict and conquest.
1a895c01c726415bc94a721cd4b3f086a0ed9b00.png


Join battles to defend cherished locations or tip the balance in factional conflicts.

Strategic window lets you know the time remaining until a battle is completed.
e63823daac54a263acc71979fa55169a46331031.png


Your participation will be rewarded with not just loot and experience but also a tangible impact on the game's evolving geopolitical landscape.
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Enable the faction overlay while in the world map to see faction influence.

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How it works:
  • Factions spawn armies based on their wealth. Wealth is gained over time based on the number of tiles controlled by that faction.
  • Unless completely defeated, wounded armies will slowly regenerate their troops over time.
  • Multiple armies can join the same battle, assuming they are allied with one of the sides.
  • To join a battle, one of the sides must be your enemy and one must be your ally (no joining Bandits vs. Gremlins).
  • If a town is under attack, fire will be visible on the world map, even if it's on an unexplored tile or outside your view radius.
  • The armies of enemy factions will chase the player, but tend to move slower than normal movement.
For more details, including information about how factions gain and spend wealth, see the recent dev blog.

Human Factions
Previously, there was a single generic "human" faction. This has been removed and split into 3 named factions:

Verdant Guard
Forest dwellers, who reside near where the player starts.
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Stonewardens
Empire loyalists, typically found in mountainous regions.
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Aridax
Fiercely independent desert dwellers.
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Each human faction starts with its own territory and influence, which will shrink or grow based on the influence of other factions.

Bandit Factions
Three new wandering bandit factions have also been added.

Eagle Clan
Small groups with strong units, the Eagle Clan prefers the mountains and forests.
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Cragwolf Outlaws
A powerful, bloodthirsty bandit group, with a unique dual axes drop.
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Barren Outcasts
Ill-equipped but with larger numbers.
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Wandering bandits do not control territory but will attack and wreak havoc on all non-bandit factions (including the player).
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Desert Towns
To match the desert theme, Aridax towns have newly added building and pathway art.
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Prosperity
Upon entering settlements (villages, cities, and towns), you'll notice a new feature: prosperity. Visible on the location window, prosperity is represented with an indicator showing its current level and the trend of where it's heading.
228e218dbf02595228c7cdba99dfae3ed07a2837.png


Prosperity is a direct reflection of the economic health of a settlement, influencing the availability of shops, presence of adventurers and quests, frequency of traveling merchants, and the number of guards available.

The below screenshot is of a closed shop. As a town loses prosperity, shop owners will pack up and leave.

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How it works:
  • Settlements start with a hidden base prosperity amount. This amount is increased or decreased over time based on the number of nearby tiles controlled by the faction.
  • Completing quests for a settlement causes prosperity to go up.
  • Defeating nearby enemy dungeons makes space for factions influence to spread, causing prosperity to increase.
  • If a settlement is attacked by a faction army, all local town guards and adventurers will team up to fight the invaders. If the battle ends in defeat, the town's prosperity is reduced to 0 (Destitute).
  • If a settlement is under attack, it can be seen with a burning fire, even if the settlement is in fog-of-war or unexplored tiles.
  • If a settlement loses shops, guards, or other NPCs due to low prosperity, they will return once prosperity has improved.
  • Inns will never vacate a town, regardless of prosperity. This means you cannot lose your belongings if they're stored in an inn.
Prosperity Ranks
  • Destitute (0-10) The settlement is nearly abandoned. It exerts no influence on the world map.
  • Impoverished (11-30) Limited resources and low morale.
  • Stable (31-60) The average, everyday life of a settlement with basic amenities available.
  • Prospering (61-85) A flourishing settlement with abundant resources.
  • Wealthy (86-100) The pinnacle of prosperity, featuring the best goods and services available.
Gremlin Dungeons
Added 6 new room types to Gremlin Dungeons for more variation. These rooms have a chance to spawns in small and large Fortresses.
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Simultaneous Turns
This drastically speeds up combat when fighting in larger numbers. Instead of waiting for all enemies to take their turn one by one, entities will attack and move in the smallest number of batches.

All combat now uses "Simultaneous Turns," allowing enemy units to take their turn at the same time.
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Other Changes
  • Reputation is no longer per settlement but is instead per faction, meaning reputation gained in one settlement unlocks bonuses for all settlements of that faction.
  • Time now passes in the overworld while in dungeons. For example, if being chased by a bandit army, you can escape to a nearby town or dungeon. If enough time has passed, upon returning to the overworld, the army will have wandered away. Note this is up to a maximum number of turns, to ensure there is time to return to help defend nearby settlements while you are in dungeons.
  • Added 2 new poisons: Jester's Toxin and Red Spigot.
  • Added 8 new armor and weapon items: 3x Stonewarden Armor, 4x Dual-wielding axes, Furyforge Crown.
 

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