Devblog 8 – Phase 1, Combat Focus & Crafting Overhaul

Devblog 8 – Phase 1, Combat Focus & Crafting Overhaul

Welcome! With Phase 1 finally in effect, I’ve approved all applications so everyone currently registered can start playing. It’s been a rough start in some areas—combat especially was an eye opener and needs a massive overhaul—but overall things are running smoothly. There were a few hiccups with the reset, but nothing extreme.

Combat Takes Priority

This next week is going to be a big one for combat. I’ve put a halt on working on equipment stats until combat is more polished. I don’t want to just copy-paste every other idle game and end up with a basic combat loop where gear all feels the same, so I’m spending a lot of time researching more complex systems to take notes from.

Once the new combat system rolls out, expect to see a player combat level reset. Combat is such a big focus—it’s the backbone of a lot of different systems: world bosses, dungeons, raids, player equipment, and more. That’s why it’s taking such priority right now.

Quality of Life & Smaller Fixes

There have been a lot of things brought up: pets needing fixes, town name adjustments, button labels being off, and overall smoothness in terms of feedback to users, quests, and UI improvements. With combat being my main focus, a lot of the smaller stuff will trickle in between.

I like to take breaks and work on other aspects of the game most nights—staring at spreadsheets for more than four hours at a time makes anyone’s head explode—so you’ll see QoL changes continue to land alongside the bigger systems work.

Recipes & Crafting Direction

Recipes have been slowly added and changed. They’ll continue to evolve as I plan the combat system out more, but for now it feels like I’d just be creating double the workload by editing equipment, only to cycle back through again in another week or two after the combat update.

Crafting recently got a huge overhaul with new XP rates, times, and more component-based crafting. This will keep evolving as the rest of the systems solidify.

3-Month Supporter Pack

I’ve also added the 3 Month Supporter Pack for purchase. This is a one-time purchase for alpha supporters who would like to contribute to the project. It starts at $0.99, with the option to pay more if you’d like to support further. It gives 3 months of membership that runs from Feb 1st to May 1st.

  • 9 Hour Idle Time
  • Premium Battle Pass Access
  • +50 Inventory Slots
  • +15 Auction House Slots
  • Premium Icon/Frame & more

This week’s updates were long, but still nowhere near everything I wanted to get out. Adding the supporter pack and the new recipes took longer than I wanted, but planning this stuff out and taking my time really helps polish certain aspects of the game.

This Week’s Updates

General & Account

  • 3 Month Supporter Pack is available for purchase, starts at $0.99
  • Added Supporter Pack, powered by Stripe
  • Password recovery has been set up
  • Users can now change their password in Profile Settings
  • You can now add your Discord in Profile Settings

Core Systems & Requirements

  • Building requirements changed from Logs → Planks
  • Turned back on skill level requirements

Skills

  • Bonecarving skill removed
  • Enchanting skill removed
  • Fletching skill added
  • Magesmith skill added
  • Bows and crossbows moved from Woodworking → Fletching
  • Staves, wands, and magical gear moved from Woodworking → Magesmith
  • XP across all skills adjusted to match new formula/template

Gathering & Materials

  • Added Wild Sheep to Hunting, drops Wool Fleece
  • Hemp added to Gathering (Lv 6)
  • Flax Stalks added to Gathering
  • Cotton Bolls level adjusted from 14 → 8
  • Burlap level adjusted from 8 → 3
  • Jute Twine level adjusted from 3 → 1
  • Limestone level adjusted from 10 → 1 and moved to starting town

Crafting & Items

  • Added Pine Planks
  • Added Birch Planks
  • Added Oak Planks
  • Added Willow Handle
  • Added Linseed Oil
  • Added Pine Tar
  • Added Iron Pickaxe
  • Added Steel Pickaxe Head
  • Added Steel Hatchet Head
  • Added Padded Leather Vest
  • Added Padded Leather Chaps
  • Added Fox Cloak
  • Leather Cord moved to Tanning
  • Leather Straps moved to Tanning
  • Bronze Ingot now gives 2 instead of 1 per craft

Skill Reworks

  • Tailoring reworked up to level 32
  • Weaving reworked up to level 32
  • Leatherworking reworked up to level 27
  • Tanning reworked up to level 25
  • Alchemy reworked up to level 30
  • Blacksmithing reworked up to level 30 (with exception of workboxes)
  • Armorsmithing reworked up to level 22
  • Woodworking reworked up to level 25
  • Smelting reworked up to level 90

Item Adjustments

  • Cotton Tunic changed to Linen Tunic
  • Wizard Hood changed to Scholar Hood
  • Cotton Shirt changed to Cloth Shirt
  • Iron Ore/Ingots level adjusted from 20 → 15
  • Silver Ore/Ingots level adjusted from 25 → 15
  • Silver Band, Setting, Chain level adjusted from 25 → 15

Guilds

  • Guild application error fixed when attempting to accept members who have previously been in the guild or declined
  • Guilds now have a Leave Guild button for users
  • Guild leaders can now transfer guild ownership
  • Guild leaders can now disband a guild
  • Guild hall upgrades can now be set by leader/officers and show as the active build for users
  • Guild members can now properly view resource requirements for guild hall upgrades that are set as active

Closing Thoughts

With all the great feedback and suggestions, it’s hard for me to push combat aside to start working on other areas—but I know getting combat right will make everything else better.

It’s going to be a great month, and I can’t wait to see how the game evolves with all the new feedback. I’ll be sending out emails to everyone who registered, and I hope to talk to you all in the Discord. <3

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