Greetings!
Feels like it’s been forever since the last post! Hopefully this update will help change that and allow non testers to follow along. This week has been packed with progress across mobile, crafting, dungeons, and skills. Let’s dive into the details of what’s new and what’s coming next.
Dev Tracker
So I’m not one to use project management tools and I’m terrible at keeping up to date with dev blogs because I find it a slight waste of time to skim back through the work from the week just to try and write a dev blog for that week, don’t get me start on what its like after I skip a week or two. SO, I’ve setup a Dev-Tracker page that I’ll be posting to every day/night on what I got done. My goal is to be making posts to this daily to keep things moving. It also allows me to go through copy down what was done for the week and write up posts like this. Moving forward I hope this helps make things a little more active on the front end.
Mobile Updates
- Crafting & Gathering Fixed: Mobile players can now properly craft items and gather resources without hiccups. This closes a big gap in parity with desktop play.
- Inventory UI Overhaul: The mobile inventory has been redesigned for smoother navigation and readability. Expect cleaner layouts and more intuitive item management.
- Progressive Web App (PWA): You can now download Morndale directly as a PWA! Just log in, click your username dropdown, and select the option. This makes Morndale feel more like a native app on your device.
Trapping & Loot
- Animal Loot Setup: Trapping now rewards loot across all animals, adding depth to hunting and resource collection.
- Monster Loot Drops: Monsters now drop loot! While only a few are enabled for testing, this system is being expanded to make combat and dungeons more rewarding.
Dungeon Enhancements
Recently I scrapped the entire dungeon system and rebuilt it using a tick based combat system. This means dungeons will no longer be based on a set default duration, but instead be based on how long it takes you to kill each monster and boss for said dungeon. This also means that in the future you’ll be able to lock in a time duration and continuously run through said dungeon multiple times until the timer runs out. Look out for dungeon leaderboards as I plan to have a section for time to clear ;)
- Creation Screen Improvements: Dungeon creation now displays monster loot tables and drop rates, giving players more transparency when planning runs.
- First Dungeon Loot Added: A starter set of loot has been placed in the first dungeon, giving adventurers something tangible to aim for early on.
Farming & Gathering
- Flax & Cotton Introduced:
- Flax Stalks are now part of the Farming skill, grown from Flax Seeds gathered in the wild.
- Cotton Seeds can be gathered, while Cotton Bolls are cultivated through Farming.
These additions expand the agricultural loop and set the stage for weaving and tailoring.
Crafting Professions
- Weaving, Tailoring & Leatherworking Fixes: Early-level gear crafting is now functional, letting players start outfitting themselves with handmade equipment.
- QOL Item Requirement Display: Crafting menus now show how many of each required item you currently own, reducing guesswork.
- QOL “Max” Button Added: Crafting now features a “Max” option, allowing you to instantly queue the maximum number of craftable items.
Alchemy & Potions
- Potions Restored: Potions are back in action! They’ve been re-enabled and tied into the Alchemy skill, opening up new avenues for adventurers to prepare for battles and exploration.
This week’s updates mark a big step toward stabilizing mobile gameplay while expanding Morndale’s crafting and dungeon systems.
As always, thank you!