🐉 Morndale Dev Blog – Weekly Update 02

🐉 Morndale Dev Blog – Weekly Update 02

Morndale Devblog – Week 2

Another big week for Morndale, packed with systems work, balancing tools, UI improvements, and the first steps toward Guilds. Let’s dive in.

Guilds – Phase One Released

The very first phase of the Guilds system is now live! This release is intentionally minimal and meant for testing across devices, navigation flow, and catching any errors players encounter while joining or browsing guild pages.

Note: Guild Donations, the Guild Hall, and Guild Boss Fights are not moved over yet. It’s getting late, and 5am comes quick!

Monster Balancing Tools & Stat Formulas

Most of yesterday and this morning went into building tools to help balance monsters, XP, and progression. These formulas are still a work in progress, but they’re already giving a solid baseline for scaling monsters relative to player stats.

Current Monster Stat Formulas

health = 800 + level * 25 + CON * 15
melee = STR * 4
ranged = DEX * 4
magic = INT * 4
pdef = DEF * 3
mres = Math.round(INT * 1.5)
evasion = (DEX * 0.25).toFixed(2)
accuracy = Math.round((DEX + STR) * 0.5)
attackSpeed = (1.0 + DEX / 200).toFixed(2)
attackSpeedTick = attackSpeed
critChance = Math.min(50, DEX * 0.3).toFixed(2)
critDamage = 1.50
xpReward = Math.round(level * (5 + tier * 5))
goldMin = Math.round(level * tier * 1)
goldMax = Math.round(level * tier * 3)

Tier-Based Progression

Morndale doesn’t use monster levels directly. Instead, monsters are grouped into tiers, each representing a 10‑level band. The example below shows the levels broken down for tier 0;

  • Common: Levels 0–5
  • Elite: Levels 6–8
  • Boss: Level 9

This structure creates meaningful power spikes every 10 levels and keeps progression feeling punchy and rewarding.

Player Progression Updates

  • Player levels have been reset.
  • Players now earn 3 skill points per level.
  • Health rework: Base health is now 1,000, and CON grants +10 HP per point after the first 10.

UI & Map Improvements

The Map Details panel received a significant update. Locations now clearly display:

  • Shopkeepers (with shop type + available quests)
  • Tavern info (NPC count)
  • Event status

The “Latest Updates” section on the Hub now works properly.

Monsters & Combat

  • Monsters now deal damage correctly.
  • Players can set a health/food threshold to auto‑consume during combat sessions.
  • New Monster Page added — fight monsters idly for loot, XP, and gold.
  • (Note: Monsters currently don’t affect dungeons, locations, or skills yet.)
  • Monster icons added.
  • Monster loot adjusted (temporary values).

Armorsmithing & Crafting

  • 64 new armor/crafting recipes added to Armorsmithing.
  • All 80 armor pieces now have working stats.
  • Weaving now has crafting requirements (more items coming).
  • New Alchemy items added.
  • Jewelcrafting introduced — cracking oysters now has a 5% chance to yield a pearl.
  • Trapping renamed to Hunting, with several new animals added.

Gathering & Resources

  • Mining idle/gather times have been lowered.

Art & Optimization

  • 263 item icons optimized for better performance.

Final Notes

This week was heavy on systems, balancing, and infrastructure. Guilds are officially underway, monster balancing tools are shaping up, and crafting continues to expand. Next week should bring more polish, more guild features, and more balancing to skills.

If you spot bugs, especially in Guilds please report them. Your feedback helps shape Morndale’s future.

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