July 24th Developer Update

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Aschent_

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TDN Community,

The Dev team has been hard at work at a number of projects in order to amplify the community's experience as it relates to TDN. The items listed below are not an entire list of everything being completed server-side, so if you're hopeful for a particular system and don't see it listed, do not fret. There is a lot more on the horizon than the list below.

We've got a number of things to cover in this Dev Diary, so let's jump right in:

New Forum!
As you can see we have a new home with a much cleaner design. Huge shout-out to Kazyyk for handling much of the heavy lifting!

Narrative/Mechanic/Rule/Misc Updates:
  • Year One Story-lines
    • "Year One" is a loose term and may not coincide with an exact calendar year.
      • TDN will see a much clearer narrative for our Relaunch. With a well-constructed story taking place on a more macro-level players which will involve players closely, this will be a great opportunity for DMs to branch their own narrative from the larger story itself, OR work in the themes of the narrative into their own stories that they'll build for players.
      • Although we aren't prepared to showcase any details; players will have the opportunity to shape the future of the server through their actions & influence during this overarching campaign, as well as the many others throughout the months to come post-launch.
  • Death System
  • PvP Rules
  • Faction System
    • Council of Eleven faction has been retired/removed. Political Intrigue will be possible through other means.
  • XP Pool Clarification
  • Character Application/Backstory Updates
  • Caravan System Updates
    • Caravans will now launch from a Conversation (the caravans on a rolling timer will be retired.)
    • After a Caravan is purchased, other players have 60 seconds to 'join' the caravan.
      • After a Caravan departs, a new caravan may be purchased and the process will repeat.
    • Caravan destinations will be global. No more 'hub-hopping' to get to where you need to go.
    • Transit Time will be 3 minutes universally. (Regardless of Destination)
  • Expertise Removal & Tower Shield Changes
    • Expertise & Improved Expertise have been removed.
    • Tower Shields now require a feat to use. Add'l they provide +4 AC and -2 AB.
      • Fighters receive said feat for free.
    • These changes are consistent with the Dungeon balancing below.
  • Dungeon Balance Overhaul
    • Every single dungeon is being reviewed and tweaked to provide a baseline balance.
      • With this in mind, it is important that everyone's perspective on adjustments to classes, spells, etc remain open-minded. The mechanical experiences you find in-game post-relaunch will vary significantly from what was found during the initial run.
    • Many dungeons will see feature and challenge improvements to create a more unique experience for players.
TENTATIVE Relaunch Impact to Existing PCs:
Objectives/Reasons Why Changes are Necessary:
  1. The Economy during our initial run quickly grew unstable, mechanical updates and more give us reason to reset gold values across the board.
  2. Although we are approaching this as a complete revamp/relaunch of the server, we did not want to entirely abandon all of the work and effort put in by players, therefore the concessions allowed to remain are an effort to give a nod to those who supported the server early on.
  3. Those concessions in mind, we do not want to maintain an environment where those who played initially have such a long lead ahead of new players that it would be nearly impossible to reach those levels of gold, professions and otherwise after the systems updates.
  • Player Experience
    • All PCs level 5 and up will be reset to level 5.
      • All Existing PCs (including those de-leveled) will receive a bonus to their XP Poolbased on their level.
        • Example:
          • Level 6 PC will be de-leveled to Level 5, and the XP pool will be filled with enough XP to reach level 6.
          • Level 3 PC will not be de-leveled, and the XP pool will be filled with enough XP to reach level 4.
    • Note: All Existing Players will receive a 'Token of Rebuilding' which will allow them to remake their character.
      • This token will only function if the character you rebuild is the same Race, Class, and Alignment as your original PC.
  • Player Profession Experience
    • All Professions above level 6 will be reset to level 6.
    • Learned recipes above level 6 will not be lost, however, they cannot be crafted until reaching their required level.
    • System Tweak: Crafting Level Maximums will now be tied to PC Level + 2 in order to curb power-inflation in situations where a player far exceeds profession level in comparison to PC level.
      • Note the [REDACTED] class is not affected by this limitation.
  • Player Gold
    • All Player Gold will be reset to 1250gp if above 1250gp.
  • Player Items
    • All Weapons & Armor with more than three affixes (4 or more), will be stored in a Database for review by the Staff. These items will be adjusted down to 3 affixes max. Random Loot affixes will be prioritized for removal.
    • The Item Container that offered 100% Weight Reduction will lose the Item Property, as Persistence Storage now functions as a replacement.
    • Existing Item Values will be reduced significantly.

Changes to Existing Systems:
  • Professions:
    • All Professions that Produce an Item will be provided an item that references the known crafts to review required materials and what the product is that is crafted.
    • All Professions that Produce an Item will find some ingredients more easily accessible from NPC Merchants in-town (for a price).
  • Enchanting:
    • Removal of Enchants now possible on Items enchanted post-relaunch.
  • Herbalism:
    • Herb Information Book (Will provide information on Herbalism effects).
  • [NEW] Cooking:
    • Cooking is being added to the game. This will coincide with an update to the Resting System which allows players to decide what it is that they will consume during rest. Based on the item selected, minor buffs will be applied to the PC resting.
      • Cooking is considered a "Secondary" Profession (similar to Fishing).
      • Cooking recipes will be learned from various NPCs and Chefs in-game.
Spell Changes:
  • The following spells' duration is being increased to 10/min per level:
    • Barkskin
    • Bull's Strength
    • Cat's Grace
    • Circle of Prot vs Good/Evil
    • Eagle's Splendor
    • Endurance
    • Fox's Cunning
    • Mage Armor
    • Owl's Wisdom
    • Protection vs Good/Evil
    • Greater Magic Weapon
    • Shield of Faith
    • Magic Vestment
    • Magic Weapon
  • The following spells' duration is being increased to 30min/level:
    • Summon Creature
  • The following spells' duration is being increased to 1hr/level:
    • Greater Magic Fang

New Systems:
The below systems are not a list of all new systems planned for TDN. Instead, these are what have been finished thus far in our rebuild process. We will have a deep-dive into these various systems at a later date.
  • Associate/Companion Control
    • PCs can now speak through the following Associates:
      • Animal Companions: @a text here
      • Dominated Creatures: @d text here
      • Familiars: @f text here
      • Summons: @s text here
    • @hostile/@passive behavior setting which allows attacking Neutral creatures when targeted.
    • @ability will command your associate(s) to use their Special Ability if available.
  • Creature Modulation
    • While adventuring in parties greater than 2, players may now come across certain modified creatures that feature a more significant challenge due to various affixes being applied to the creature in-question. This system can be compared to the Diablo 2/3 "Elite" system, however the frequency of running into these modified creatures will be far less likely than in an Action RPG.
      • These Creatures will drop more lucrative loot.
      • Examples of Affixes:
        • Increased HP
        • Increased AB
        • Increased Elemental Melee Damage
    • Additionally, adventurers who choose to solo will find that creatures they encounter are toned down in difficulty.
      • This change is less likely to happen when adventuring alone at night.
  • Area Exploration Experience
    • Newly explored areas will now grant players an experience bonus.
  • Location Persistence
    • When logging off, PC locations are stored. These locations can be returned to after a server reset when interacting with an OOC Transit NPC.
  • Mapping (Map Pin & Exploration Persistence)
    • Persistent Exploration
      • After purchasing an Adventurer's Map, players will be able to retain their exploration-state for areas they have visited.
      • Adventurer's Maps can be purchased in General Stores in Towns/Cities.
    • Persistent Map Pins
      • After purchasing a "Mapping Kit", players will be able to retain their Map Pins from area-to-area.
      • Mapping Kit can be purchased in General Stores in Towns/Cities.
  • Merchant Randomization
    • Throughout the day, Merchants will be restocked with various items. During this restock, various weapons & armor will have a small percentage chance of receiving affixes similar to those found in dungeons.
      • After a PC purchases one of these items, the store will revert to the original version of the weapon/armor without affixes.
  • In-Game Noticeboard
    • Noticeboards will be available in different areas of the game. Players will use a "Noticeboard Notice" with a customized title and description to post on the board.
      • Noticeboards are global and notices posted in one city can be read by a PC in another city.
      • Notices that are posted will be pushed to Discord as an In Character Notification.
  • Persistent Storage
    • Murann will now feature an Item Storage Bank.
      • Banks feature two containers when used. One for storing, and one for retrieving.
      • Players start with 10 free slots for items to be added.
        • Stacked items only take up one slot unless the stack is maxed out.
      • Additional slots can be added for a fee.
  • Points of Interest
    • The Point of Interest (POI) System is designed to provide players with additional background and context for unique areas or locations throughout TDN. Upon the first visit to a POI, players receive a small XP bonus along with some flavor text that explains the area or POI they've visited. Additionally, these visits are recorded in the PC's Journal (Item) which can be referenced later at will.
Future Systems:
While not a complete list, below is a group of a systems that will be implemented on TDN in the future (some of which are already being actively worked on).
  • Faction Integration
    • Character-Created Faction System
  • Persistent Placeables
  • Skirmishes
  • Territory Control
  • Scripted Quests/Quest-lines
  • Character Housing
  • New AI System that Includes Threat Management (Tanking)
  • Dynamic Weather System
  • Character-Owned Shops
  • Custom Tailoring (Item Appearance) System
  • More Custom Spells & Feats
  • Examination System
  • Enhanced Background Selection System
  • Deity Selection Enhancements
  • Enhanced Item Properties
  • Disguise System
We hope this gives the community some interesting systems and changes to look forward to. We're looking forward to sharing more and more information/details as we get closer to establishing our ETA for Test-Phases & Launch.
 
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