November Developer Update

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Dec 10, 2019
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The Dragon's Neck Dev Update


Before we head into the holiday season, we wanted to showcase some changes, system updates, and new systems that are planned before we launch. There are some notable adjustments to previously communicated plans, along with context as we want to keep our decision-making process as transparent as possible. Some of the changes below are pending/to-be-added to the server, and we will update the developer-updates channel on Discord once they are ready to be tested.
  • Faction Updates:
    • Black Skull Faction Removal.
      • Starting things off with the tougher news - We have decided to put the Black Skull Faction on ice for the time being. While this does not eliminate the faction from ever being used for players, it shifts it to act as an NPC faction for the time being until we can provide proper/legitimate support for the faction without watering down the experience. A few specifics below:
        • Seafaring is a post-launch system. Given the sheer breadth of what we want to accomplish for Seafaring, it would be a system that plays a heavy role in the Black Skull concept/theme and given that we want to launch sooner rather than later, we have opted to put both the faction and the system on ice.
        • Pirates & piracy are relatively niche for where we currently stand, therefore we opted to lean more heavily into factions we felt confident would be more frequently utilized for launch.
        • The Black Skull faction made the concept of PC Pirate factions challenging/near-impossible. Players are still welcome to roleplay pirate-focused roles, however they will need to do so with the understanding that Sea-based systems are not anticipated for launch.
    • Conclave Addition [Nature Faction].
      • In the spirit of keeping factions focused on character concepts that are more likely to be seen, we have added "The Conclave". Check the link above for more information on this new faction. This faction will feature complete faction support similar to the others.
  • Faction Contracts:
    • We have decided to add a system-element to all factions in-game. These 'contracts' [working name], will aim to drive player-story, conflict & experiences where in some cases faction aims might align, or be misaligned and put various factions at odds. Today's dev update will focus on The Conclave's "Contract", which deals with the 'Natural Balance' of the server:
      • Various regions in-game will be split into categories which will result in single areas contributing to a larger 'balance level' for the region.
      • Balance can be influenced both positively & negatively based on player decisions, The Conclave's objective is to maintain as much balance as possible.
        • Negative Influences:
          • Blighter Marks.
          • Most Animal Deaths.
          • Dungeons that are left untouched for periods of time.
          • Alchemist Guild Contract completions (detailed tbd).
          • DM Events/Plots.
        • Positive Influences:
          • Planting Seeds.
          • Blighter Mark Removal.
          • Clearing of a dungeon that had been untouched for some time.
          • Conclave Contracts/Missions.
          • DM Events/Plots.
      • Poorly balanced regions may result in: Slower Herb growth, Mutated & abnormal creature spawns, Corrupted herbs.
      • Well-balanced regions may result in: Quicker Herb growth, no mutated/abnormal spawns.
    • Members of The Conclave will be working together to identify these areas of imbalance, and aim to remove any afflictions that may exist.
      • Alchemist Guild... On the other hand, may want to study these afflications and pursue understanding and knowledge of the changes, which would put their pursuit of knowledge over the balance of the area and region.
    • More details to come! However we have some engaging systems under construction that will lean heavily into faction-specific aims and focuses to establish a foundation for server progression, conflict, and intrigue.
  • PRC Mentoring.
    • [System still in design-phase].
    • In an effort to encourage RP and enhance the selection of a PRC for a Character, we are introducing the Mentorship concept to TDN. Anyone that takes a PRC level is considered a mentor for purposes of this system and can take on a mentee.
    • With a few exceptions (outlined below), mentorships will be required to take a PRC in a player's build.
    • Details:
      • How does it work?
        • Mentors select the mentee that they wish to train. Mentors can only take on one mentee at a time. Similarly, mentees can only have one mentor at a time.
          • This selection is done via command/dialog window.
        • Mentor & mentee must meet once every 24 hours for the length of 15 total days. The command/ability are used to initiate the "mentor meeting". There is no minimum/maximum length of time required for the mentor meeting, however we highly recommend players to roleplay this out.
        • If a mentor/mentee do not meet in the 24 hour window, no progress is lost, however they must meet a total of 15 times for the mentorship to complete.
          • I.e. This means you don't need to rush your mentor or mentee through the process. Take your time and enjoy the RP aspect.
        • Once the mentorship is completed, the PC will be eligible to take the PRC.
        • Note: Mentorships can start at ANY level. We recommend starting this search early on in your PC's lifetime if your objective is to take a particular PRC.
    • Exceptions:
      • The first four* players to meet the prereqs for a PRC will be granted the PRC without the need for a mentor.
        • The first four players are split based on whether or not a PC was granted rebuild bonuses from TDN 1.0.
          • Two who received bonuses.
          • Two who did not.
      • In the event that a player believes they are being gatekept from a PRC, OR the current mentors are offline for an extended period of time [this will be tracked by devs], they can partner with a DM to circumvent the need for a full-length mentorship to take the PRC.
  • Social Skill Points.
    • Reference Link.
    • Bonus Social Skills have been added, these are granted after a player levels up, and allows players to choose from 10 different RP-focused skills to round out the PC.
  • Background Feats Wiki page added.
    • Reference Link.
    • Note: Social Classes will be removed from Background feats in a future update. These will shift to an alternative system that plays into Reputation, Taxation & Licenses.
    • Social Class Reference Link.
  • Taxes & Licenses Wiki page added.
    • Reference Link.
    • Specific details on Nobility List should be available in December.
  • Weapon Changes Wiki page overhauled.
  • Spirit Shaman / Shaman Update / Rework.
    • Our Spirit Shaman class will henceforth be named "Shaman".
    • We've identified some challenges with the class's theme and significant crossover with the Druid class. The class is going to go through revisions & rework ahead of launch and we'll have something new for you in the coming months. The aim is to establish a clear-cut theme of the class that is not simply a modified Druid.
  • Druidic Oaths.
    • Reference Link.
    • We wanted to remind all Druids of the Druid Oath system that is in place. Check the link above for more information, scroll to the "Druidic Oath" section.
  • Sorcerer Bloodline Languages.
    • We have decided to remove the additional languages granted by the Sorcerer bloodlines. In theory, we thought it was a neat addition to the class, however the general feeling is that bloodline =/= language proficiency. Sorcerers who select a particular bloodline will need to use a language option (and partner with a DM for the specialized languages), to select those languages moving forward.

New Screenshots!



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