Guildamation is coming out soon and the hype is growing! I thought I would share what would the near term goals for the game are in the next couple of months after release. First off of course is balance and bugs fixing. I'm doing everything I can to squash any issues there are but get enough people playing they'll find something you'll never think about or could test. Also I want to make sure the classes and their talents are balanced so there is no obvious OP group make-up or talents that no one wants. Once that is done the focus will be on the late game. There is a lot to do in the full release that is not in the demo and I suspect it could take players 3 week to a month to clear all the unique content. After that I'm thinking of what might keep you guys busy in a good way :). More levels, pets, followers and enemies are the easy and obvious choice but I'm throwing around ideas for other late game content. One of the things I'm looking forward to but wasn't in the cards right now is more classes. Disclaimer - These are still just thoughts in the head and may or may not come to fruition. I want to add 1 more "base class" that is like a fist Fighter class. This will be important for the next step, secondary upgraded classes. Some of these will require leveling a character up in 2 classes before they can transition, or require them mastering a class before they can change into it. For example by reaching level 20 in Initiate and Squire could open up the Monk class. Mastering the Squire class could open up the Knight class. Other classes I'm throwing around are Druid, Priest, Barbarian, Warlock, Shaman, although no guarantees! I also want to add other types of gathering like Fishing and Farming. Farming might be more of a plant and check back in after a hour or two instead of constant collecting. Fishing might be a bit slower too for just having a bit of that cozy rpg feeling. I'm also been day-dreaming about a PvP mode that involves establishing bases and invading e...
### Content and World - Added new gathering and exploration content for Iron Mine, Misty Cave, Mallow Mire, Cactus Flats, and rosemary gathering.- Expanded crafting and item content with more rare crafts, desert crafting additions, tier-2 guild hall crafting flow, and broader equipment content updates.- Added grass patches in the grass levels to improve visuals. ### Progression, Items, and Combat - Updated progression systems, including order tracking improvements, upgrade order progress fixes, and broader progression tuning.- Added new consumable tiers, later expanded them with medium elixirs, and renamed consumable tiers to the elixir naming scheme.- Improved item ability handling and fixed consumable description text for higher-quality items.- Refined combat pacing and added Thief bow support and Hunter melee weapon support and animations. ### Guild, Saves, and Character Flow - Added creation of Guild Emblem when starting a guild. Current active gives will get a random emblem.- Fixed a crash when creating a character in a new game.- Added guild setup flow, save validation, and guild save slots, allow the ability to create multiple separate guilds.- Improved level restore behavior and startup loading reliability. ### UI and Player Experience - Added manual order filters and equipment-slot-focused inventory browsing.- Improved tactic UI, UI sizing, and general interaction polish.- Added additional tactic conditions based on lasting spell effects.- Preserved world bars more reliably and adjusted character offsets so health bars stay readable.- Fixed talent tree border presentation and refreshed hunter weapon animation variants. ### Quests, Rules, and Gameplay Fixes - Preserved collect quest completion correctly.- Fixed iron content naming and improved pet targeting rules.- Reduced path decor collisions and tightened several gameplay edge cases across gathering and level systems. ### Localization, Tools, and Project Setup - Localized menu text and refreshed translati...
Hello Guildies! Just dropped the latest update for Herbalism and Food Update. There is now a new zone for collecting the early game Alchemy ingredients, the Blossom Valley. Collecting herbs works similar to the Mining Nodes and Trees except herbalism uses Prowess as its 'damage' stat. Every 10 Prowess a Character has increases their collection speed by 1. Potion items that previously used food items now uses these herbs. Also added were 3 starting potions that increase stats for 15 minutes. Food items have changed from being simple healing items to giving bonus health for 15 minutes. I'm also planning on adding the ability for characters to auto eat food soon. It will have the option of selecting the food to eat or eating the best food in the inventory. I've also added the "Encyclopedia". This shows up in the game options drop down and lets you read a tutorial you have seen at a previous time or some that are always unlocked. I want to keep tutorials that haven't been seen locked to prevent 'spoilers' and avoid confusing people with features they haven't unlocked yet. There are a couple more things I want to add to herbalism and food before starting the next thing but I wanted to get this update out before Next Fest ended. So small updates should keep happening through the weekend with potentially more potions, food items, dessert/cave herbs collecting, auto-eating and whatever I feel like doing all of a sudden. I think next I'm planning on adding some more expansion to pets. More rare pets, collecting and hatching eggs, maybe 'hiring' pet/workers to help with gathering resources.... Monster Girls?