We've been focused on building mostly this cycle around, as that's the long-pole in the tent, along with some backstory and helpfiles. Minor code updates also were done in support of this:
The world is coming along nicely, filling in large sections of it with the appropriate biome and have placed all starting cities. More descs are needed (a lot of rooms have similar descs) and straight lines need to be 'organically' tweaked, but the world is taking nice shape.
Capitol city in the Empire is getting closer to completion, and will probably be the first starting city to see completion:
Slums have been added to Haven since the last update, it's not quite near as Capitol is in Empire, but it'll probably be the second starting city to be completed.
Grammar corrections in directions when calculating vectors (a yell from inside a door actually says it comes from behind the door now, etc)
Added ice as a resource, found in ice plains/ice mountains
Lettuce added as a resource. Because edoras. Seriously.
Mountains are now behaviorally windy.
Valleys now have naturally occurring resources.
Colors for minimap added for swamps and jungles.
Various typos for weather messages fixed.
Action points now are standard for all players during combat
Corpse dragging now implemented (being able to drag a corpse or other object behind you from room to room)
Currently in progress:
'hides' for mobs/pcs (leather hide, obsidian hide, etc) for base defense
Replacing combat messages
Body armor recalculations
Game design updates
PK timers will be introduced into the game when players aggro each other.
These will affect skill/spells.
PK death will be treated differently than PVE death. NPC death will be easier to recover from, but it'll always be 'best' to reclaim your body.
PK timers will be added to you (if a player aggros you) that will affect the ability to recall, log out, or use special recovery methods.
Having a corpse to bring someone back is always superior to other methods.
No XP loss will occur for coming back to life, in any method.
A person will always be able to self-resurrect, but it will be the worst method available.
Each major nation will have its own bank, where they can or can not levy fees on the use of it.
The bankers guild will run the common bank that is available in most of the continent with a static fee attached.
The law will have access to their own bank and the bankers guild bank for confiscation purposes.
National bankers (like shopkeepers) will not deal with you if you have a deathmark unless you have special skills or they are black market dealers.
Each player will have a 'vault' where they can store up to x items that are not limited nor magical (armor, containers, weapons, etc)
Each cabal will have a 'general vault' where they can store up to x items that are not limited w/ lieutenants and leaders being able to access .
Each cabal will have its own bank account, with only leaders able to spend.
Each cabal will have law immunity in its respective kingdom it chooses to reside in.
They serve as shadow societies, not political classes, and don't participate in wars or conquest.
With the addition of player clans & player owned property, cabal leaders will be able to build/shape their HQs.
Each cabal has a color for its messages/theme.
Each cabal now has 3 ranks: leader, lieutenant, member. These can be named differently for each cabal.
Each cabal will not have their own language or writing.
There will be no oathbreaker
Cabal membership is not promised
, cabals may run how they see fit.
Each cabal will have a way to appoint/elect/select new leaders based on organization type. Excessive player nepotism will be handled.
Each cabal will have the ability to 'overthrow' the current leaders, either by calling a democratic election or via revolution. During this time the cabal leader will lose their leadership powers for 72 hours until the vote has passed or the power has been settled one way or the other. Losers (either the challengers or the challengee) will not be 'code punished', but will be at the mercy of the new/old powers.
Kingdoms are sovereign entities with their own law, armed forces, economies, and political alliances.
Kingdoms can conquer/invade/overthrow areas to gain their bonuses (eg a wood camp, now that kingdom gets a bonus by 5% to economic production)
Kingdoms can declare war, peace, or an alliance with other kingdoms.
Kingdoms will not be directly controlled PC organizations until the playerbase can support it. Until then, cabals will 'proxy war' and control their respective kingdoms (including deathmarks/pardons, conquests, and relations)
Currently there's 14 religions, 4 good, 6 neutral, 4 evil. I may pare this down to 12 in the future (4/4/4)
All religious have a nemesis religion (4 evil mapped to 4 good, and 3 neutral dislike the other 3)
The names of the pantheon are randomly generated from various sources that have some loose connections to their sphere's.
The pantheon is NOT static, and will change.
Staff and immortals are not the same. A staff has a staff identity (their forum one they use). The game staff will have a list of groups/religions they are prefer to handle.
Religion is not necessary for anyone but clerics/knights/monks
Shaman are unable to follow a specific religion.
Pantheism is the default religion for everyone (recognizing that there's many gods, but not specifically dedicating yourself to anyone of them)
The first four classes in the game will be: soldier, priest, sorcerer, thief/rogue.
This means: physical role, prayer role, magic role, and support role.
More to come later - still mapping this out
Currently XP is based on deathblow. The goal in the future is to change it to damage dealt, but that's after we go live post-beta.
XP inside of groups occurs based on group composition, split among it by # of people in the group.
A healer grouping with a melee will always out do a solo in either case, even if they get less XP per kill.
Zones will be designed so that XP is a flowing process, not killing everything fast in the 1 area that benefits you, then waiting on a repop.
XP is designed to specifically call attention that there's activity going on.
The XP curve will be non-linear. Meaning it'll be relatively easy to get to mid level, then begin to become exponentially more difficult to reach 50.
A character is considered 'feature complete' at 41. Levels 41 to 50 incrementally improve your character, but a level 45 character vs 50 will be fairly negligible.
Group range is 1 status (6 levels inclusive) above or below.
Levels 41 to 50 will take O(n^9) times longer than 40 to 41. Leveling will be a constant process, I reserve the right to put pkill, hours, or quest requirements to enable levels beyond 41. The goal is that you xp for a few hours a week during 'down time' when your opponent isn't strong. XP 'hits' are one thing I'm pushing for.
Longer lived races have higher xp tables.
Support and healer classes have lower xp tables.
To use level 50 magical items, you will have to be at level 50
Walking, swimming/using a boat, or caravan will be your main methods of transportation.
Flight can make this easier.
Summon will exist.
Gate may not. Debating on this.
Teleporting will exist, as will random teleportation.
Word of recall will not be in any pill/brew/item form, and will have a high fail rate with a PVP timer, but always succeed with PVE.
Combat will be longer, with faster rounds.
Bash/immobilization lock will not be possible. Depending on what was used, the target will get a few rounds of immobilization immunity.
Movement control and maladictions will become more important to PVP.
Healing and returning to fights will decide group fights.
Saves will do two things: 1) reduce damage from the spell and 2) reduce chance of effects placed on you
Spell power will do two things: 1) boost damage from spells and 2) raise the bar for saves
Spell power, like hp or moves, can be boosted via gems.
Spells and utility will almost always deal more damage in a shorter period of time, but unsustainable. Melee will generally deal more damage over time.
A naked spell caster will do less damage than a geared one.
Ethereal is no longer 'untouchable', it means 'partially phased' into reality. This means someone that is ethereal interacts, but 'less so' than someone who isn't.
Prayer magic and spell magic are two different kinds of magic.
ALL skills/spells/prayers/songs will use the 3 basic saves to determine prevention: fortitude, willpower, reflex.
ALL skills/spells/prayes/songs will use a primary statistic and a secondary statistic (str/int, con/wis, cha/dex) to determine its power before saves/reduction. They will be the 'floor', with additional bonuses (weapon, spell power etc) stacking on top in an ADDITIVE fashion.
You don't need a shovel to dig a hole. It will make it faster though.
Holes are containers in the ground that can store a of things and can be seen with spells/skills.
Certain tools will help you do things (matches for making fires, pots for recipes, etc)
Useful in crafting/building/cooking/etc
Given enough time, exploration, and teamwork - players can craft stuff that's 99% as good as the top end-tier game stuff
Most of the middle of the road stuff players can craft will be 'good enough' for PVP and most PVE.
Magical enchanting and physical improvement (imbuing with gems etc) will be available to boost crafted items.
Ammunition will come in bundles, not individual items, and will be lost when used.
Thirst and hunger will kill you if gone on long enough.
Not sleeping enough will result in fatigue, which affects performance.
Sickness from extreme cold or exposure to plague are in the game (or can be magically induced)
Not sure of all ailments that will be included, but poisons and maladicts will be tied to these.
Fires/inns will always boost regeneration and keep your character 'warm'