One of the things that I get asked as producer is for some tidbits of what people can expect in the coming weeks and months. I'm going to take this opportunity to let you know some of the projects we're currently working on, and some of the things on the horizon.
This is far from an exhaustive list, mainly focusing on core system updates. Concurrently, there's always work happening on the RP side of things, but unlike development, we prefer not to reveal RP events ahead of time.
Things you'll see in the near future
- A complete overhaul of newbie systems: a new introductory tour, a more formalised newbie task system, and a city novicehood system allowing a centralised training hub for all members of a city.
- To help make combat more accessible to new players, we'll be providing a basic combat system for users of our HTML5 client! This will be an open and freely modifiable trigger package that can be easily tailored to suit even the most advanced combatant.
- We're beautifying a lot of our core outputs, things like SCORE and STAT, the news and message systems, as well as changes to CONFIG and more!
- An overhaul of the emote system, merging emote and tmote functionality, as well as providing the ability to combine emotes with some of the common item interactions.
- Continued work on auditing the many questing/bashing areas, integrating hundreds more quests into the QUEST LOG system, and improving denizen interactivity and AI. As part of this, we're tweaking both experience and gold rewards to be more consistent across the entire game.
- Continuing the in-depth evaluation of all of our classes and the player-submitted CLASSLEAD reports.
- Tweaks and changes to some of our conflict systems: Icons, City Destruction, and Pickpocketing.
Things you'll see "down the road"
- Splitting off some (or all) tradeskills from class skill sets (and adding new class skills/abilities to fill in the voids).
- Expanded rewards for bashing, beyond gold and experience.
- A new system allowing more customisation of artefacts and the items imbued with their powers.
- An overhaul of weaponry, weapon stats, and forging, making the process less tedious and allowing more control of the end product.
- New challenges for bashers and questers alike, both on land and at sea.
- Taking our class system to a new level with Multiclassing: players will be able to retain knowledge of multiple class skill sets, allowing a fluid switch between known classes without starting over at inept skill level.
Feel free to drop your questions in this thread and I'll try to answer as best I can - keep in mind though, many of the "down the road" projects may not be fleshed out any further than what you see above, so we can't provide detailed specifics even if we wanted to! They are multiple months away at the very least!
Comments
Read multiclassing and almost went mad with happiness
Obligatory question, thought: I am guessing the House system will be looked at as well, no? Or will players only be able to multiclass in whatever classes their current house allow? I ask because currently, when you try to change class, the first thing Certimene says is that your current house does not accept said class.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
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Disclaimer-this is a joke
Edit: Actual question. Would one of the changes coming to artefacts be the ability to imbue artefacts with other artefact powers instead of buying a whole new artefact?
Svof
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Star Wars COULD be boring...but it isn't. Here's why I don't tell people that I'm talking with an NPC. Oh, and I never actually met Ethaya, but her comics are absolutely amazing!!
Speaking of rare minerals: Defuperine - That candy coating that you find on the skin of overzealous adventurers who put on so many layers of defenses upon awakening that you wonder how they're able to move afterward.
Do you consider Seafaring and piracy/naval warfare to be a conflict system? It's always struck me that Achaea's seafaring system has a lot of infrastructure in place, and all it lacks is an impetus for competition and conflict - meaning it would require relatively little be added to make it into a major source of PVP conflict. All the mechanics for weapons and ship vs ship battle exist and are more or less balanced, there's just nothing in particular out on the ocean to fight over.
Can't wait for Multiclassing.
Can't wait for open tradeskill thingy.
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