# Major Update! # Map Zones The overworld should use a grid system that's set in the map editor. The shape of the grid is flexible (not squares). When entering a new zone, the name of the location should appear on-screen. Crossing a zone, including if you're following another character, costs 500 energy. Entering a new zone also has a 1 hour cooldown. If attempting to enter a new zone while on cooldown, OOC: 'x minutes remain before you're able to enter this region.' Zone variables should be editable by Staff via a 'Zones' admin command. This lists all zones and the name, cooldown, description variables. You can return to your previous zone for no energy cost or cooldown, and move back and forth between freely. ## Return A non-consumnable item that can be used to return to your faction's settlement zone. Additionally, if an expedition camp is active, allows you to teleport to and from it. ## Weather ### Sunny ### Rain ### Snow ### Volcanic ### Thunder # Expedition (PvP & PvE events) ## Expedition Camp Acts as a settlement in motion, able to take over zones temporarily. Occupies a single zone. If opposite occupied territory, able to declare a raid event. This is how a settlement pillages, razes farmlands, and sieges another. Objective of the defenders is to defeat the invaders and destroy the warcamp. ### Sutaining an Expedition Camp * feed the main camp object (harvest trees) * cook food for the NPCs (possibly) * medic wounded NPCs (possibly) ### Expedition Objects #### Base Camp Purchased from the faction NPC by rank 4+ for a heavy influence cost, must be set in an adjacent zone to your settlement. Marks it as an expedition zone. Must be sustained/fed, grants bonuses to harvesting (lumberjacking, fishing, etc) Great for group exploration (resource gathering) and conflict (PvP), and future PvE content. #### Supply Wagons Store resources (wood, herbs, metals, etc) ### Soldiers AI / NPCs. Consideration into what role they could play in events, purchased via coin/influence by warcamp leaders and settlement leaders? # Settlements Founding a settlement claims the zone it's placed on, rather than currently selecting a range. ## Health Settlements are assigned a rating from 1 to 100, essentially their health. Positive influences: * player activity: yearly influence of 5000 (+5), 10,000 (+10) * alliances and trade with other settlements * victories in raids Negative influences: * low activity (less than 3000, -20) * losses in raids ## Infrastructure * walls - building walls should cost stone and grant defenses when under attack * roads - building a road to a new zone should remove the cooldown/energy cost of entering it * docks - building a dock allows ships to dock there * specializations - buildings can be designated for specific purposes (blacksmithing, alchemy, inn, etc) * natural defenses - some consideration towards rivers, mountains, etc, and how that impacts battle ### Docks & Sailing Sailboats can permanently dock on this construct (and only here) without decay. Docking elsewhere rapidly decays a sailboat. While travelling via boat, the cooldown between zones is drastically reduced (from 1 hour to 5 minutes), making it a form of quick travel. ## Settlement Types ### Castle ### District Extension of a castle settlement to a nearby zone. A large settlement (kingdom) might sustain multiple zones. ### Watchtower ## Crafting Hub A building can be designated as: * blacksmith * alchemist * inn * medic # Character Sheet This displays: * Level * Class * Race * Faction * Available Support Points * Available Skill Points * Lifeskills (a + to raise the current lifeskill cap once you reach it) * Gear Slots * Inventory ## Gear Slots - Head - Left Hand - Right Hand - Cloak - Shirt - Chest - Legs - Feet # Lifeskills Current crafting (artificer and alchemy) should become support trees. Each maxes out at level 100, gaining bonuses and new recipes as they're upgraded. The first 20 levels are public and do not require support point investments, but are capped at every 20 (20 -> 40 -> 80 -> 100), costing 1 point to raise the cap each time. - Blacksmithing - Leatherwork - Woodwork - Alchemy - Farming - Mining - Fishing - Cooking - Foraging - Medic Characters gain 1 support point per level. # Items Beneath Deck in Grimoire, there should be 3 item slots. Clicking an empty slot lists viable items within your inventory and stores it there. Clicking an occupied slot removes it. Add 'Item' to the commands during a battle. An item can be used once per turn. Supporting items can be cast on yourself and also others depending on their range. Items for testing: Potions. These have a range of 2; select yourself if using on self, select another within range if using on them. Health Potion - Restore 30 HP Mana Potion - Grant 1 AP Cure Burn - Remove Burn status effect Cure Poison - Remove Poison status effect ### Blacksmithing #### Furnace (General Crafting) - 100 stone Pla Wood -> coal Stone -> brick #### Anvil ### Fishing Cast rod, see where the the fishing float lands. Able to move it around (or back to reel in) Fish visibly appear beneath the ocean. ### Mining & Lumberjack Interact with ore, large circles that grow smaller, then larger, shifting colour from red, to orange, to green on the 'sweet spot' Hitting the sweet spot decreases the time taken to harvest the ingot. Same for cutting trees. ## Crafting ### Alchemy HP & MP Potions Cure Potions (remove status effect) Smoke Bomb Oil Slick #### Recipes ##### Level 20 Basic Anvil, Furnace, other essential tools Mundane gear ##### Level 40 Standard gear ##### Level 80 Grand gear ##### Level 100 Epic gear #### Equipment Items have the following grades. Grades act as a modifier to stats and the attack. * Mundane - 0% * Standard - +10% * Grand - +20% * Epic - +30% * Mythical - +50% #### Equipment - Weapon Each weapon type adds a unique 1AP 'Attack' action while equipped. Some take up both hand slots (such as Greatsword, Staff, Rifle) which would prevent equipping a shield item. * Sword 1h - Strike (1.5d 2r, 2cd) * Greatsword 2h - Slash (2.5d 2r, 3cd, 2 knockback) * Dagger - Stab (1d, 1cd) * Spear - Jab (2d, 2 range, 2cd) * Staff - Mana Bullet (1.5d, 3 range, 3cd) * Pistol - Bullet * Rifle * Gauntlets Weapons have the following stats: * power * #### Equipment - Shield Shields grant bonuses while using Guard action, and also adds light damage to the Shove action. ### Leatherwork - Cutting Board - Tanning Rack # Tactical ## Custom Skills - Components A pass of new skills and updating of components, focusing on what's time efficient. ## Elemental Magma Ice Lightning Crystal ## Advanced Class An advanced class specialisation replaces the player's current class, adding new skills and retaining the former (f.ex, Cleric -> Druid still has Mend, Miracle Heal, etc). Advanced classes are unlocked by performing actions and skills during PvP. Performing healing on an animal NPC might grant the player the optional path of the Druid, for example. Berserker Paladin Runemage Assassin Bard Summoner Druid Astrologist ## Misc ### Long Distant Communication #### Letters Travel time for a letter to arrive varies based on how many zones you are from a target (20 minutes per). You do not receive a letter directly to you, but only if you've set up an object within your property to recieve them. 'Which nation will you be sending the messenger bird to?' lists settlements -> lists mailbox names within, castle is the default/public/sending to a player mailbox requires ## Potentially Out of Scope Not super high priority but would be nice * mini-games for gathering * advanced classes/sub-elements, we'll likely want to focus on adding more signatures; we could always have say, a "summoner" themed signature for clerics that has special conditions to unlock instead of an entire tree for specializations * pve stuff, this should be dynamic/tied into pvp events Major priorities are: * updating settlement system * crafting, item content * warfare system * pvp events in general * character and inventory UI (unless we can get away with using current stuff in a clean way)