1. 依盖之书 book of yog
  2. News

依盖之书 book of yog News

【Walkthrough】The Equipment Workshop

Hi everyone, to get our players familiar with the game earlier. Today, let me introduce the equipment workshop system, which is closely related to the Equipment Build System.

As one of the most core and interesting system in Book of Yog, the Equipment Build System largely determines the direction of the game. By matching heroes with the powerful equipment which are randomly generated, players can create a unique team to experience a unique gameplay.

For example, by equipping the ranged heroes with the equipment which has “leeching” and “healing the team when leeching” skills, you can turn the ranged heroes into a composite class that deals damage as well as heals.

The equipment has five qualities in the game, divided into "Common", "Fine", "Rare", "Epic" and "Legend". Each equipment has three categories of attributes: two fixed generated attributes “Main Attributes” and “Equipment skill”, and one randomly generated attributes which is divided into “major affixes” and “minor affixes”.



When the player gets an equipment, the “Main Attributes” and “Equipment Skill” are mixed, so the “major" affixes and “minor affixes” which are randomly generated. If you unsatisfied with some affixes, then the workshop is you first choose.

Next, let me introduce the different functions of the workshop.

Disenchantment and Enchantment


During the game, you will definitely get a lot of equipment that you don't need. So what to do with all this equipment? The disenchantment function of the workshop is the first choice. The disenchantment function allows players to disenchant equipment they don't need in their packs. Depending on the quality of the equipment being disenchanted, different materials will be obtained, and these materials are essential for equipment enchanting.



The enchantment function is used to improve the main attributes of equipment. The maximum level of equipment in the game can be upgraded to 30 through the enchantment function, and the amount and type of materials required for every 10 levels are different, so there is a lot of "useless" equipment need to be disenchanted. Therefore, in a sense, there is no such thing as "useless" equipment in the game.

Please note that the disenchantment process is irreversible, so you have to be careful when you do it.

Equipment Modification


Then let's look at the major and minor affixes of equipment.

In the workshop, the function linked with the major affixes and minor affixes is the modification function. Through gameplay, quests, and other channels, players can obtain equipment stones that can be used in the workshop to modified equipment.

At present, there are 8 types of equipment stones in the game, which are: “Change Stone”, “Restore Stone”, “Level Stone”, “Value Stone”, “Affix Stone”, “Stripping Stone”, “Locking Stone”, “Unlocking Stone”.

The effect of each equipment stone, you can refer to the following pic:



About the value range of affixes, for example: If a weapon has a Crit value of "LV 1:1-10", the Crit rating will be randomly determined from 1 to 10. Then, raising the Crit rating of the weapon to “LV 2: 5-15” by using a Level Stone, the Crit value of the equipment will be randomly determined from 5-15.

Transfer & Synthesis


After the equipment is enchanted and modified, what if you get a more powerful equipment, but you don't want to waste the resources that already used on the old equipment, or the old equipment has better affixes? Equipment transfer can solve your problem!



If you select the old equipment as the material, you can choose whether to transfer the enchanting state of the material and the equipment attributes to the target equipment through the equipment transfer function, so you don't have to worry about the waste of materials!

About the synthesis system, it allows you to select excess equipment as materials and then enhance more powerful equipment. After consuming material equipment, you can increase the equipment's attributes and the upper limit of enhancement. It is important to note that the material and the target need to be the same equipment.

This is the basic introduction of the workshop strategy, if you have questions about the workshop content, welcome to leave a comment! See you next time!

【Dev Log⑤】A little summary for the last week of July

Hi, I'm Wang. The last week of July came before you knew it, and August is just around the corner. Unfortunately, the progress this month was not as good as expected, the new gameplay - endless Corridor has been greatly delayed.

After careful reflection, I found that I was too optimistic when promoting the development of some big functions, and did not divide the tasks carefully enough. Meticulous planning and sufficient planning should be the eternal temperament of a good team.

【Spent some time making a concept map, I'm not an art producer, so it's a little ugly. Forgive me!】

Recently I spent a week to calculate the value of all the S-level heroes, modified and added a lot of skills, there will be no S-level heroes being called as “White Elephant”. After that, I changed a lot of the special effects of the equipment, and improved some mechanics and combinations of them, such as the link between lightning chains, electrified, and the number of ejection; increased the initial effects of some special skills. Many of the effects have no initial fixed value, resulting in a lot of equipment effects being very weak early in the game.

In the last testing, some players reported that the Support Heroes’ involvement in the battle was not obvious enough. For this problem, I will take a serious look. In addition, there are four new heroes' skills, and hundreds of pieces of equipment waiting for me to design. Uh huh... This is going to keep me busy for a while.

【Popular hero - Princess of North are being remade, stay tuned! 】



The second testing is expected in mid to late August, considering that many overseas players downloaded the game during the last testing, but since we only set up servers in China at that time, it was almost impossible for overseas players to play the game. Therefore, we will also set up overseas servers for overseas players to experience in this time.

It's my 37th birthday next week. To be honest, I'm a little nervous. I am no longer young, and I don't think I'm very mature either. As a person who are not very social, maybe it's just a guy who likes games getting a year older

Hope I can stay hungry, stay foolish. And hope you guys can be young forever, see you on August.

【Dev log④】Quiet July, game in development

Hi guys, I’m Wang. Hangzhou has been in an unbearable heatwave for the last few weeks, and it takes a lot of determination for me to go downstairs for lunch, luckily the typhoon has kept the weather cool these days. Catching up on the NBA Finals news while eating was a rare moment of relaxation for me, as a bandwagon fan, after the elimination of the Nets, all the other games are getting a little boring for me.

In the meantime, our team has been working hard for the testing on August. We are developing two new gameplay for this testing: Endless Corridor and Rift Trial. The former is a small activity gameplay; The latter is a Rougelike gameplay that also bring a new equipment system called “Relic”.

“Relic” have the ability to change the type of Hero Formation and also have special skills and attributes. At the same time, we have added a new attribute - "luck points", which has a high probability of appearing on “Relic”.



Luck points will increase the chance of finding quality items and equipment, and make it possible to drop items that were previously unable to drop. The effect of the luck points is based on the member who has the highest luck points of the team. We recommend that players concentrate all the equipment and items that increase luck on one character.

Our team spent the rest of the day fixing bugs and optimizing performance, advancing the configuration of music and sound effects, and doing some preparation of language localization.

The tools for the story module are also being refined in preparation for continued mass production. Making story and animation in a 3D game is a huge challenge that takes a lot of time and money. A small team should really consider carefully about it.

I know it's hard to generate direct revenue for us in the short term from story making. Especially since Book of Yog is a free game, and the story update isn't nearly as effective as updating a paid activity or a paid character. But I think story is one of the most important things about games, and it's one of the things that drives a lot of players.



We want to make Book of Yog is going to be a game worth playing, even if it's far from satisfying right now, we have to make a determination to keep updating it for years to come. We want to bring more stories, more battles, more loots to the game, and we'll try to make the gameplay and the story of high quality before the money burns out. As long as we make slight progress than yesterday, then we'll keep our goal at it.

We believe we’ll bring a satisfactory game for all of you and hope our player can keep support us! Go for it, Qi He She!

[Dev Log③]Summary of the first testing in 2021 (2)

Hi, I’m Wang. I've recently felt that operation is a real burnout job. Well, I must give all my appreciation to the operation leader, all I can say is respect!

Recently, I have been working late every day. Coincidentally, some time ago is the European Cup match. As I watched the game, I wrote the log, too. As expected, the efficiency is low. It seems that one cannot do two things at once.

Once again, Netherlands failed me, so I'm going to have to support Italy instead. Sure enough, the character of will and good tactical discipline are the guarantee of success.

Back to the point, let’s talk about the battle stat. Currently, there are a total of 24 S-class heroes in the game, with at least 48 expected in the beta version. Each hero has 6 unique skills and 4 generic skills of each type. The total number of hero skills is 24*6+4*6 (6 types) =176. In this test, I almost didn't measure the skills, so the numerical rationality is far from enough to meet my requirements, and there will be very extreme situations.

As I expected, after this testing, players naturally rated their favorite T0 hero. They'll complain that the Support Hero is useless, or that so-and-so hero is lame, but it still makes me happy to see the discussion between the players.

But it doesn’t matter, before the second testing, I will make a calculation to make the mediocre hero more characteristic, and make the characteristic hero keep the characteristic but not too IMBA. It's a lot of work to me, but as a game worker, it's also a very enjoyable time.

There are 96 equipment with various specifics in the game. As I expect, the number of equipment will grow to more than 200 in the EA version. The design has been completed and will slowly begin to be implemented in the near future. At the same time, there are a lot of problems of stats calculation and equipment use design need to be solved. As a designer, I prefer to use a CCG or TCG model for equipment design. I want to control the intensity, composition of the equipment, and let them match to the level design. Also, I want the players can have fun with it.

In the early days of the development of Book of Yog, we decided that there would be no money barrier for collecting and acquiring equipment. It would only be a matter of search and gain, some of which might require a little time or luck. After all, it’s a Hack and Slash game like Diablo.

That's all for today. The recent growth rate of wishlist has slowed down a lot. As expected, slacking off will be punished. Let’s keep going, Qi HeShe!

[Dev Log②]Summary of the first testing in 2021 (1)

Hi, I’m Wang. Keep sharing the technical testing log causally. The technical test in June lasted seven days, and although there were a lot of serious problems, the feedback was much better than I expected.

To be frankly to say, the preparation of this testing is too rush to show full contents and well quality. Due to the development period is too long, the team in inevitably experienced some burnout, which caused these results. So the team especially need external feedback and pressure, whether positive or negative, which is better than none at all. Thanks to the rational and positive comments from our players this time, it gave us a lot of motivation.

For this testing, I summarized the following questions:

[h3]1: The Value of Economic System[/h3]
There is a big problem with the economy value system this time. The reason is that we adjusted the difficulty of the “Trial Maze” before package the client, but forgot to adjust the production efficiency of the “Hero Orb” at the same time. This result in the players having to challenge difficult levels while can only acquiring items that don't match the difficulty level. The “Hero Orb” are one of the most important items for leveling up, so the lack of orbs makes it difficult to level up the next day. It was a huge mistake, which is also a lesson for us. There will be a lot of mistakes when we not prepare enough. For the next testing, I hope we can prepare for it with ease.

[h3]2: The Game Contents of the First day & The Duration of Gaming[/h3]
According to the backstage statistics, the average of play time of the first day was over three hours, which was way ahead of our expectations. We analyzed it and realized that we didn't plan the game contents of the first day carefully enough, which led to several major problems: players were too tired, there was a lot of contents they didn't understand, and the next day's gameplay dropped dramatically. This is reflected in the back office numbers as well, and our third day retention rate has declined very sharply.
This is reflected in the backstage's statistics as well, it showed our retention rate has declined very sharply on the third day. We plan to adjust the arrangement of the first day’s contents, more ingenious but not messy, we’ll advance the fun of Gear Build for players early on and delay some new contents of gameplay to a later day. At the same time, we plan to add some more interesting contents before the next testing, and as the story content grows into mass production in the future, we believe the experience of the game will increase dramatically.

[h3]3: The Battle System[/h3]
The most serious problem with the battle system is some pathfinding bugs that cause players to get stuck, we are working on fixing them.
The adjustment of battle balance is an ongoing process, and we are constantly working on calculations and optimizations to enhance less-popular S-class heroes and optimize their mechanics. After that, we will continue to add new equipment and new heroes. Before the launch, we expect to add about 200 new equipment and 8 new heroes. We hope players can discover the fun between heroes and heroes and between heroes and equipment by themselves.

[h3]A good companion for a beginner——Scarlett, Under optimization and adjustment[/h3]


[h3]4: Bugs & Performance[/h3]
Bugs piled up... And when we saw players feedback seriously, with gratitude and shame, we wrote it all down and will work it out.
Some players have also reported that the computer is heating up when play, and we are working hard to solve it. This problem will improve as time goes on.

That's it for today, and next time I'll talk about the direction of the game and some bits and pieces of understanding.
Hoping that players who are interested in can add us to wishlist to support us, and we will continue to work hard. ;D