Development Log and Content Preview (Page 3)
Dear players:
Hello everyone! Once again, thank you all for your support and patience with Age of reforging! Without further ado, this log will introduce two core mechanics that will be introduced in the 1.0 official version, which will significantly change the current gaming experience. They are Free Attribute Growth and NPC Heroes! Players are welcome to leave a message below the post to ask any questions, give feedback, or share your suggestions. We sincerely appreciate everyone's support and understanding.
[h2]1) Free attribute growth:[/h2]
In the EA version of AOR, characters would upgrade first, and then get five attribute points for each level up. The player assigns the five attribute points to any attribute (strength, agility, intelligence, etc.). We received a lot of feedback from the community, asking us to focus more on the sandbox experience (similar to Kenshi, Kingdom Come: Deliverance 2, Rimworld). We have made this a core change this time. Now the player's attribute growth is only related to the growth conditions corresponding to it! The following will give a detailed explanation of the growth of the strength and intelligence , as well as persuasion as the player's skill growth:
[h3]How strength grows[/h3]
✔Every time you swing a weapon
✔Every time you block an enemy's attack
✔ when running with overweight
✔ when running with medium weight
✔ when carrying heavy loads
[h3]Intelligence[/h3]
✔ every time you use MP
✔ every time you release a skill
✔ every time you deal a critical strike
✔ every time you finish reading a book/Skill Book
[h3]Persuasion[/h3]
✔ introducing with NPC
✔ successfully praising someone in unrestricted interaction
✔ successfully requesting to join a party
✔ successfully inviting someone to join a party

In addition, the player's utility skills (pathfind, insight, mechanics, stealth, thievery, blacksmithing, alchemy, and cooking) are also reset independently, making them more useful. The way to increase utility skills is also practice makes perfect! Let's take insight as an example for detailed explanation:
[h3]How insight grows[/h3]
✔Scenario maps (including dungeons/bandit camp) to discover traps and hidden mechanisms
✔Lead the group to discover hidden resources on the world map
✔Insight an NPC
P.S: All visible resources (such as mines, herbs, etc.) on the world map are now hidden, and if you failed in insighting them, you can't get them!
[h3]Insight's corresponding growth effects:[/h3]
✔Increases the probability of discovering collectible resources on the world map.
✔The probability of discovering traps and hidden objects.
✔The success rate of inspecting NPCs.
In other words, now players level up because of their attributes growth unlike the EA version! We believe that this is how the Age of Reforging sandbox should really look and that this will also stylize and differentiate the different styles of combat. We also believe that this growth system can provide players a more free and immersive sandbox game experience in the 1.0 official version. Of course, along with the core changes that come with the free growth of attributes, many other mechanisms have also been changed accordingly (for example, the learning of skills now uses the experience points given by combat or missions/quests). We will not list them here one by one, and if there is a chance in the future, they will appear in the development log!
[h2]
NPC Heroes:[/h2]
This mechanic will also completely change your experience in the Freelands, and when it comes to the NPC hero system, we must introduce another feature that we have already built but is still under development: NPC interaction! Namely, players can praise, insult, trade with, give gifts to, or even invite into the team or kidnap NPCs. Any NPC seen in the game can be interacted with. You can use the “insight” utility skill in future versions to inspect NPCs, view their attributes, traits, etc., to decide whether to recruit them!
[b ]Prototype of the NPC unrestricted interaction system:[/b

Back to the topic, NPC heroes, that is, in the game there will be many more powerful NPCs that will grow on their own, either form adventurer squads, become bandit leaders, or rest in various taverns. In short, just like the player, they will also be adventuring in the Freelands! Players can interact with them, compete with them, kidnap them, trade with them, befriend them, and the entire Freelands will come to life!
[b
Yulian has become the leader of the bandits! And he leads the bandits to attack the villagers along the way:

We can't wait for you to experience the new content! In the next development log, we will bring you more content to enrich the game! This may include the biggest random equipment affixes requested by the community so far (random equipment affixes in ARPG-type games like Diablo, Path of Exile, etc.)! Stay tuned!
Hello everyone! Once again, thank you all for your support and patience with Age of reforging! Without further ado, this log will introduce two core mechanics that will be introduced in the 1.0 official version, which will significantly change the current gaming experience. They are Free Attribute Growth and NPC Heroes! Players are welcome to leave a message below the post to ask any questions, give feedback, or share your suggestions. We sincerely appreciate everyone's support and understanding.
Development Log and Content Preview (Page 3):
[h2]1) Free attribute growth:[/h2]
In the EA version of AOR, characters would upgrade first, and then get five attribute points for each level up. The player assigns the five attribute points to any attribute (strength, agility, intelligence, etc.). We received a lot of feedback from the community, asking us to focus more on the sandbox experience (similar to Kenshi, Kingdom Come: Deliverance 2, Rimworld). We have made this a core change this time. Now the player's attribute growth is only related to the growth conditions corresponding to it! The following will give a detailed explanation of the growth of the strength and intelligence , as well as persuasion as the player's skill growth:
[h3]How strength grows[/h3]
✔Every time you swing a weapon
✔Every time you block an enemy's attack
✔ when running with overweight
✔ when running with medium weight
✔ when carrying heavy loads
[h3]Intelligence[/h3]
✔ every time you use MP
✔ every time you release a skill
✔ every time you deal a critical strike
✔ every time you finish reading a book/Skill Book
[h3]Persuasion[/h3]
✔ introducing with NPC
✔ successfully praising someone in unrestricted interaction
✔ successfully requesting to join a party
✔ successfully inviting someone to join a party

In addition, the player's utility skills (pathfind, insight, mechanics, stealth, thievery, blacksmithing, alchemy, and cooking) are also reset independently, making them more useful. The way to increase utility skills is also practice makes perfect! Let's take insight as an example for detailed explanation:
[h3]How insight grows[/h3]
✔Scenario maps (including dungeons/bandit camp) to discover traps and hidden mechanisms
✔Lead the group to discover hidden resources on the world map
✔Insight an NPC
P.S: All visible resources (such as mines, herbs, etc.) on the world map are now hidden, and if you failed in insighting them, you can't get them!
[h3]Insight's corresponding growth effects:[/h3]
✔Increases the probability of discovering collectible resources on the world map.
✔The probability of discovering traps and hidden objects.
✔The success rate of inspecting NPCs.
In other words, now players level up because of their attributes growth unlike the EA version! We believe that this is how the Age of Reforging sandbox should really look and that this will also stylize and differentiate the different styles of combat. We also believe that this growth system can provide players a more free and immersive sandbox game experience in the 1.0 official version. Of course, along with the core changes that come with the free growth of attributes, many other mechanisms have also been changed accordingly (for example, the learning of skills now uses the experience points given by combat or missions/quests). We will not list them here one by one, and if there is a chance in the future, they will appear in the development log!
[h2]
NPC Heroes:[/h2]
This mechanic will also completely change your experience in the Freelands, and when it comes to the NPC hero system, we must introduce another feature that we have already built but is still under development: NPC interaction! Namely, players can praise, insult, trade with, give gifts to, or even invite into the team or kidnap NPCs. Any NPC seen in the game can be interacted with. You can use the “insight” utility skill in future versions to inspect NPCs, view their attributes, traits, etc., to decide whether to recruit them!
[b ]Prototype of the NPC unrestricted interaction system:[/b

Back to the topic, NPC heroes, that is, in the game there will be many more powerful NPCs that will grow on their own, either form adventurer squads, become bandit leaders, or rest in various taverns. In short, just like the player, they will also be adventuring in the Freelands! Players can interact with them, compete with them, kidnap them, trade with them, befriend them, and the entire Freelands will come to life!
[b
Yulian has become the leader of the bandits! And he leads the bandits to attack the villagers along the way:


We can't wait for you to experience the new content! In the next development log, we will bring you more content to enrich the game! This may include the biggest random equipment affixes requested by the community so far (random equipment affixes in ARPG-type games like Diablo, Path of Exile, etc.)! Stay tuned!