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Working hours overhaul

Hello crafters,

another update about the upcoming patch is here and wanted to share some stuff, which was painful to do due to a lot of data, but I'm glad all is coming together pretty well and hopefully no issues will be along the way.

[h2]1. Timetables[/h2]


From this upcoming patch, there will be no more fixed 7am beginning of shift until 7-12p.m. I have re-worked the whole way this game will account employees to start at work and it will count beginning of each hour. That's why it's from 0-23.

Skip button will be removed from the game as it's now completely obsolete. System will automatically track if ANY worker is currently working, if no one, then it will just begin rapidly skipping hours until sometime arrives to work. Unless, you're not scouting the world map of course :) ....

[h2]2. New employee traits[/h2]

The main reason why I've had to redo the working hours are because of these new traits. Here is the list:


I want to point out the Early bird and Night owl ones. They will kinda offer the employee higher stat bonuses when their working shifts will be different. Also, this will put the 'night' less of a skipping event and includes it more into gameplay.

Also, if you see trait Lucky you can think about special events that will be taking place. Not sure if I'll be able to do them in this patch as I require some artwork to be done first.
However, there will be random stuff happening around you and base on your decisions an outcome will be calculated and providing exciting results that will spice up the gameplay even more.

Stay tuned and wish me luck with the artwork lol!

Cheers
VM Machal