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More content news

Hey everyone,

after about 2 weeks of work I have to share some exciting news with you! As some of you may know (thanks for your ideas and suggestions) there are a bit too many things so this patch will take at least month longer than I anticipated. However, step by step, slowly getting there!

I've gone wild here clearly as no one sane would agree with this amount of content but for some reason, it drives me forward even more :D So what other stuff can you await in 0.9.0 patch?

[h2]1. New profession: [/h2]


She will bring another bunch of equipment made out of leather, cotton, linen, silk and wool! The materials will act like ingots, so she will have to make them out of basic materials.
All recipes will be divided into leather, fabric and fine fabric as per specializations.
Her biggest benefit will be for staff items. If some may remember, I've created equipment for staff workers too. Although decided to rework it a bit as it was kinda lame before and have a look by yourself.



[h2]2. UI - rework[/h2]
Equipment menu will bring total of 9 equipable slots by staff! Tailor will cover the garment (armor) slot and head, gloves, shoes. So it will kinda be divided into some reasonable things so that every profession contributes on it's own.

With that being said, I had to rework mines as there will be 5 new sources orderable from 'Royal farm' due to tailor. And I know that lot of players complained about it since it was a bit confusing and late game not helpful. So here is the change, where red brackets showes removal of the old HUD. It may have been graphically nice, but it consumed about 5-10 fps during late game, so it's a big no.

The new, green highlighted parts are icons of materials. After ordering them, it will just show quantity and display countdown delivery.

Yes, ordering will be done the same way as at marketplace. For now the limit will be up to 100 materials per oder. You can set it on repeat, which will repeat the same order after it's finished.

With new materials, I've decided to rework the top menu too, which is now like this:

Lastly, crafting system got a huge rework as there are 3 new stats for every employee due to the new stuff as well:


1. Energy - will be reduced by - 1/s when worker is crafting and + 1 / s when not crafting ofc. Same goes for Morale and Crafting speed during the day. Overall now it is pretty fixed as after 8pm workers just get refreshed stats and that's it.
New system will count when the worker is NOT at work and thus refresh +10% of their stats. That will kinda give working shifts more meaning.
2. Accident reduction change % - this stat is basically from skills atm, but I feel that it should be displayed and will also be included in items for workers.
3. Manuscripts reduction % - also same as above stat, but will now be included in items for staff. This kinda helps differentiate items for Heroes, Gladiators and Staff.

Employee allowance per fame is now increased and you can have Tailor as soon as you open Tavern. Which may be a lot for new players, but the quests will be in the bulletin board, so they are all optional.

I'm also optimizing the process with the overseer, as her actions are kinda heavy on the game performance due to constant refreshing and checking on many items. So that's why it takes big amount of time but it will probably save us some previous FPS (I hope :)).

I've thought that Dynasties and Wholesale orders will be the big things of this patch, but it was just a beginning :D. I'll have to create about 100 additional recipes and so on.

Thanks for the great input and hope everyone is doing great!

Will definitely put some pre-update before Steam Summer Festival with some survey for additional feedback. Coming in hot guys!

Stay tuned!

VM Machal