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  3. Q&A Part 5 – Mansions, Muskets, and Character Customization

Q&A Part 5 – Mansions, Muskets, and Character Customization



Hello everyone!

Almost three weeks ago we announced the continuation of the Q&A and just like last time, you delivered! We can see that you care about the game and that you want to know a lot about it. We've gathered quite a few questions here on Steam and on social media from you, so thank you very much for that!

Hopefully we were able to answer a few questions with update 0.1.3.0 (markers and zoom). Of course, we are still working on the game and besides the fixes and quality of live improvements we are also preparing content and performance updates that will be released in the upcoming weeks and months.
We will also be introducing the Public Stage to Sengoku Dynasty, which will move the "testing" of new content etc. to a second branch. More on this shortly.

But we digress.

So today is the next round of questions and we'll get started right away:

As we chart our course through the captivating landscapes of the Sengoku era, we're thrilled to share a glimpse of our envisioned future for the game - based on your questions.

Imagine sprawling mansions reflecting the pinnacle of luxury, alongside intricate character customizations that let you immerse in Japan's rich sartorial history. Yet, amid the tranquility and artistry, the first whispers of gunpowder promise a seismic shift in gameplay dynamics. Join us as we answer your questions showing the glimpse of a future where architectural splendor meets impending firepower.


[h3]Will there be muskets?[/h3]
This is one of the most common questions on forums and discord. Given that we are making a realistic game taking place during the Sengoku period, we are considering all types of weapons that were used back then, with muskets being very high on our to-do list. You will have to wait till the combat update though!

[h3]You mentioned character customization on the co-op video. Will this be for single player as well?[/h3]
When it comes to the starting clothes for player characters, it is something that we plan for co-op only, as it will simply differentiate players. All other customization options (starting specialization, clothes, etc.) are going to work exactly the same in single player and in multiplayer.

[h3]How much depth is planned for the skill tree?[/h3]
Four skill trees are planned right now, each will contain a few dozen perks. We want you to be able to roleplay different kinds of archetypes and we want to do it right, so it will take more time.

[h3]Will there be building opportunities for estates?[/h3]
Yes, there will be a possibility for a player to build an estate. It is quite possible we will make it modular so you will be able to choose its shape. For the smaller buildings we wanted to adhere to the historical standards, thus we made them prefabricated, so your villages can look as authentic as possible.

[h3]Why do the townsfolk idle instead of collecting things?[/h3]
For your workers to use their tools or interact with the workplace furniture, you need to increase their production above zero. We have also introduced some AI fixes that should help villagers behave more naturally, and according to their occupation. When it comes to certain workplaces, mainly those which rely on harvesting raw resources, we are still working on AI.

[h3]Will it be possible to make the jobs already taken either in a different color or have it in another section above or below?[/h3]
We plan to add sorting, grouping and filtering to all UI lists where it would make sense and improve the usability.

[h3]Can we hope for a different start in the future? Something different than what we have seen in the EA.[/h3]
Yes, we plan both starting specialties for a player character, as well as different starting locations. We need to implement more character skills so they can truly give you different gameplay experience. It won’t affect the story, but your gameplay, having different skills and items available at the start of the playthrough.

[h3]Will you change the way NPCs gather and make it more like in Medieval Dynasty? Now the way they work seasonally makes it feel like a dead village.[/h3]
Villager behavior is not affected by the seasonal production logic. Villagers are going to perform work activities and villages are going to look alive - we are constantly trying to improve their AI, add more animations, and streamline the management system. There were some bugs that resulted in NPCs not doing their animations. We will be constantly investing time into making the villages look busy and lively.

[h3]Will any deployable road (stone or mud one) be added in the future?[/h3]
Yes, we plan to add a way for a player to build a lot of structures that can extend, like fences, walls, and roads.

[h3]Will there be Steam Achievements?[/h3]
Yes, when we are happy with all the mechanics that are still pending implementation, we are going to introduce Achievements so that you can explore them all.