Devlog VI: Homestead
[p]Greetings Romans![/p][p]We've told you about the nature and animals of Romestead. We talked about worship and the gods. About dungeons and about raids. We even told you about the various weapons and defensive structures you'll need to protect your town.[/p][p]But we've yet to talk about the town itself. What's in it? What is it that is so precious to defend?[/p][p]Devlog IV: "The City Must Survive" touched a bit on citizens and why you want them alive, but the citizens do little without a place to stay where they can help your empire grow and prosper.[/p][p]
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[/p][p][/p][h2]Crafters[/h2][p]Crafters are those that take the items and materials you gather all over the world and combine them into armour, weapons, equipment, furniture, food, and anything in between![/p][p]The crafters are a crucial addition to your town, and will make you ready to take on the dangers of the world (or the struggle of a well decorated home). [/p][p]
[/p][h3]The Carpenter & Building Tiers[/h3][p]A unique crafter is the carpenter, who not only crafts furniture, roads, or constructions for you, but it also is the main building for upgrading your other buildings. [/p][p]As of the time of writing, each citizen can only level up to a certain level before they're capped. This cap can be raised by upgrading the building they're working in. So for example, the blacksmith can only get to level 4 before they need their building upgraded. After that they can reach level 7 before the next upgrade, etc.[/p][p][/p][h2]Logistics[/h2][p]Logistics buildings are what makes your town run autonomously, like clockwork. They allow you to connect supply lines and connect buildings to each other, making you able to prioritize and customize what you want done and when.[/p][p]Want to create a wine farm? Connect the grape farmstead to the watermill, then the mill and pottery to the dolium, before connecting the dolium to the material storage. Done![/p][p]
[/p][p][/p][h2]Self-sustaining [/h2][p]These are the tiny category of buildings that doesn't require a citizen to operate. Provided they have the right conditions, they automatically produce items for you. An example would be the various Dolium![/p][p]
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Buildings
[p]Buildings in Romestead fill a variety of purposes to aid you on your journey. They are nothing but decorations without a citizen inside, but a citizen is only as good as the building they're working with. In order to get the best out of your new empire, you want to keep leveling and upgrading both![/p][p][/p][p]While there is a good mix of buildings in Romestead, they can be summarized by the following categories:[/p][p][/p][h2]Gatherers[/h2][p]The gathering buildings, like the Lumbermill for example, exist to provide you with new resources in a world where they can be finite. While trees might grow back, rocks and ores don't, and when you want to save some time or take a break from gathering you will still have a steady income of materials. [/p][p][/p][p]A unique type of gathering building is the Farmstead. It doesn't gather resources for construction, but rather harvests your crops and replants any seeds it gathers from this. You can control what the farmstead plants by placing specific seeds inside its storage chest.[/p][p]What Are We Working On?
[p]Much like last devlog, we're still working on the next big content drop! Most of us are working on the same things like last time, but we're doing some new things as well![/p]- [p]A new boss - New bosses take time to make feel just right, so we're letting this one cook a bit further![/p]
- [p]New Equipment and Appearances - We're overhauling the armour appearances to be more varied, as well as adding new ones to find across the world![/p]
- [p]Treasure and Crafting recipes - With new materials and items comes new items to find and craft![/p]
- [p]New UI - The UI is getting a facelift with new textures and reworked functionality, like the ability to toggle crafting windows and the ability to move more UI elements.[/p]