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Week 5 - Progress updates and new ideas

Hello!

Before I start telling you about how work progresses, I would like to remind you that you can leave your ideas for the game on our discord:

https://discord.gg/Vy3amSjDfT

It is a very good idea to do it right away - because after the CO-op update in 3 weeks, we will close the ideas section and prepare a list of all the community Ideas we will add to the game.

There is already so many of them - the early access will last at least 2-3 years, not 1 year as we planned. We want to add as many of your ideas as possible. So we, all, will be able to enjoy the game for years.

[h2]Time for some informations[/h2]

As some of you know, I joined the team as a level designer (When I finish the new map, we will add Sartorian to the producer section too). Except that I am also taking care of making the assets and texture nicer + I became the gameplay designer, so we are going to address your feedback -

"after I build and craft everything, there is not really much to do - especially raubritterish"

[h2]How we will make it[/h2]

[h3]1. We will add trade post across the new map[/h3]



The caravans will now go from trade post to trade post that are around 1-2 minute apart from each other. Not from 1 end of the map to the other. So you will see a lot more of them.

There will also be different levels of challenge for the trade routes, so you can be busy on different levels.

And the best part - you will be able to buy a trade post of your own or just capture it. You are a Raubritter after all - why should you pay for it.

[h3]2. Special points to generate resources for you and help you rise in the world. [/h3]

For example, saw mills. And again, you can capture it or buy it.



Mines



Villages

Many of you requested crops and fields, but we will probably approach it differently than in other games. Instead of making a farmer out of you. We will give you the possibility to be a feudal lord and as such the peasants will do the work for you. After capturing the village you will be able to pick the crop they shall plant, add some upgrades, for example the three-field technology, to get more crops out of it.

We want to focus on the Feudal-knight aspect of our game. Take it a little bit away from the classic survival/building motive I am alone in the forest - let's do it, and shift it to

Let's become a feudal Lord and ensure the survival of all my subject (or just stuff my vault full, who cares about some dirty peasants)


[h2]3. Some fighting changes[/h2]

The plan is to make fighting like in Chivalry. That is of course a very hard task and will take a lot of time. So for now, to make it more interesting for you, we will move into the direction of Skyrim:

- We will make the NPCs a lot faster (so no more running backwards with the bow)
- We will get rid of the ridiculous stunning animation and leave it for the stun action after heavy blows
- Except the starting area, the difficulty levels will be mixed to make the world more real. No skulls or levels on NPCs heads. The "color" code for informing you about the difficulty will be the armor of the NPC, and later in game you will learn that some of the Noble Families (crests on Armour) Are much better fighters than the others.

So we are again silently smiling to our 90s friends who are longing to get theirs hands on a game that does not tell them on every step what to do, and sometimes can make you mad - with a hard challenge.

Of course, if you are younger - fell free to break away from some brain killing mobile games and join us. If you are older, we are honored to have you here.

Ok, that is it for today. All the changes I talk about will be visible with the Co-op update. So as you see a lot of ideas and new stuff. When there will be a delay cause of them, I will tell you in the next update. For now, everything is going fine.

Have a nice weekend :)