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Nested Lands News

September Dev Digest

Greetings, Survivors! 🌿

September brought exciting updates to Nested Lands as we continue refining your experience in Norovellir. Here’s a quick rundown of some things we worked on this month:

  • Additional Professions: Villagers can now take on more diverse roles, helping to strengthen the settlements and improve their daily lives.
  • North Plains Updates: The North Plains region now features new Points of Interest (POIs) and dangerous Plague spots.
  • Plague Mechanics: NPCs who succumb to the Plague will now leave behind a Plague focus, spreading its corruption.
  • Movement & Battle: We’ve refined player and NPC movement and animations, especially during battles, to create more fluid and immersive scenes.
  • New Resources: New gatherable resources like ginger root and green herbs were added for crafting and medicinal purposes.
  • Player Plague Status: After contamination, players will now experience new Plague effects, adding an extra layer of danger and strategy to survival.
  • Multiplayer Enhancements: We’re working hard to improve multiplayer functionality for a smoother cooperative experience with your friends.


Thanks for your continued feedback and support! Stay tuned for more updates as we move toward the alpha test. See you in Norovellir!

— The Nested Lands Dev Team

Dev Diary: Villager Traits

The world of Nested Lands is dead, and so is anyone foolish enough to attempt surviving the horrors of the Death Plague without the aid of others. Last time, we explained how important villagers are to the success of any would-be settlement, and today, we further this explanation by highlighting how traits and skills can shape both a villager and the place they occupy in your village.



As a quick reminder, in the last diary entry we mentioned that skills and traits give authenticity to each villager, showcasing what they do well and who they are. For skills, we mentioned Farming, Forester, Defender, Crafting, Apparel, Cooking, and Medicine, while for traits, we showcased the seven categories to which they might belong: Habit related, Needs related, Plague related, Event related, Religion related, Stats related, and Work related.

Now, let’s dive deeper into these categories.

[h2]Work Related[/h2]

As we said, Work related perks may be among the simplest, but they are also some of the most impactful traits for the day-to-day life of your village. If you are deciding who to assign as your new blacksmith, a character with the “Handy” trait, which improves Crafting speed by 15%, is an obvious choice, while someone with the trait “Clumsy”, which slows down Crafting by 15%, probably won’t be your first choice.

Needs Related

The same can be said for Needs related traits. While the “Neat” trait, which makes a Villager’s Hygiene decrease 20% slower, might not seem that useful, that person would be uniquely qualified for the role of Cremator, which involves burning the bodies of the dead. Since that job comes with a high chance of infection, someone whose Hygiene status is usually high makes for a perfect candidate. Likewise, filling the Cremator role with someone with the “Slob” trait, which makes a Villager’s Hygiene decrease 20% faster, would only be a good idea if you were trying to start a pandemic.

Not sure why you would want that, but hey, it’s your village.



[h2]
Religion Related[/h2]

Religion related traits are still in development, but here are two which are already finalized: the “Very Religious” trait and the “Proud Atheist” trait, which, to put it in simple terms, make any character with one of these traits hate someone with the other. Meaning that if they work together, or, even worse, live together, you might have to deal with their issues a lot.

[h2]Plague Related[/h2]

As the name implies, Plague related traits revolve around a Villager’s reaction to, or otherwise opinion on, the Death Plague itself. It is difficult to describe them, as most of these traits are completely unique in their own right, such as the “Greater Good” trait, which might cause a character to kill any other infected villagers (without your consent or knowledge), or the “Plagued Smile” trait, which grants any villagers with this trait a happiness bonus for each contaminated person in your village. What can we say? Some people just want to watch the world rot.

[h2]
Stats Related[/h2]

Stats related traits are most similar to Work related traits, but revolve around stats instead of skills. For example, there are the “Hale” and “Fragile” traits, which either increase or decrease a Villager’s health by 15% each, making them particularly effective (or ineffective) guards.



[h2]
Event Related[/h2]

Event related traits represent a Villager’s reaction to something that has recently happened. For example, a “Scared Villager” will not help fight invaders during raids, preferring instead to find a place to hide. While that is obviously not great, it is in no way as bad as the “Turncoat” trait, which adds a chance at every raid for that Villager to change sides and join the invaders, not only costing you one villager, but also adding an additional enemy you must defeat.

[h2]
Habit Related[/h2]

Finally, Habit related traits are among the team’s favorites, as well as some of the most unique ones in the game. For this reason, we will only reveal one such trait for now, as we really want players to experience these for themselves when the game comes out. That said, we believe this one trait is not only self-explanatory, but will also provide a good idea of what to expect from this category, and that is the “Cannibal” trait.



[h2]
Quests and Dialogue[/h2]

Obviously, some of these traits are not going to be revealed to you as soon as you meet a character. Some must be discovered by earning that person’s trust and learning about their past, while others will only be revealed after their effect takes place. A “Turncoat” won’t tell you they might betray you, no matter how much they trust you, and neither will a “Cannibal” say that they crave human flesh, at least not until you have already learned about that side of them.



Still, there are signs to look out for. While some are more secretive than others, we have crafted dozens of Villager quests and requests, as well as hundreds of dialogue lines for the residents of your village. Among those, some are unique to villagers that possess certain traits. That means that a quest’s description, an ambient line, or even a character’s answer to a simple “How are you doing”, might very well be a clue to a hidden trait, which you can use to preventively banish a character (though other villagers won’t approve of you doing that without a cause) or to stop a crime from happening in the first place.


The topic of Villagers is just too big for a single diary, and we hope you’re excited to recruit (or kill) as many of them as you can. And, of course, there is still more for us to discuss, such as crimes, quests, buildings, security, ordinances, and much more. If you don’t want to miss any of these, be sure to subscribe to the upcoming closed alpha, to join our discord server, and to wishlist the game on STEAM!

Dev Digest August

Greetings, Survivors!

August has been a busy month for the Nested Lands development team, as we've focused on refining and polishing the systems we’ve built so far and fixing existing bugs. Here’s a quick rundown of what we’ve been up to:

  • Updated the fog and lighting systems for a more immersive and atmospheric environment.
  • A new island is now part of the world, offering untouched areas to explore.
  • Continued development of the multiplayer system.
  • NPCs will now sleep in their beds when tired.
  • NPCs now have hygiene stats and can bathe to stay clean and healthy.
  • A new system allows NPCs to recover health over time and use bandages to heal.
  • Added new villager stats dialogs to manage them more efficiently.
  • Introduced the first iteration of the plague system, adding a new layer of challenge to village management.
  • Torches now provide warmth, similar to campfires, helping you survive in colder times.
  • You can now split items in the inventory, making resource management easier.
  • NPCs are now able to search for more resources, including water.


Stay tuned as we continue to enhance the world of Nested Lands! Your feedback and support are invaluable as we move closer to the alpha test.

Make sure to join our Discord server to stay tuned!

Dev Diary: Villagers

The world of Nested Lands is dead, and so is anyone foolish enough to attempt surviving the horrors of the Death Plague without the aid of others. While you might yet be able to live and explore by yourself for some time, the challenges of this decaying land will eventually become far too great to face alone. If you truly hope to not only survive, but one day also to thrive, you will need a village, and, to achieve that, you will need villagers.



[h2]Villagers[/h2]

Villagers keep the wheels of progress turning, be it through collecting raw materials like wood, stone, or metal; through crafting tools, weapons, food, and medicine; or through working as a nurse to treat the sick, a guard to protect the village grounds, or perhaps a priest to lift the spirits of others through all the hardship. Ultimately, villagers are the heart and soul of any settlement, and the more trusted souls you can find, the more you will be free to focus on other, more pressing matters.

Today, we will tell you a little bit about how villagers will work in Nested Lands, how to recruit them, what they can do once in your village, and even how their stories and personalities will take center stage in one of the central recurring dilemmas of the game: “Should I recruit this person, or will they eventually betray me and harm the village I’ve worked so hard to build?”



[h2]Recruitment[/h2]

First things first: the initial step in the journey of any villager is taken, technically, by you. While exploring any Norovellir islands, you might run across random encounters, which may be hostile, neutral, or friendly. In some of them, a potential villager might be involved, and you can choose between helping them or not. If you do, you may speak to that person to discover some initial information: Who are they? How did they get there? What can they do?

After that, you must make your decision. Is that person trustworthy? Does that person deserve a place in your village, or is the risk just too high?



[h2]Village Life
[/h2]

If you decide to recruit them, that person will now become a villager. They will occupy one of the available beds, and you must fulfill their needs and desires if you want them to stay. After all, the player character has needs, and so do the villagers. Hunger, thirst, warmth, hygiene, and happiness, which is the total sum of all the others, plus a few other attributes, are all of the utmost importance. This is because if any fall to dangerously low levels, a villager may decide to leave, or, worse still, to settle the score their own way.

To keep them happy and hard-working, a player must ensure that their needs are met, that their houses are maintained, and that they have a meaningful occupation within the village. To choose that occupation properly, you should assign jobs in accordance with the traits and skills of the villagers.
Speaking of which…

[h2]Traits and Skills
[/h2]
In Nested Lands, each villager has a unique personality, and nowhere is that more visible than in the character’s traits and skills.



Skills represent that villager’s ability with a certain type of task. Villager skills include things like Farming, Forester, Defender, Crafting, Apparel, Cooking, and Medicine. Each skill is then used for different jobs, each of which requires a corresponding building, and allocating a villager with a high skill to a matching job is essential for the growth of the settlement. For example, a character with a high Cooking skill will obviously do well when working at a Cookhouse, but that same character might also excel as a Butcher or when working at a Brewery. Similarly, a villager with a high Forester skill would be best suited to work outside the village and in the forest itself, be it as a wood chopper, as a miner, or even as a hunter.



Also, villagers have individual traits that represent their most unique aspects, including their bodies and personalities. Currently, we have over sixty different traits, divided into seven categories: Habit related, Needs related, Plague related, Event related, Religion related, Stats related, and Work related.
Obviously, some of them are somewhat simpler than others. Work related traits mostly deal with the aforementioned skills, with each villager always having one positive and one negative trait for each. Others, such as the Habit and the Plague related traits, can be more interesting. We will discuss them further in our next diary, giving more specific examples for each category!

If you don’t want to miss it, be sure to subscribe to the upcoming closed alpha, to join our discord server, and to wishlist the game on STEAM!

Dev Digest July

July has been a busy month for the development of Nested Lands. Here’s a quick rundown of the latest updates:

  • Added energy, thirst, warmth, and hunger metrics for a more dynamic gameplay experience.
  • Introduced random events, including Plague-related occurrences to keep you on your toes.
  • Improved player animation, movement, and level design for smoother interactions.
  • Added Plague mechanics with varying levels and effects.
  • Improved day and night changes for a more immersive environment.
  • New villager behaviors and idle animations bring more life to your settlements.


Stay tuned for more updates as we continue to refine your gameplay experience!