Development Journal - More Details on the Ironvein Hold Update (Part II)
Hi folks,
In our previous post about the upcoming Ironvein Hold update, we discussed the River Dwarves and the new crafting system. As mentioned then, the beta branch (currently version 0.7.09) is where you can try these features early. So, let’s talk about what’s been added since that first look.
https://store.steampowered.com/news/app/2657930/view/535471839481169376?l=english
While the initial post touched on how crafted items support Discoveries, I’ve also been working on making the world itself feel more reactive.
There's a new simulation system so every region in Elos now changes over time. Things like population, stability, infrastructure, law, and faith shift based on events like bandit raids, vampire trouble, or even you successfully completing contracts. You'll pick up on these changes through rumors, giving you a sense that things are happening even when you're not directly involved.
Simulation can trigger discoveries, and discoveries, when needed, can lead to full-fledged quests. The entire system is fully moddable, opening up all sorts of possibilities for both modders and myself.

Remember how I mentioned the River Dwarves are big on trade? To make that more meaningful for everyone, trading and commerce got a big overhaul. Each region calculates its own trade tariff based on local stuff like unrest, law, corruption, and infrastructure. These tariffs change item prices, so deciding where to buy low and sell high becomes a new strategic choice. That miner’s pick might be cheap in the highland or hill settlements but cost you way more down in the forest towns.
To go along with that, there's a new Haggling bonus based on your skill versus the merchant's. The barter screen now gives you a clearer idea if you're getting a good deal or being taken for a ride. And merchants are smarter now; they'll remember what they paid you for an item and won't just sell it back to you for less a few seconds later.

Shops are also getting smarter about stocking goods that make sense for their region. You’ll likely find more pelts and wood in a forest town, while a mountain settlement will have more ore and ingots. Trade goods affected by local conditions now show both their base value and the regional price, along with helpful tags like “Scarce” or “Abundant” to guide your trading ventures.
Building on the Discovery system improvements I talked about last time (where having the right tools or skills matters), I've added a bunch of new discoveries across all terrain types, plus arid lands and caves. City events can also pop up as discoveries now, letting you choose to investigate or pass them by.

And to help you make those choices, hovering over reaction buttons now shows their requirements. Certain tools, like shovels, may break if you fail, and consumable items such as torches or fishing bait will be used up.

Lastly, I've added more recipes into our crafting system, starting with Alchemy. You'll find new potion recipes and a wider variety of ingredients scattered around the world. To support this, I've added specific herb gathering discoveries, and the type of herbs you get depends on the terrain. For instance, gathering herbs in a marsh will yield different herbs than in the hills or deep in the woods.

On a personal note, I’ll be taking about two weeks off for my Easter break starting soon. Don't worry, I'll jump right back into development when I return! The plan is still to get the full update polished up and ready for everyone sometime in mid to late May.
If you're eager to try the new simulation and trading systems, remember that the beta branch is always open for testing. And with so many bug fixes and improvements across the board, if you’re actively playing the game right now, I’d highly recommend switching to the beta either way. As always, I’ll post detailed patch notes for any beta updates over on our Discord.
Have fun, and if you have any questions, feel free to drop a comment below!
In our previous post about the upcoming Ironvein Hold update, we discussed the River Dwarves and the new crafting system. As mentioned then, the beta branch (currently version 0.7.09) is where you can try these features early. So, let’s talk about what’s been added since that first look.
https://store.steampowered.com/news/app/2657930/view/535471839481169376?l=english
While the initial post touched on how crafted items support Discoveries, I’ve also been working on making the world itself feel more reactive.
There's a new simulation system so every region in Elos now changes over time. Things like population, stability, infrastructure, law, and faith shift based on events like bandit raids, vampire trouble, or even you successfully completing contracts. You'll pick up on these changes through rumors, giving you a sense that things are happening even when you're not directly involved.
Simulation can trigger discoveries, and discoveries, when needed, can lead to full-fledged quests. The entire system is fully moddable, opening up all sorts of possibilities for both modders and myself.

Remember how I mentioned the River Dwarves are big on trade? To make that more meaningful for everyone, trading and commerce got a big overhaul. Each region calculates its own trade tariff based on local stuff like unrest, law, corruption, and infrastructure. These tariffs change item prices, so deciding where to buy low and sell high becomes a new strategic choice. That miner’s pick might be cheap in the highland or hill settlements but cost you way more down in the forest towns.
To go along with that, there's a new Haggling bonus based on your skill versus the merchant's. The barter screen now gives you a clearer idea if you're getting a good deal or being taken for a ride. And merchants are smarter now; they'll remember what they paid you for an item and won't just sell it back to you for less a few seconds later.

Shops are also getting smarter about stocking goods that make sense for their region. You’ll likely find more pelts and wood in a forest town, while a mountain settlement will have more ore and ingots. Trade goods affected by local conditions now show both their base value and the regional price, along with helpful tags like “Scarce” or “Abundant” to guide your trading ventures.
Building on the Discovery system improvements I talked about last time (where having the right tools or skills matters), I've added a bunch of new discoveries across all terrain types, plus arid lands and caves. City events can also pop up as discoveries now, letting you choose to investigate or pass them by.

And to help you make those choices, hovering over reaction buttons now shows their requirements. Certain tools, like shovels, may break if you fail, and consumable items such as torches or fishing bait will be used up.

Lastly, I've added more recipes into our crafting system, starting with Alchemy. You'll find new potion recipes and a wider variety of ingredients scattered around the world. To support this, I've added specific herb gathering discoveries, and the type of herbs you get depends on the terrain. For instance, gathering herbs in a marsh will yield different herbs than in the hills or deep in the woods.

On a personal note, I’ll be taking about two weeks off for my Easter break starting soon. Don't worry, I'll jump right back into development when I return! The plan is still to get the full update polished up and ready for everyone sometime in mid to late May.
If you're eager to try the new simulation and trading systems, remember that the beta branch is always open for testing. And with so many bug fixes and improvements across the board, if you’re actively playing the game right now, I’d highly recommend switching to the beta either way. As always, I’ll post detailed patch notes for any beta updates over on our Discord.
Have fun, and if you have any questions, feel free to drop a comment below!