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Devlog: Consumables Crafting



Hello everyone!

Today’s devlog is dedicated to another new feature of the upcoming Rags to Riches update - the Crafting System.

The main principle behind the titular mechanic is that it allows only the creation of consumables and other similar items. The possibility of crafting complex gear and equipment was discarded very early on: doing otherwise would result in constant interactions with a broad range of specialized crafts and tools, which doesn’t mesh well with the game’s main theme - adventuring and exploring the world as a mercenary. On top of that, being able to craft armor and weapons would demand a rather cumbersome system with lots of materials, tools, and so on, shifting the game’s focus even further from what we aim to achieve.

Therefore, a system that revolves solely around the creation of consumables and various utility items makes the most sense in the context of the preexisting basic gameplay loop, adding more depth to the preparation stage.

Anyway, let’s start with the basics. Crafting is performed through a dedicated menu, which can be accessed in three ways: by using the “Crafting” basic ability, interacting with a workbench (such as the one you can upgrade your Caravan with), or by using a Crafting Kit:



In order to create an item, you’ll need to possess both the correct ingredients and the knowledge. In the beginning, your character will know how to craft only the most simple items - the schematics for making anything more sophisticated will need to be found, looted, or purchased from traders.



Schematics are split into two categories: basic and advanced. Basic items can be crafted anywhere, any time, all you need is ingredients. On the contrary, advanced schematics can’t be followed through without a workbench or a Crafting Kit - a new consumable that loses charges with each crafted item.



Creating a consumable will award a bit of Experience, the exact amount depending on the finished item’s complexity. To make the search for new schematics even more enticing, crafting an item for the first time will grant you five times the basic amount of XP. And even though the current list of crafting schematics is relatively short, we plan to greatly expand it in the future with the addition of many new consumables.

It’s worth mentioning that this new system brought a lot of changes to Bedrolls and Campfires: Bedrolls will no longer require you to learn any skills to craft them, while Campfires will be created by using a special craftable item - a Bundle of Brushwood.

Consequently, the Survival ability tree saw some significant tweaks too: it now has a much more flexible structure, and some of its skills were heavily revised.

Each character will also start with “Butchering”, a new Survival skill that will allow you to harvest meat from dead beasts without investing any AP. Skinning and looting rare ingredients, on the other hand, will still require you to learn the dedicated passive.



Additionally, the Crafting System will allow your character to create Fodder, a resource used to fuel your Caravan travels. Although Fodder will be purchasable from stablehands, there’s still a risk of finding yourself stranded far from civilization without sufficient supplies - that’s where additional options come into play.



Fodder can be crafted from any foodstuff suitable for horses: grain, straw, apples and carrots, even some herbs. Using grain in particular will yield the most Fodder, while the low nutritional value of straw will require you to collect a whole lot of it to make a difference.

That’s all for now. In the next devlog we’ll return with more information on the Caravan Upgrades. As a parting gift, here’s a glimpse of something else that we’re currently working on:



Until the next devlog, and have a happy New Year!