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Devlog: Caravan Upgrades - Part III



Hello everyone!

In today’s devlog, we’ll take another look at Caravan Upgrades. This time the focus is on the third category - “Traveling”. As always, a reminder: Caravan Upgrades are not Abilities and therefore don’t require Ability Points. Instead, they are unlocked with items and materials.



But let’s give these upgrades some context first. One of the Caravan's primary features is far-distance traveling. It can be accessed by talking to Verren at the Caravan Camp, then choosing a tile on the global map to travel to.

Caravan travels will work by the following rules:

  • Your destination must fit two main requirements. Firstly, it must not be concealed by the fog of war (tiles are revealed either by scouting them yourself or by using paper maps) - the Caravan can’t travel through uncharted territories. Secondly, the tile must not contain dungeons, Points of Interest, roads, or bodies of water - only empty tiles are suitable for setting up the Caravan Camp.

    Another thing to consider is how close your Caravan Camp is to settlements. If the distance is short enough, you’ll be able to directly access the Caravan Storage while trading, and your Followers will receive an opportunity to restock their wares.



  • The Caravan has a limited max travel distance which can be increased with upgrades.
  • The Caravan moves with varying speed depending on the terrain it has to traverse. Obviously, most suitable tiles are the ones with roads - they’ll be prioritized by the Caravan when possible. On the contrary, off-road tiles will take a significantly greater toll on both your time and resources.
  • Before you can move out, you’ll need a sufficient stockpile of Fodder for your horses - the exact amount depends on the difficulty and duration of the chosen route as well as the number of acquired upgrades and Followers. Fodder can either be crafted from whatever suitable items you have at hand or purchased in bulk from merchants or stablehands in some settlements.



  • Upon arrival, your Character will take some time to establish a camp. The time required depends on two factors: the tile’s biome and the number of Followers. Setting up a camping spot in the middle of an open field will be a much speedier affair than chopping down trees to make a clearing.



  • There’ll be a limit on how often you can travel: after each journey, both Verren and the horses will need some time to recover. Initially the cooldown is a day and a half, but it can be gradually halved with specialized upgrades.



  • Ol’ Tott isn’t going anywhere - his services will remain an alternative to the Caravan, although he’ll become much stingier with his prices. The main difference, however, is that the Coachman will only transport you between settlements and Outskirts - the Caravan is more flexible in this regard.


And now that we are done with mechanics, let’s move onto upgrades:

[h2]TRAVELING[/h2]



[h3]Hitching Post[/h3]



Requirements: basic upgrade (available from the start)
Effect: grants access to Caravan travels



[h3]Old Cart[/h3]



Requirements: basic upgrade (available from the start)
Effect: sets the base Caravan Distance at 20 tiles

[h3]Worn Chests[/h3]



Requirements: basic upgrade (available from the start)
Effect: grants access to 200 inventory slots of the Caravan Storage



[h3]Sturdy Wheels[/h3]



Requirements: Set of Sturdy Wheels (x1), Bottle of Oil (x1), Carpenter Hammer (x1)
Effect: +25% Caravan Distance and Speed

[h3]Ironbound Wheels[/h3]



Requirements: Set of Ironbound Wheels (x1), Bottle of Oil (х2), Nails (х6), Carpenter Hammer (x1)
Effect: -33% Caravan Rest Duration, -10% Traveling Costs

[h3]Sturdy Chest[/h3]



Requirements: Sturdy Chest (x1), Rope (х2), Nails (х6)
Effect: adds 200 inventory slots to the Caravan Storage (up to 400 in total)

[h3]Spacious Chests[/h3]



Requirements: Spacious Chests (x1), Nails (х6), Bottle of Oil (х2)
Effect: adds 200 inventory slots to the Caravan Storage (up to 600 in total)

[h3]Ironbound Chests[/h3]



Requirements: Ironbound Chests (x1), Nails (х8), Bottle of Oil (х3)
Effect: adds 200 inventory slots to the Caravan Storage (up to 800 in total)



[h3]Fitting Accouterments[/h3]



Requirements: Quality Reins (x1), Horseshoe (х8), Nails (х2)
Effect: +25% Caravan Speed, -10% Traveling Costs

[h3]Сustom-Made Gear[/h3]



Requirements: Reinforced Harness (x1), Bolt of Cloth (x1), Rope (x1)
Effect: -33% Caravan Rest Duration, +25% Caravan Distance



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That’s all for now. Until next devlog!

Devlog: Dungeon Generation - Part I



Hello everyone!

In today’s devlog we’ll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.



Let’s start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:

  • There isn’t much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
  • All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
  • The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.




Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.

Let’s explore what it entails, point by point:

  • Different dungeon types will use different generation rules: the structure of Crypts will have noticeable differences from the structure of Bastions or Catacombs.
  • Dungeons will feature varying visuals and room presets depending on their tier: the higher the tier, the more opulent a dungeon will appear, and the greater diversity of rooms it will display. Tier 4 and 5 dungeons in particular will look especially awe-inspiring.



  • All dungeons will be split into two categories: generic and large, the latter consisting of two floors. We don’t have plans to introduce dungeons deeper than that: three floors or more would be way too tiresome and draining in most scenarios. The visuals will change depending on how deep you go: lower Crypt floors, for instance, will appear more damaged and use alternative room layouts.



  • Rooms with bosses or contract objectives will spawn in dungeons’ farthest reaches, with secondary rooms branching off from the main path rather than being a part of it, giving you options for additional exploration.



  • The updated visuals for dungeon descents and ascents will make them easy to spot and separate from one another: descents will always be a part of the floor, and ascents will be built into dungeon walls, just like they are right now.



  • We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
  • Rather than remaining the same once they spawn (or respawn after being cleared), dungeons will be generated when you enter them for the first time, just like in the earlier versions of the game (the layout won’t change if you save your progress after discovering it though). This will make dungeon exploration more engaging and unpredictable, since the ability to familiarize yourself with the location of enemies and traps throughout multiple save-load attempts won’t be as easily available by default.
  • Secret rooms will be generated once per dungeon instead of once per floor. The roster of available secret rooms and their visuals will also depend on a dungeon’s tier.



  • Even though it’s not directly related to the Dungeon Generator, we decided to rework the Noise and Enemy Awareness Systems, as the old ones didn’t work well with new dungeon layouts.

Now let’s have a closer look at Crypt specific features:

  • New Crypts will appear as spacious tombs, with large hallways connecting separate burial chambers that are protected by stone plates. To access such a chamber, your Character will need a crowbar.



  • Crypts won’t have wooden doors or narrow passages. Their vast halls will demand some clever maneuvering if you want to avoid getting surrounded by the Undead.
  • Among other things, Crypts’ visuals will be affected by Dungeon Modifiers. Each dungeon type will have its own set of possible complications: for example, wafts of nauseatingly greenish air will signify the presence of “Miasmas”.



  • The varied and unusual objectives of the reworked Contracts System will affect dungeon layouts as well: for instance, Wells of Souls will serve as spawning points for Wraiths, and the Holy Figurine contract will work quite differently from how it does right now…




  • We also changed how the Loot System functions in Crypts and added a number of new items that can’t be found anywhere else. Here are some of them:




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That’s all for now. Until the next devlog!

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!

Devlog: Caravan Upgrades - Part II



Hello everyone!

In today’s devlog, we’ll continue exploring the Caravan Upgrade System, which brings us to the second part of the upgrade tree - “Restoration”.



True to its name, the “Restoration” path is dedicated to maximizing the efficacy of resting at the Caravan. It comes with 6 upgrades that are focused on either improving the quality of your Character’s sleep or introducing more utility to the Camp.

We’d like to remind you that Caravan Upgrades are completely separate from the Leveling System and don’t require Ability Points - all upgrades are unlocked exclusively by purchasing prerequisite items.

[h2]Restoration[/h2]



[h3]Straw Bed[/h3]



Requirements: basic upgrade (available from the start)
Effect: adds a sleeping spot to the Caravan Camp



[h3]Small Tent[/h3]



Requirements: Canvas Roll, Rope, Spool of Thread (х2), Straw (х3)
Effect: sleeping at the Caravan Camp grants “Vigor”
Sleeping at the Caravan reduces Fatigue 100% more effectively



[h3]Roomy Tent[/h3]



Requirements: Hardy Tent Cloth, Rope (х2), Spool of Thread (х4), Straw (х5)
Effect: sleeping at the Caravan Camp grants two stacks of “Vigor”



[h3]Shrine[/h3]

This upgrade adjusts to your Character’s race and religion: Humans will be able to set up a “Praying Spot”, Elves - a “Meditation Spot”, and Dwarves - an “Offering Spot”.

[h3]Shrine: Praying Spot[/h3]



Requirements: Hieronite Altar, Ritual Candles, Altar Bell
Effect: allows your Character to pray at the Caravan Camp to receive “Blessing”

[h3]Shrine: Meditation Spot[/h3]



Requirements: Meditation Table, Incense, Censer
Effect: allows your Character to meditate at the Caravan Camp to receive “Peace of Mind”

[h3]Shrine: Offering Spot[/h3]



Requirements: Lesser Runic Stone, Skull, Candle-End
Effect: allows your Character to call upon their Ancestors to receive “Ancestors' Gaze” - the effect lasts indefinitely, scales with enemies killed, and is removed upon reaching low Health



[h3]Training Area[/h3]



Requirements: Straw Dummy, Straw (х4), Bolt of Cloth
Effect: installs two training dummies at the Caravan Camp (basic and armored variants), which can be used to test your Character’s damage and try out new abilities. Dummies can be moved around within a designated area



[h3]Soothing Incenses[/h3]



Requirements: Incense Burner, Incense (х2), Censer
Effect: sleeping at the Caravan restores Psyche 100% more effectively
Sleeping at the Caravan removes negative Psyche effects and resets the progress towards them

[h3]Herbal Remedies[/h3]



Requirements: Apothecary Box, Mindwort (х2), Thyme (х2), Burnet (х2)
Effect: sleeping at the Caravan restores Health and body parts’ Condition 50% more effectively (100% if also unlocked the “Foraging Supplies” upgrade).
Each hour of sleep at the Caravan replenishes 1% Immunity (1.5% if also unlocked the “Foraging Supplies” upgrade)



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That’s all for now. In the next devlog, we’ll tell you more about the Crafting System for consumable items, which is yet another mechanic that’ll be introduced to the game with the Rags to Riches update. Until next time!

Devlog: Cooking



Hello everyone!

Today the topic is Cooking, a mechanic that will play a significant role in both your adventures and the Caravan System.

Important note: the effects, prices, and availability of most existing foods will be rebalanced in Rags to Riches. The numbers you see on the screenshots are also subject to change.

Cooking can be split in two parts: Basic Actions and the cooking of dishes.

Basic Actions include Roasting and Meat Salting. Roasting is basically the Cooking of the current version of the game. In Rags to Riches it’ll be performed through a separate menu with an option to roast multiple ingredients at once rather than going through them one by one.



Salting requires any type of meat and a few handfuls of Salt. Once preserved, meat loses some of its nutritional value but can be stored indefinitely, which is quite convenient during prolonged expeditions or when you want to preserve the spoils of your hunt for later.



The preparation of actual dishes is more complex. First of all, you’ll need a recipe. Some basic recipes will be available to all characters from the beginning. The rest will have to be found, bought, or earned through high Reputation in settlements. For instance, reaching Respect in Osbrook will make it possible to purchase the secret of preparing Osbrook Bread Bowl Stew, in Mannshire - Mannshire Fair Salad, in Brynn - Harpy Omelette à la Brynn. For now, we’ve created 37 different recipes, but their total number might grow by the time Rags to Riches is out.



So, you’ve got the recipe, what’s next?

Firstly, you’ll need an open fire - any fireplace or campfire will do. Then you’ll have to place a pot on top of it. Tavern fireplaces and some campsites already have pots pre-installed, but you’ll need to bring one for any fires you start yourself. Although, not every recipe requires a pot - for instance, Hunter-Style Drumsticks or Meat Skewer can be cooked without it.



In order to prepare soups and some deserts (such as Fruit Soup or Flapjacks), you’ll need to fill your pot with water or milk. This can be done simply by pouring liquid from other vessels into it.



Once this part is over, you can start adding the ingredients. Most recipes allow a certain level of deviation: sometimes, they can be interpreted quite liberally - if you cook a Vegetable Salad, any “Vegetable” type ingredient will do. Other recipes might require a specific item, such as Garlic, Onion, or Leek. Keep in mind that the end result will always look the same and have the same effects regardless of the exact ingredients used - this is done for the sake of straightforwardness and more consistent visuals.

The numbers and stats you see are a placeholder and a subject to change.

Still, there’s a caveat: some recipes have a place for optional Additives that will imbue dishes with extra effects. For example, Salt will double your dish’s expiration time, Butter will give it a bonus to Hunger Resistance, and more exotic variants (such as Jibean Spices, Nistrian Condiments, and Skadian Herbs) will provide a sizeable boost to Morale, Sanity, or Immunity.



All in all, dishes will differ not only in the amount of Hunger they sate but also many other aspects: they might reduce Fatigue, improve Morale, Sanity, or Immunity, grant bonus Experience Gain, increase some Resistances, and so on. On top of that, “Satiety” (the effect granted for overfilling your Hunger meter) will receive an additional stack and some other bonuses if you gain it by consuming an advanced dish.



Once you’re done cooking, food can be eaten directly from the pot. But if you want to leave it for later, you’ll need a suitable vessel. Obviously, soups require a deep bowl, but everything else can be placed on any plate (gold plates will work as well!). It’ll also be possible to place some dishes directly into your Inventory, such as loafs of Garlic Cheese Bread.



That’s all for now. Stay tuned for the next devlog, which will be focused on the second branch of the Caravan Upgrades!