Arrow types and fletching
As of now, Trophies become less relevant the more you play the game (and accrue wealth). To fix this, implement a scaling reward system dependent on the location of the town and how frequently trophies are handed in so there is some consideration for doing them.
Points of Interest/Camps
Adjust points of interests to target group play and solo play respectively, and enable proper AI leashing/group aggro when pulling
Create AI patrols that travel in groups between camps/points of interests. This makes the presence of these humanoid mobs feel more dynamic & meaningful
Allow players to eat whenever they want. This lets players use food to replenish reserves when and how they see fit but also makes food a consideration in "maintaining" your weight class.
Restore mob HP upon hard leash
Hard leashing a mob should rapidly regenerate it's HP while it travels back to it's spawn or until it's able to be soft leashed again. Soft leashing a mob returning to it's spawn should aggro it's "group" AI again.
Add Highwayman mobs
Add standalone highwaymen that spawn along roads. These mobs should be suitable for solos to manage.
HUD
- Add arrow heads (crafted from bone, alloy or stone materials which modifies base damage and flight speed)
- Broadhead
- Has a % chance to inflict a "Bleeding" condition which does 'Damage over Time' until healed past X threshold of HP
- Bodkin
- Adds weak spot chance across all body parts at a reduced chance
- Barbed
- Has a % chance to inflict a "Deep wounds" condition which gives '% healing reduction' until healed past X threshold of HP
- Broadhead
- Add arrow shafts (crafted via wood materials which modify flight speed and arc)
- Long (for use in long bows)
- Short (for use in short bows)
- Greatly penalise arc, speed and damage when fired from the incorrect bow type
- Allow the combination of arrow heads and shafts at the bow crafting table to create arrows.
- Have vendors sell headless arrows only. They have standard damage and no head effect aforementioned.
- Headless arrows can be crafted as well.
As of now, Trophies become less relevant the more you play the game (and accrue wealth). To fix this, implement a scaling reward system dependent on the location of the town and how frequently trophies are handed in so there is some consideration for doing them.
- Add town criers and/or trophy boards that generate trophy bills for hunting down specific animal or humanoid AI types:
- Trophy bills identify the going price for handing in trophies at that particular town
- Example: an individual town might cap out at wanting: 250 undead heads. As players hand these heads in, this number drops for that town. The higher the number, the greater per head reward you get from handing them in.
- The more rare or difficult the mob, the less trophies individual towns will want and the less frequent they will ask for them. E.g. a town may ask for an additional troll head every 6 hours and cap out at only ever wanting 3. Other towns might have higher or lower caps, or not offer this trophy at all.
- Bounty bills/tickets can be taken from the crier/board which adds a physical inventory item, however you don't need one to hand in trophies.
- Towns will always accept trophies however if the number they're asking for is at 0, they will give lower than base gold and no reputation gain. Low level trophy bills like Zombies should have a fast enough replenishment rate that this will never occur.
- Trophies can be handed in at any of the nation's towns, via a new Guard Barracks and the Commander residing within.
- Town NPCs no longer accept trophies
- Handing in certain trophies should increase reputation with that nation depending on the difficulty of the trophy. (obviously zombies shouldn't give reputation - or if they do, only give reputation over a certain threshold of hand ins)
- A potential issue here is "holding" onto trophies and storing them for a rainy day. To counter this, a decay mechanic for these items could work so that they "rot" if left for too long.
- (See patrols/highwaymen below) If certain trophy bills (e.g. Risars, Bandits) are in high demand for a particular town, increase the number of patrols and highwayman spawns that travel or reside near that town. This simulates a "threat" mechanic in that area.
- Trophy bills identify the going price for handing in trophies at that particular town
Points of Interest/Camps
Adjust points of interests to target group play and solo play respectively, and enable proper AI leashing/group aggro when pulling
- The interior of the point of interest/camp itself should be focused on group play
- Mobs already reside in close proximity to one another and therefore should leash/bark to aggro as a group. To counteract this, balance the interior of a point of interest around group play.
- Around the exterior of the point of interest/camp should be patrols/lookouts of 1-2 mobs that are far enough away from the main point of interest
- This gives the solo player content they're able to do at these locations
- It also encourages them to socialise and group up with other players to tackle the interior where the loot is held
Create AI patrols that travel in groups between camps/points of interests. This makes the presence of these humanoid mobs feel more dynamic & meaningful
- Create a number of predefined paths between a network of camps that make sense for patrols to travel between
- Have the patrols return or travel to another camp in the network of camps, should they reach their destination.
- The patrols should be balanced for group play and aggro together
Allow players to eat whenever they want. This lets players use food to replenish reserves when and how they see fit but also makes food a consideration in "maintaining" your weight class.
- Do not lose or gain weight until the value is either maxed or at 0.
- At max hunger, have the character start to lose weight at certain intervals while sprinting (holding shift)
- Show an icon when starving
- At 0 hunger, have the character start gaining weight if they continue to eat
- Show an icon when they're full
- At max hunger, have the character start to lose weight at certain intervals while sprinting (holding shift)
Restore mob HP upon hard leash
Hard leashing a mob should rapidly regenerate it's HP while it travels back to it's spawn or until it's able to be soft leashed again. Soft leashing a mob returning to it's spawn should aggro it's "group" AI again.
Add Highwayman mobs
Add standalone highwaymen that spawn along roads. These mobs should be suitable for solos to manage.
HUD
- Stack counts shown on the inventory icon need to display weight value and have a decimal e.g. 10000 -> 100.00kg or 3456 -> 34.56kg. New players are constantly confused about the "stack" number. Alternatively, show in the tooltip a way to make this more clearer.
- Enhance drag and drop detection so that deleting items when dragging is only possible when you drop the icon anywhere outside of any UI element.
- Trees meshes/textures that have volumetric clouds behind them produce unpleasant artefacts/shimmering.
- Add UE4s Distant Field Shadows as a graphical option to help shadow distant LODs, Textures etc. https://docs.unrealengine.com/4.26/...ngAndShadows/RayTracedDistanceFieldShadowing/
- Sun lightning bleeds through textures/mountains
- Crafting times feel slightly too short in comparison to every other action in the game.
- Put a toggle in the Audio settings to allow for audio to be played in background
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