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Towns are intended to provide many benefits during our adventures such as: unlocking new recipes, providing stat boosting hot stew, remedying powerful ailments, and awarding us important quests. It is from here our story and class quests will begin eventually leading us even to other dimensions, where setting up a safe haven will be even more important compared to the quite placid world we start out in. Villages and towns (and eventually higher) are not meant to be something we need to set up everywhere we go. Setting up an outpost to help find rare resources in whatever tier we are currently adventuring can be very useful, though it is intended that we only need one "main" town to upgrade and unlock to its full potential. These are most of the town buildings I am working on, about in the order they are listed. This list does not list the actual upgrades and unlocks per building, and is subject to major change. Some things that are not mentioned here are for example resource storage and transfer capabilities, etc. Still I would love to hear what you think about the concept in general and if there's anything specific you think should be added to the plan in these early stages. Another topic up for discussion is the placement and construction of the buildings themselves. Currently we are just using a 3x2 house for each of the gatherers which makes it impossible to distinguish them from one another on the outside. I definitely want to give each building it's own look. But for example should we require flattened ground? Should buildings that require a carpenter or stone mason simply have their location assigned by the player and then we have to wait while the carpenter actually builds it using town resources? Outpost (Base population: 5) Reaper - Gathers stalks Hunter - Gathers hide Miner - Gathers ore Forester - Gathers wood Quarrier - Gathers stone Guardhouse - Houses guards Guard Station - Positions a guard Hamlet (Base population: 10) Tailor - Crafts cloth (Requires Reaper) Leatherworker - Crafts leather (Requires Hunter) Blacksmith - Crafts metal (Requires Miner) Woodworker - Crafts wood (Requires Logger) Stoneworker - Crafts stone (Requires Quarrier) Trader - Buys and sells items Carpenter - House/building upgrades/repairs (Requires Woodworker) From here on requires Carpenter: Arable Farmer - Farms fruits/vegetables Crop - Designated farming space Pastoral Farmer - Farms animal Coop - Raises fowl Small pasture - Raises small animals Chef - Crafts meals, town benefits House - Increases max population Village (Base pop: 15) Weaponsmith - Melee guard upgrades Fletcher - Ranged guard upgrades Priest - Healer guard upgrades Arcanist - Magic guard upgrades Large pasture - Raises large animal Stone Mason - House/building upgrades/repairs (Requires Stoneworker) From here on requires Stone Mason: Shrine - Town benefits (Requires Priest) Town (Base pop: 20) Enchanter - Crafts enchants Alchemist - Crafts potions Adventurers Guild - Provides quests Farmers Guild - Provides quests Crafter Guild - Provides quests Builders Guild - Provides quests Harvesters Guild - Provides quests
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