The Doors of Trithius

The Doors of Trithius

Jan 7 @ 7:09pm
2
Dev Blog: Faction Warfare & Settlement Prosperity
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Showing 1-15 of 32 comments
Hello.

Oh ho, the game gains in deepness, that is pretty good !
But i am not sure to understand a point : does the time will flow the same way outside and inside a dungeon (meaning you can easily miss an attack on a village, as an example), or are the "times" differents between oustide and inside (like in Elona) ?

Have a nice day.
Sineso  [developer] Jan 7 @ 8:43pm 
Originally posted by crimsonlegion:
Hello.

Oh ho, the game gains in deepness, that is pretty good !
But i am not sure to understand a point : does the time will flow the same way outside and inside a dungeon (meaning you can easily miss an attack on a village, as an example), or are the "times" differents between oustide and inside (like in Elona) ?

Have a nice day.

Fair question. Time in the overworld does move while in a dungeon, but it's slow. So when you exit the dungeon, some time has passed, but you should still have plenty of time to join battles if any started nearby.
Originally posted by Sineso:
Originally posted by crimsonlegion:
Hello.

Oh ho, the game gains in deepness, that is pretty good !
But i am not sure to understand a point : does the time will flow the same way outside and inside a dungeon (meaning you can easily miss an attack on a village, as an example), or are the "times" differents between oustide and inside (like in Elona) ?

Have a nice day.

Fair question. Time in the overworld does move while in a dungeon, but it's slow. So when you exit the dungeon, some time has passed, but you should still have plenty of time to join battles if any started nearby.
Ah, good ! Thank you for the precision !
Have a nice day !
what the hell man, you have turned your generic roguelike adventure into something great, now I HAVE TO reinstall

have a nice day
Riyango Jan 7 @ 11:03pm 
Love this new direction . It brings a new layer of depth to the game . Looking forward to the update
Noclear Jan 8 @ 12:02am 
insane! Hope you can handle new systems! Wish you luck!
This is awesome!
Harcon Jan 8 @ 7:06am 
This is great news moving forward any idea of when the update will go live?
It would be neat if locations could be taken over and locations could grow and become stronger versions of themselves (uprgrading from a flourishing village to a stable town or smth) And leafborn (if they were called that way, the green faction) and regular humans should be friendly to each other, after all they have no conflict of interest and inhabit different areas.
Getting less realistic to make it would be interesting if you could help humans destroy all enemies. However either the humans will begin expanding by destroying surrounding mountains and expand the map, unleashing dangerous creatures in the process or you could find a path to a new map which is more dangerous in the fact that no human settlement remain and you need to help humans fight for each inch of this new map. Of course both of these options would require stronger enemy versions or some sort or goblin +1 or something with increased health, damage and maybe new abilities.
that´s really cool :Stab:
Is this out now?
Saxton Jan 8 @ 7:51pm 
Overall, this all sounds terrific. But, do these changes mean that it's impossible to completely destroy a settlement now? In the dilemmas you raised, I would have (usually) been okay with losing a home or quest status in a town that's been destroyed. "Let the die fall where they may" sums up how I would think about an rpg, especially a roguelike.

Anyway, interesting changes!
Zeru Jan 9 @ 12:23am 
Love the new prosperity system, the faction warfares, the feeling of distinction between different towns and cities it will bring and also the new aesthetics coming with it. I think I like everything about this update lol.
Originally posted by Saxton:
Overall, this all sounds terrific. But, do these changes mean that it's impossible to completely destroy a settlement now? In the dilemmas you raised, I would have (usually) been okay with losing a home or quest status in a town that's been destroyed. "Let the die fall where they may" sums up how I would think about an rpg, especially a roguelike.

Anyway, interesting changes!
Yeah, I share your sentiments.
I would have been fine with your belongings surviving in a basement, under your collapsed house.

I kind of like the idea of helping people move back into a completely deserted town, rather than there always being survivors no matter what.
Now it feels like the World has been defanged a tad...

Otherwise this looks like it will be a really awesome update, poised to inject a ton of new life into this game. ^^
Last edited by FateWeaver; Jan 9 @ 6:06am
Originally posted by FateWeaver:
Originally posted by Saxton:
Overall, this all sounds terrific. But, do these changes mean that it's impossible to completely destroy a settlement now? In the dilemmas you raised, I would have (usually) been okay with losing a home or quest status in a town that's been destroyed. "Let the die fall where they may" sums up how I would think about an rpg, especially a roguelike.

Anyway, interesting changes!
Yeah, I share your sentiments.
I would have been fine with your belongings surviving in a basement, under your collapsed house.

I kind of like the idea of helping people move back into a completely deserted town, rather than there always being survivors no matter what.
Now it feels like the World has been defanged a tad...

There will only be townspeople waiting for you to complete a quest. You won't be able to receive new quests, and trading with any merchant will be unavailable.
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