After spending the past six weeks on bug fixing we’re starting to move on to some new exciting features. The first on our schedule is farms. We had intended to get these out sooner, but held off a little bit to get the system different enough from harvesters to be fun.
For farms we wanted to focus on longevity for the structures and more customization of the resources players can place in their farms. Players will be able to craft either a 3, 6 or 9 plot farms. Once they place their farm in a suitable location in the world , they will be able to plant seeds for organic components, place young animals to raise, or a little of both. We want to make sure that players aren’t locked into one type of resource per farm. Harvesting the resource will give the player a chance to get a common, uncommon or rare component. Players will be able to use crafted, dropped, or purchased items to extend the longevity of their farms, speed up the growth of their resources, or improve their chances of getting a rare component. Additionally, placing a farm in a higher risk area such as a PVP zone can improve the yield of harvested resources.
In addition to farms we are working on making some adjustments to skills and mutations. We are fixing buggy abilities, increasing the strength of some mutations and adding new functionality to other lines. We should be putting a rough draft of these changes on PTS in the upcoming week or so and tweaking based on player feedback. If you have any questions or concerns this will be a great time to be heard by the devs.
From there we’re looking at adding the long-awaited stage 3 coresuit recipes. There will be three versions; ranged, melee and support. Ninjanomicory has been working his fingers to the bone on the models while Tee Affo is adding the necessary functionality to make them play a significant role in combat. We will be doing a separate blog on the suits and another few new features in the upcoming weeks.
See you in the Wasteland!