A goal has been to give Evenfall Arcane an immersive feeling since day one of development. I want the world to feel alive. The most recent chunk of work has been executing on that goal by improving the scheduling of NPCs to include sleeping and interaction with in-world objects.
Early playtesters know that some NPCs have schedules. In Riverstone, you could see the local fisherwoman head to the river during the day, and head home at night. In Yeuknox, a married couple who owned a tavern would take turns serving. Yet, nobody ever slept. They kinda...stood around until it was time to go back to work.
As of a week ago, NPCs learned to sleep in beds, sit in chairs and more. This gives more value to the in-game clock, as NPCs are unavailable when they are asleep, and some will refuse to do business outside of business hours. So, plan your day!
The scheduling has improved with the help of the Lua scripting engine mentioned in the last devlog. NPC schedules are scriptable with Lua, which means they will also be supported by the modding interface.
Expanding on Spells
Spells are at the core of the gameplay for Evenfall Arcane. If the spells aren't interesting, what's the point? Over the course of development, spells have gone through a couple of changes in how the player grows their skillset. As of now, here is what you can expect:
- Many spells unlock within their school of magic by leveling up that school
- Most (goal is all, but there may be exceptions) spells can be upgraded up to two times. This is called "empowering" and "mastering"
- Empowered and Mastered spells have extended capabilities
- You will be able to find hidden spells for a given school, or even spells that span multiple schools
My goal with empowered and mastered spells is to give a fun twist on the base spell. I am avoiding "number tweaks" where possible, because it's a lot more fun to upgrade "fireball" and be able to launch five fireballs rather than one that does more damage.
Some spells grow with the school's level, and some grow more from upgrades, but it will be up to you to spec out your spells for your perfect loadout.
There are currently 39 spells in the game across the four schools of magic. This number will be much higher when the game comes to market, but already it is a lot of variety.
Again, still working towards a good stable build for the next playtest. Improving existing systems and setting myself up for more rapid development has taken a front seat ahead of some of the bullet points I wanted to cover, so the playtest has bumped back a little bit. Still shooting for an open registration playtest to be held before the end of the year, so be on the lookout for that!
As always, thank you for reading, and for your continued support.