Hello Merchant! I'm Proksima and I'm going to tell you about an essential point of the game: the guilds
As explained in the first dev diaries, the heroes are THE main mechanic of the game. They are the ones who will directly advance the game's story by fighting monsters and completing quests. But since the world is full of danger, the heroes have decided to gather in small communities: the guilds.
Different guilds
Of course, they will join these guilds according to their affinities: morals, ethics, class, traits.... The heroes help the development of their guilds by bringing them loot from their quests, money and experience. The guilds will then gain in influence and will become an entity in their own right in the game, so much so that one that is too powerful can become a handicap for you if its intentions are not in line with your ideology.
You will then have to take into account the guilds in your actions and try (or not?) to slow down their progression. For example, a good way is to assassinate one of its members to reduce the stability of the guild, but other more subtle actions can be performed ;)
You ask one guild to go and steal from another...
When a guild has enough experience, it will level up and choose unique skills. Add to this the fact that it will be able to take on more members, if a guild starts buying up the shops and harvesting locations in the city it can become truly unstoppable! But since you are a merchant with a pure heart and a charitable soul, your only wish is to fight monsters and build up the kingdom of Phoenistoria. A guild that is too powerful shouldn't bother you... should it?
As a player, you can also create a mercenary guild by recruiting heroes. You will be able to ask your mercenaries to perform specific actions to help you in your quest.
When a guild gains a level, it unlocks a skill according to its alignment
If you choose the leadership path, your mercenary guild can even compete with the bigger ones. But you can also skip this step altogether and concentrate on your trade.
It's up to you!
Hotfix
Fixed a bug with saving which led to the missing of mercenaries
Patchnotes: Alpha11v10: bugfixs & fine-tuning
Hello merchant !
bugs:
fix issue with reputation modification with hero shopping
fix animation launch on planetarium (it should rotate properly now)
fix issue with settings on launcher
fine-tuning:
new quest marker on major npc
new progression UI on crafter npc
3D models for power and void staff
Cristal and particles colors on magic staff change now with the magical essence used in craft
add items stats informations on “set price ui”
Balancing:
reduce experiences costs on player skills
The next update will be more substantial with the addition of competition and guild actions. Scheduled for the end of the month.
Dev Diary 4: Competition and city progress
Hello, merchant!
Competition
You are no longer the only one who can sell equipment to heroes... Now guilds (especially adventuring guilds) are able to buy stores and supply them.
Heroes will have to choose a store to buy their favorite equipment. Your reputation (among classes and your alignment) will now have an impact on this decision!
You can now view some sales information in the new city interface
City Progression
The town progression mechanic has been reworked: previously heroes had to complete the first dungeon quest to unlock level 2 of the town.
We want the player to have more freedom in his evolution (including preventing the success of this quest, which will make sense in a future story update... Thanks for reading this dev diary so far ;-) )
From now on the player will have to accomplish a certain number of objectives to make the city evolve. You can see this information in the new city interface:
Patchnotes: Alpha11v9 Bugfixs / New launcher / Somes news
Hello merchant !
bugs:
fix bug with auto-withdraw from shop after loading
fix bug where mercenaries are not visible in your guild
fix missing “Idle” animation on thief
fix “loop” on tutorial with guild creation
fix “invisible” items on heroes hud
fix “invisible” mercenaries
fix “negative” stats on heroes
finetuning:
more resolutions options and custom
New game launcher:
We had reports about graphics issues, many of them are due to bad resolutions handling on large screen. We created this launcher to have the possibility to set graphics settings before launching the game; more functionalities will be added in the future.
new game launcher
graphics settings on game launcher
mods loading (prototype)
Balancing
Guilds take more xp from heroes
Quest give more xp
Guilds stability goes down less
Otherwise we are working on two news features: a competitive system with other guild and the ability to pay for contracts with new actions. Dev diary cooming-soon !
Patchnotes: Alpha11v8: bugfixs
Hello Merchant !
Here's a small patch:
- parameter for the display distance of the grass (set to 0 for a "slow" PC) - fix bard translation in english - fix drag and drop with other guilds' inventories (exploit) - fix OUT_OF_MEMORY crash due to navmesh baking - loading makes sure that a hero has no duplicated trait (save/corrupted trait not fixed)
Patchnotes: Alpha11v7: bugfixs & fine-tuning
Patchnotes: Alpha11v7
Hello merchant !
Here’s our first update, mainly focused on bugfixs and fine-tuning bugs:
add graphics options on menu
fix save/load shop reputation
fix item description hud artifact
fix buying sawmill
improvements:
add event info when mercenary guild has low stability
add respawn button for player on menu (F1)
guilds names in english
visuals on magicals staffs and heroes in training
3 news skills icons
encyclopedia hud when player don’t have information about entities
gameplay:
Guilds taxes: Increase it to gain more gold from heroes quests but at a cost of stability…
Our next goal will be the update introducing competition, you will not be the only one selling in Phenistoria...
Early Access Release
Hello, merchant
"Merchant Of Phenistoria" is available in early access!
The development of the game continues and we would like to have your feedback. The end of the month will be focused on fixing bugs (don't hesitate to report them to us).
We will also provide you with a roadmap next week.
What you could do in this release:
Craft items: Magic staff, Potion, Swords Sell & negotiate items Unlock various skills Create a mercenary guild Discorvers somes town’s mysteries Upgrade town to level 2
Somes others features are present in-game but at a very early stage.
Devs Diary 03: Factions
Hello, merchant!
We have never been so close to the early access release of the game ! Before the release we would like to introduce you to one of the most important gameplay elements: The Factions
There are 4 factions:
- the Church of the Phoenix - The Cult of Azan - The Dungeon Master - The Gnome Tribe
Only one faction controls the city and part of its influence will depend on your actions. Whether it is by interacting directly with her, through the various story quests of the game and through the actions of other heroes and guilds. The faction in power imposes its laws
In the future, you will be able to directly interact with and influence the game's factions. Also the main story will be directly determined by the factions. We plan to add many quests and dialogues in order to reach the final conclusion: Who will be the owner of the Phoenix egg?
Devs Diary 02: Items
Devs Diary 02: Items
Hello, merchant!
What are heroes without the perfect gear ? In “Merchant Of Phenistoria” you can craft various items, each one need some type specific materials:
Here’s the basic sword which need 1 stick and 1 metal
New recipes
You will be able to unlock new recipes with unique formula (They modify finals characteristics). As a new skill which create a semi-random recipe based on your shop alignements:
Now you have a brand new recipe with random traits:
New swords visuals
Now swords have semi-random visuals based on theirs alignements
About futur, we planned for post EA release to add an equivalent system on magicals staffs, basic visuals for armors. Also we would like to rework some characteristics like armor for damage reduction; luck for drop, critical, dodge and so on…
Please note that each presented feature will be included in the next Early-Access release ! We will communicate the date soon …