08-22-2023, 07:31 PM
First, let's begin with some important belated celebrations: Meranthe hit its one year anniversary a few weeks back (August the 5th)! A big thank you to everyone that's been on board with the ride, and to many more years of fleshing out the rich history of our shared world. In Eternia's 11 year long past, we've experienced unprecedented amounts of activity & an impressive development schedule that's continuously added mechanical depth and the empowerment of the average player's ability to tell great stories.
Now, together, we move on to the next chapter! The focus of 1.9 will be the ambitious factions system, & some other goodies.
![[Image: image.png]](https://cdn.discordapp.com/attachments/335882434631565312/1143611846524407939/image.png)
With the fall of great empires, many small nations have risen.
Factions: Making Organizing Easy & Enhancing Politics
It begins with the introduction of a new stat: influence. A form of currency that you gain whenever EXP is earned within a 100 tile radius of your faction's settlement (including interiors), among other progression methods.
To begin, what is a faction? The current system is being expanded to allow the staff to spawn 'faction' NPCs, that they set the name of, the guild, and which settlement its linked to. Once the faction NPC is set up, then any character can interact with it to join the guild as the lowest level (rank 1).
To begin, what is a faction? The current system is being expanded to allow the staff to spawn 'faction' NPCs, that they set the name of, the guild, and which settlement its linked to. Once the faction NPC is set up, then any character can interact with it to join the guild as the lowest level (rank 1).
You can only be in one faction at a time. If you speak to another NPC, you'll be asked if you want to leave your current faction, which wipes your influence. You can still be in multiple guilds of course, just one of choice is marked as your 'faction'.
Multiple faction NPCs can be set to the same settlement, if a nation wishes to have official guilds, multiple branches, etc. It's all purposely flexible to the desired structure!
So you gain influence by being active within your settlement. What do you do spend your influence on?
Many things! The primary investment are the customizable uniforms that faction leaders can set up. They can add uniform of the chest and cloak slot, set the name, description, and even apply a custom sprite. Additionally, they can add cosmetic alternatives with no real limits on that.
So the first thing you'll do is purchase your faction's uniform for the small cost of 1000 coin. You need to be an 'official' member (rank 2+) rather than a citizen. This uniform is then soulbound to your character. You can upgrade it by spending influence, which works similar to the pristine stat (lasting for up to 5 years and needing to be renewed).
Faction gear is especially generous stat wise with adequate influence investment. While wearing the uniform, you also get a bonus of +20% influence gains, & some influence on the victory of an aggressive+ battle.
Along with faction gear, there will also be a store where influence can be spent. What this might entail I'm not sure yet, but I'm sure we can add it to over time.
& thirdly, the most beneficial aspect of influence: role commands. These are spells that cost 500 influence to cast, and will be used to empower characters focused on a particular role; whether it's a devoted, proactive commander, a religious leader, or an engineer pioneering artificing.
But first, the basic spell, and maybe the most important one that every character has access to. Effectively, this another way to support others, adding more weight and influence to the social dynamics of the game:
Commend - Political Support
This does not cost 500 influence to cast, unlike the others.
Default basic spell. Transfers selected amount of influence to the target. If they're not in the same faction: at a reduction of 50%.
This spell can only be cast once per year.
'You lend your support to target, granting them X influence!
If 1000+ influence, guild announce (can choose public or private): name has lent their support to target name! +[custom msg]'
The other commands cost 500 Influence to cast. They are purposely strong and impactful; coordination is key to success.
Commander: Grant the target +50% EXP for 1 year
Master of Coin: Grant the target +50% coin for 1 year
Head of Research: Improved anvil rolls (doubled!) on target for 1 year
Faith Leader: Exchange 200 influence for 1 faith (can be used in multitudes ofc). Exchange 1 faith for 50 influence. Something like this will exist for other classes (witchcraft/necromancy) but not advertised so openly.
So the overall goal of this is to:
Empower support roles, character coordination, politics and organizing.
Give people more reason to get involved in guilds, military, etc! Strong, cool looking custom uniform at the click of a button. Powerful supporting perks.
That's the gist of factions. It's something we also want to build on over time, as shown by the NPC feature brainstorming in the #patron chat!
Now to talk about some other very cool features coming to you in the 1.9 update:
PRIVATE BATTLES
Ever attack someone inside a building and then have to go in LOOC 'uhh let's move outside' only for a massive crowd to form? Want to stealthily strike and not be witnessed by 15 people passing by? Well, do we have news for you.
In 1.9, there is a private battle option you can trigger after sending a battle request. It asks your opponent if they wish to make this battle private, and then you choose an arena currently not in use from many available themes; you can see Valterak and Bolonga working on these in the Discord publicly viewable map channel.
Anyone that's nearby/already there are also asked if they want to watch. Once the battle concludes, all are sent back to the original spot on the overworld from the arena.
OFFLINE MESSAGING
Wanted to get in contact with someone but timezones are making it tough? Now you can send a letter to them and they'll be alerted on log in! A small mail icon with 'you have mail!' pops up whenever there's a letter waiting for them & they can retrieve the letter on click. This makes IC organizing even easier.
TRAINING DUMMIES
A craftable object that has three training dummies spawned in a chest. You can drag one out at any time to test your spells! Very clean and easy to use.
![[Image: U4yuQA2.gif]](https://i.imgur.com/U4yuQA2.gif)
While the four Fortuna spells - hope, death, space, and the aura - aren't new, they'll be rolled out into a special foreteller class. Since these abilities have only seen a little use, they'll be much more thematic in their own unique class, the first mechanical 'sub-class' of faith.
The class comes with reflavored versions of: Prayer, Oath, Festival, Channel Faith.
But you can also spend Faith to unlock one of the four Fortuna spells (10 Faith & 15 Spell points per).
Additionally, you can cast 'foresight' to tell someone's fortune and bless their fate, granting a small, randomized buff for the year at the cost of 500 energy and 5 faith. It's pretty fun and silly (you will be expected to roleplay it, of course, & expanded lore will be released along with the faith!).
![[Image: 4POFycv.gif]](https://i.imgur.com/4POFycv.gif)
SPELL CHANGES, NEW SPELLS, ETC...