Roadmap To infinity and beyond!

Recently delivered

Anti-blue blocking tweaks

Hitting another blue player will periodically give a contextual “blank hit” that does no damage. This should provide some leeway when someone is hit accidentally and give more margin to counter blue-blocking. This is the start of a more contextual rogue system.
Game Update 1.0

Delivered

Adding workstations to all hamlets

One of the first efforts to provide more value to all holdings, hamlets will receive basic workstations to become autonomous.
Game Update 1.0

Delivered

Scaling tweaks for high end monsters

High end monsters will receive tweak in their scaling to be more doable and have a better difficulty to reward ratio.
Game Update 1.0

Delivered

Regeneration and Cantrips schools

General self-healing and magical utilities will be provided baseline to all characters in independent schools. This should lower drastically the power gap and perception of grind.
Game Update 1.0

Delivered

Marketplaces improvements.

We will simplify the way the market places operate to make them more accessible. A single fee paid on sale with listings lasting 30 days and the ability to sell multiple objects in one action.
Game Update 1.0

Delivered

Respawn system tweaks

We will tweak the anti-hopping mechanic to be less zealous. Previous selection will timeout after a period of time and respawn ranges/selections will be reviewed to favor blue players more.
Game Update 1.0

Delivered

Village controlpoint chain-breaking rewards

We will review the way capture rewards work with villages to reward going out and breaking the capture chain of entrenched clans. Rewards will be given to characters immediately in their backpack. It will be worth coming back to kill the victors.
Game Update 1.1

Delivered

Grounded state

This is a mechanic that will make character impossible to be moved under certain conditions. The first usage will be for anti-griefing purposes.
Game Update 1.1

Delivered

Infliction & Raw magic schools

Infliction Magic is a school with surprising inertia. An opponent may find himself already dead, even if they do not know it yet. This is due to the combination of damage over time and regeneration canceling spells available to the school. Use the debuff and keep poisoning them in rotations, and nothing will stop the damage once it starts piling up.

Raw Magic is a school focused around close range reliability. Its spells travel slowly but bypass armor and some offer minor knock ups with low encumbrance impact. Useful against physical playstyles. It gains some utility against other mages through a magic protection toggle buff and burden, shutting down the opposition. It is a straight forward school to use, with consistent albeit slightly lower damage. Just keep hitting them until they stop moving.
Game Update 1.1

Delivered

Remote view of Marketplaces

Players will be able to remotely see the content of the marketplaces that can be used according to their race and alignment. Remote purchase will be possible, but the items will have to be picked up on location. Withdrawing profits to global gold account will also be possible for a fee.
Game Update 1.2

Delivered
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Right now - Coming up next

Spawn scaling tweaks

We will increase the diminishing returns of spawn scaling for larger groups and add mechanics that reduce the impact of alt characters.

Implementation

Bugfixes, so many bugfixes

This entry will be a recurring one. With a higher population, new bugs get discovered and reported at a higher frequency, and we’re trying to remain on top of all the more frustrating ones.

Implementation

Rework of existing schools and balancing

With cantrips and regeneration created, we are moving/changing spells to create more coherent schools, with some being buffed to form viable single school options. We’ll also look at broken spells and underused weapon types.

Implementation
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Short term - Work in progress

Moving clan nodes out of holding

Clan nodes will be tweaked and moved out of holdings. This is in preparation of making holdings more secure.

QA/Play testing

Racial traitor clan/alliance consequences

Members of an clan or alliance hosting criminals or enemy races will be considered traitors to their racial faction. They will be permanently rogue.

Implementation

More PvE incentives

This is what comes after the loot apocalypse. We need to rebuild loot tables based on player behavior and in accordance to ongoing crafting tweaks to make PvE more engaging and rewarding. This will also include more self contained objectives like reviewed quest difficulty and rewards.

Implementation

Racial Kill reward structure and death penalties

Killing a player will provide a reward and on death characters will be drained of meditation. This will be proportional to the character’s advancement, alignment and track record. Should the character be out of meditation, it will get debuffed.

Design/Specification

Material sink on gank/release

When a character gets ganked or releases after death, a portion of its inventory will lose durability or even be destroyed. This will balance our convenience changes done to durability to provide a material sink in the economy.

Design/Specification

Make holdings more valuable

Part of a conquest game is actual conquest, and without a goal worth fighting over, that cannot happen. While holdings will be harder to obtain, we intend to make them worth the effort.

Design/Specification
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Medium term - Ongoing projects

Make walls usefull

All holdings, including hamlets, will gain better walls. We will use the grounded state to make them more useful.

Implementation

Buy Orders in Marketplaces

This is our first major evolution of the marketplaces. This will let player order items or resources on the market place, providing a tangible sense of the demand for those who provide the supply. Crafters will no longer need to guess what sells, and they will be able to order the resources they need.

Design/Specification

Crafting and enchanting improvements

The crafting user interface will be improved, and the scaling of enchants will be reviewed. The goal of this project is to make enchanting even at low level easy and viable to provide market fluidity and material sinks.

Design/Specification

Watchtower system

The watchtower system is a mechanic of deployable structures clans can place to tax, buff and oversee parts of the world. They can be sieged for territory control or raided for their content. Holdings cannot be sieged when friendly watchtowers still stand around them.

Design/Specification

Racial perks rework

Racial skills will be reworked and made automatically unlocked at character creation. It will no longer be something you have to purchase or level, it will be part of your character’s base traits.

Design/Specification

More quests and dungeons

We are investigating/improving how to efficiently add quests to the game. Once done, we will add quests to all dungeons and add advanced hunt quests in the openworld.

Investigation

Racial Warfronts

Racial warfronts are areas in between racial lands where objectives can be conquered for the realm and will provide a general buff to your race alliance. Part of the design will be the need to spread out and hold on to land.

Investigation

Increased localization in crafting and loot tables

This will be ongoing, but as the depth of crafting continues to be expanded upon, we will add new localized resource types and tweak availability. This should also provide more engaging loot worth trading across the map.

Investigation
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Back to the future Roadmap

Check out here what we did before launch!

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