Durability is Back, Back Again
Hello, I'm doing alright, thanks.
We want to start talking about updates a little more, so here is a bit of insight as to what the changes in the game mean for the grand scope of things. Usually that's somewhat described in our blogs as they follow features and videos, but here we're going to be a bit more direct.
This update we're seeing the re-introduction of durability in the game. For you ancestral townfolk, you may recall early days when durability was a loose concept in things. Basically, it means that the items you find and craft, eventually wear down and break.
Usually this is quite a controversial feature in games, but is a necessary evil for resource-based games like A Township Tale. It drives the pursuit of better items, and for us specifically will play a valuable part of choosing how you craft things. Let me explain.
Prior to this, you had no real reason to add a guard or pommel to your weapon. They made things look a little better, and that's about it. With the addition of more 'stats' behind these crafting parts, we can give them some real functional value to you. On top of this, we're going to revisit how weapon crafting is done, primarily in the attaching section of the game. When that comes, it'll flex what the crafting system was originally meant for a bit more.
And therein comes the interesting balance points we're gonna have to deal with. What becomes the value of weapons/tools that you find out in the world? Do you prefer discovering legendary weapons that you will use as your primary? Or do you value instead finding legendary resources to better facilitate your crafting? Obviously, these are not mutually exclusive, and we have an approach for this, but we want to hear your thoughts! Hit us up on DISCORD , or REDDIT to talk about it. Also, here are the PATCH NOTES.