Posted February 03, 2025 by Veyhar
#00.06.00 #BaseBuilding #Bugfix #UIOverhaul #Balancing
Originally, I was focused on implementing procedural quests, but after receiving a lot of valuable player feedback and taking some time to play the game myself over the holidays, I realized that balance and UI design needed urgent improvements. The UI lacked clarity, and balancing issues made certain mechanics frustrating—so instead of continuing with quest development, I decided to prioritize a major UI and balance update first.
One of the most frequent complaints was the UI design, and honestly, that was completely understandable. The old UI was more of a placeholder than a polished system. I’m a programmer, not a UI designer, but I took the feedback seriously and worked on giving the UI a fresh new look, making it clearer, more functional, and better suited to the game’s setting.
My main goals were to make it fit the ancient setting and improve readability. Many of the new elements are experimental, but I’ve also introduced a color-coded system where related elements always share the same color. For example, anything related to items is now gray, making it easier to recognize at a glance what you're dealing with—before even reading the text.
The UI now features a parchment and scroll-like aesthetic, aiming to feel more immersive. This is not the final version of the UI but rather a step in the direction I want to take it.
Another major issue was the lack of clarity when browsing slaves at the trader. The new slave list on the right side of the UI allows for quick selection, so you no longer need to scroll endlessly to find the one you want.
Additionally, more detailed information is now displayed for each slave, making it easier to compare and make informed decisions.
Previously, orders were hard to track, and it wasn’t clear which location they were assigned to. Now, orders are grouped by location, so you can instantly see all active orders for a specific place without digging through multiple menus.
A common frustration was not knowing which resources were stored at a workplace—players had to manually check every storage area. Now, the workplace UI displays all stored materials, making resource management much smoother.
Managing storage has been completely reworked. The UI for allowing, forbidding, and prioritizing items is now much clearer, making it easier to configure. This should help servants handle storage more efficiently and ensure they use it exactly the way you want.
The game mechanics limit the number of slaves you can own to the number of available sleeping spots. Previously, slaves were automatically assigned to beds when purchased. Now, you can manually reassign beds:
This allows for better organization and more strategic slave management.
Combat was another major area of feedback. Some mechanics weren’t clear, and the impact of certain stats was hard to understand. To address this, several core mechanics have been reworked.
Attack power now scales with attack speed using this formula:
Attack Speed / 10 * Attack Power
For example, if a character has a weapon with 2.5s attack speed and 30 attack power, the bonus damage would be:
2.5 / 10 * 30 = 7.5 extra damage
The hit formula has been revised for clarity:
Attacker Accuracy / (Attacker Accuracy + Defender Dodge) * 100 > W100
For example, if the attacker has 40 Accuracy and the defender has 60 Dodge, the calculation is:
40 / (40 + 60) * 100 > W100
40 / 100 * 100 > W100
40% chance to hit
Armor mechanics have been adjusted for better balance and clarity:
To provide more strategic depth, armor is now classified into three distinct types:
These changes allow for more flexible gladiator builds, enabling players to fine-tune their strategies.
Previously, some traits were too powerful, making certain characters nearly immortal. Traits have now been rebalanced to remain impactful without being overpowered.
Combat is now more tactical—battles last longer, and using abilities at the right moment is now more crucial than ever.