Posted August 10, 2020
Feature Roadmap - as of June 24 2021 - (Subject to Updates and Changes)
Hey All,
Thanks for the countless improvement ideas shared with us via the various channels. We previously posted about our immediate priorities but realize it might help if we shared the broader list of features we are planning to implement during EA.
There are so many facets of the game that it will take some time to gather all of them, so we will keep expanding this list. Mind that these plans might change over time. Nothing is set in stone.
Legend
- Prio1 - features/fixes that we are actively working on (2021 Summer)
- Prio2 - features/fixes that we plan on working on after finishing the Prio1s (2021 Q3)
- TBD - features/fixes that we plan to add but have not set a priority/timing on yet
- Idea - ideas that need to be flashed out / thought through to see how they would fit with other systems
Crew Combat
- Flee option to avoid crew combat - Delivered
- Appease options to increase Flee chance (i.e.: drop food for monsters, bribe outlaws) - Delivered
- Proper looting after crew combat - Delivered
- Actions - tactical command to give more agency during CC - Delivered
- Enter Companion Combat via certain Actions to fight part of the Crew combat there - Delivered
- Offer items option during appease - Delivered
- Deal with the enemy options when humanoids surrender - Delivered
- Sack option to demand valuables from your opponent (inverse Flee) - TBD
Companion Progression
- Raise Prowess cap to 5 - Delivered
- Enable leveling up Combat Skills to level 2 - Delivered
- Introduce new mastery perks that grant stat increases (like Vitality, Accuracy, etc.) -Delivered
- First set of 'Loyalty quests' added - Prio 1
- Second and Third set of loyalty quests opening Prowess 5 and 7 respectively - 1.0 release in late 2021
Companion Combat
Companion progression will have a huge impact on Companion combat due to stat and skill upgrades. Better/bigger hits gonna speed it up. Beside those:
- Diminishing return on Evade and Block - Delivered
- Finish implementing the Impervious (physical immunity) vs Enchanted mechanics - Delivered
- Fix a great number of skills that are not working yet - Delivered
- Option to speed up / slow down clash animation - Delivered
- Implement summoning (i.e.: necromancer the undead) - Delivered
- Push and Pull mechanic changes - Delivered
- Move + Attack skill mechanic changes - Delivered
- Visual tweaks to make the clashes more impactful - Delivered
- Add obstacles (debris, barricade, etc.) - Idea (Not in 1.0)
- Implement Attack of Opportunity (as in DnD)- Idea (Not in 1.0)
Factions
- Add Faction rewards - Delivered
- Add the option to use Faction banners - Delivered
- Faction tax discounts rework - TBD
- Add Faction trade offers to replace the current discount system - Delivered
- Impement Mercenary tasks - Delivered
- Implement Exploration tasks (dependent on Exploration feature) - TBD/Idea [Not in 1.0]
Scouting
The main use of scouting is to locate take and quest nodes.
- Successful Scouting to increase Hunting/Foraging, and decrease night encounter chances - Idea
- Critical Success on Scouting to bring back resources (similar to hunting) - TBD
- Auto-scouting w/ outsiders (a less effective, more risky but automated way to scout) - Idea
Trading
- Market history on Chart (look up last known prices in the diff. settlements) - Delivered
- Get Market info via Rumors/News - Delivered
- Buy Market info via Factions for a small amount of reputation - Delivered
- Dynamic prices (the more you buy/sell influences the prices) - Delivered
- Temprary Settlement conditions influencing trade, and Rumors about them - Idea
Crew and Settlement Panes
- UI revamp - clearer design, showing more info on Workforce and other stats - Prio 1
- Additional Equipment slots - Delivered
- Introducing Beast types and the option to change at Mansios - Delivered
- Special services like Stable, Warehouse, Bank, etc. - Idea(s) (Not in 1.0)
Event Scroll
- UI revamp - nicer choice design, better tooltips, hover over choices - Delivered
- Enhance option - to boost test chances - Delivered
Content
- Salt basin: Salum - Auguros Workcamp subregion - Delivered
- Deven region - Delivered
- Larnak region - Delivered
- Smolderbone region - Delivered
- Sadirar settlements - Prio 1
- High-end questlines (after all regions added) - Prio 2
Again, this list in no way complete so we will keep adding to it. Feel free to check back on it time to time.
Thanks, cheers,
The Lost Pilgrims Team
Hey All,
Thanks for the countless improvement ideas shared with us via the various channels. We previously posted about our immediate priorities but realize it might help if we shared the broader list of features we are planning to implement during EA.
There are so many facets of the game that it will take some time to gather all of them, so we will keep expanding this list. Mind that these plans might change over time. Nothing is set in stone.
Legend
- Prio1 - features/fixes that we are actively working on (2021 Summer)
- Prio2 - features/fixes that we plan on working on after finishing the Prio1s (2021 Q3)
- TBD - features/fixes that we plan to add but have not set a priority/timing on yet
- Idea - ideas that need to be flashed out / thought through to see how they would fit with other systems
Crew Combat
- Flee option to avoid crew combat - Delivered
- Appease options to increase Flee chance (i.e.: drop food for monsters, bribe outlaws) - Delivered
- Proper looting after crew combat - Delivered
- Actions - tactical command to give more agency during CC - Delivered
- Enter Companion Combat via certain Actions to fight part of the Crew combat there - Delivered
- Offer items option during appease - Delivered
- Deal with the enemy options when humanoids surrender - Delivered
- Sack option to demand valuables from your opponent (inverse Flee) - TBD
Companion Progression
- Raise Prowess cap to 5 - Delivered
- Enable leveling up Combat Skills to level 2 - Delivered
- Introduce new mastery perks that grant stat increases (like Vitality, Accuracy, etc.) -Delivered
- First set of 'Loyalty quests' added - Prio 1
- Second and Third set of loyalty quests opening Prowess 5 and 7 respectively - 1.0 release in late 2021
Companion Combat
Companion progression will have a huge impact on Companion combat due to stat and skill upgrades. Better/bigger hits gonna speed it up. Beside those:
- Diminishing return on Evade and Block - Delivered
- Finish implementing the Impervious (physical immunity) vs Enchanted mechanics - Delivered
- Fix a great number of skills that are not working yet - Delivered
- Option to speed up / slow down clash animation - Delivered
- Implement summoning (i.e.: necromancer the undead) - Delivered
- Push and Pull mechanic changes - Delivered
- Move + Attack skill mechanic changes - Delivered
- Visual tweaks to make the clashes more impactful - Delivered
- Add obstacles (debris, barricade, etc.) - Idea (Not in 1.0)
- Implement Attack of Opportunity (as in DnD)- Idea (Not in 1.0)
Factions
- Add Faction rewards - Delivered
- Add the option to use Faction banners - Delivered
- Faction tax discounts rework - TBD
- Add Faction trade offers to replace the current discount system - Delivered
- Impement Mercenary tasks - Delivered
- Implement Exploration tasks (dependent on Exploration feature) - TBD/Idea [Not in 1.0]
Scouting
The main use of scouting is to locate take and quest nodes.
- Successful Scouting to increase Hunting/Foraging, and decrease night encounter chances - Idea
- Critical Success on Scouting to bring back resources (similar to hunting) - TBD
- Auto-scouting w/ outsiders (a less effective, more risky but automated way to scout) - Idea
Trading
- Market history on Chart (look up last known prices in the diff. settlements) - Delivered
- Get Market info via Rumors/News - Delivered
- Buy Market info via Factions for a small amount of reputation - Delivered
- Dynamic prices (the more you buy/sell influences the prices) - Delivered
- Temprary Settlement conditions influencing trade, and Rumors about them - Idea
Crew and Settlement Panes
- UI revamp - clearer design, showing more info on Workforce and other stats - Prio 1
- Additional Equipment slots - Delivered
- Introducing Beast types and the option to change at Mansios - Delivered
- Special services like Stable, Warehouse, Bank, etc. - Idea(s) (Not in 1.0)
Event Scroll
- UI revamp - nicer choice design, better tooltips, hover over choices - Delivered
- Enhance option - to boost test chances - Delivered
Content
- Salt basin: Salum - Auguros Workcamp subregion - Delivered
- Deven region - Delivered
- Larnak region - Delivered
- Smolderbone region - Delivered
- Sadirar settlements - Prio 1
- High-end questlines (after all regions added) - Prio 2
Again, this list in no way complete so we will keep adding to it. Feel free to check back on it time to time.
Thanks, cheers,
The Lost Pilgrims Team
Post edited July 03, 2021 by Sztaszov