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Upcoming Changes to Sidequest in November

Sidequesters!

I just wanted to give everyone some information about what to expect come November, because a lot of things are going to be changing. What we've seen during the month of October so far made me happy that the Beastiary was released early because it allowed me to better understand where our problems lay.

November, we are going to have a bit of a reset.

But don't panic. You aren't losing anything, you're only gaining.

"Reset"

In November we will be adding in levels for each class. Your site level is still going to exist but it will be primarily for cosmetic reasons than an actual mechanic in the Sidequest game. One of the biggest issues we have right now is that your on-site level doesn't really correlate to much. As a level 10 on the site, you can fight level 40 monsters if you have enough gear. We also have an absurd leveling curve to get to level 50 on the site and although this is solvable, I've always viewed the site level as being a primarily cosmetic thing.

Plus, by giving you a level for each class, new classes that are added will start at level 1 and go through their own journey of growth.

Your gear you have today will be receiving some minor changes. The %-based Crit stat for example will be changing to an integer value which will calculate a critical chance.

Additionally, the RNG range on basic hits for abilities is going to be changing as well. Right now, we have a 15% +/- on your basic hit calculations which does not feel good. We saw this during our spiderbro boss fight when @lukipr0 smacked her for around 1400 and then hit a crit for "only" 1600. That 1600 had one of the worst rolls possible on the base damage so the crit felt bad and we got some comment about the math potentially being bad. It wasn't bad, it just didn't feel good. This range is going to tighten up and it will be visible to you because ability tooltips will tell you how much damage they do based on your current level of primary stat so you can understand the range. Some abilities might have larger ranges than others so they can result in potentially more exciting results. The important thing is to allow you to make the decision on what abilities you want to use.

Assassins

The Assassin is Sidequest's fourth class that will arrive next month. It will wear leather. It will wield both daggers and swords though unlike the Warrior whose swords are based in strength, Assassins chase Dexterity.

Abilities & Combat

Each class is getting more than 1 ability. Your abilities will matter. With the defeat of Sir Hollowmere, you've witnessed some new mechanics that have been added into Sidequest and you've seen that combat doesn't have to be straight forward. Expect things to require some learning and needing to share knowledge with your friends :D

Combat is getting a massive overhaul. This would have arrived with the Beastiary update that was pushed out early but it simply was not ready for prime time. We are moving to a turn-based combat system with the ability to use abilities, potions, and food during combat. Enemies will attack you, they will gang up together to fight you, and they will have drops that make more sense. Their levels are going to matter.

November's boss fights are going to be very different than everything seen thus far. We won't see downtime between bosses and there is a very good reason for that. Additionally, it will be possible to fight bosses a bit more each day, though it will get increasingly difficult to do so.

And parties are coming in December.

Construction

Woodworking is being converted to Construction. I've sorta mentioned this a little bit in the past and @GoddammitDontShootMe was asking about Stone the other day so I want to make it clear Stone is going to have a use once Woodworking turns into Construction.

There will be a bunch of new recipes which will include pieces that can be used towards community projects. Think Trebuchets, but bigger. Everyone is going to get to vote with their materials to decide what major features open up in Sidequest next. Be warned though, these are going to be longer-term construction projects and I do not expect them to all be unlocked even just during the month of November.

Patterns

New professions are being added and many of them are going to be more focused on pattern drops than just buying patterns off a vendor. I've been very upfront about how I want Sidequest to be a community-centric game so this is just one of the ways how we are going to make it so that everyone gets to find new ways to work together.

Trinkets

Yes. They are coming. They are super cool and it will make more sense why we couldn't have them before once you get to see some of them :D

The Lead Up to November 1

Starting next week, I'll be publishing an article each day teasing new content coming during November. You'll get to learn more about each class update that is coming and a bit more about each of the new systems.

With November I expect any other changes hitting during the month to be more focused on fixing bugs or critical balance issues rather than adding additional new content. I need to get started on the December update as soon as possible because there is very minimal fleshed out for it already (though the plans are grand) and I need to make sure we reach those goals. Hear that @sinti, you can provide all the feedback you want, but we might not be taking action on it right away this time <3

Thanks everyone for all the feedback, the curiosity, and for playing Sidequest. This probably shoulda been a news article at this point but I'll leave it as a forum post because I don't have a thumbnail I want to use for it lol.

Next season is a Harvest Festival.

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Comments

  • Staff Pro

    Also I do just want to leave a comment about asking questions about mechanics. Generally speaking, I want everyone to figure things out together or for themselves. If there's something you need to know from the game very directly, it's going to be in a tooltip or a description somewhere. I want Sidequest to be a collaborative game. It's an MMORPG that isn't massive yet.

    Think of what we currently have in Sidequest as the first guild. The guild we have is tight-knit and is figuring everything out for the first time. When you build knowledge about different systems, considering making a thread about it to educate others about things. That isn't the best solution of course, but over time I might be able to open our Out of Games Guide system up to folks to create a better community-created set of guides.

  • Staff Pro

    Oh you better believe that November 1 feedback section will be flooded with new requests :D But thanks for letting us know your timeline :) Excited to see what you have in store for us :)