they’ve also been messing around with constitution, the stash and farming. Here is a decrypted excerpt of a pitch of those new planned features:
[i]hardcore arpg - hardcore farming
upon completing the main game in each difficulty, the player will be presented with the concept of hardcore farming.
Crafting will allow for farming tools, made from scrap. With these tools the survivors of devil's crossing will plow fields
on the outskirts of burrwitch. Then, through traditional boss farming, the player will step up to hardcore farming.
If the player wants to do so, they can get involved in cultivation personally, using their items to accelerate growth.
For example, one can farm for sulfur and then proceed to dust their tomatoes. However, beware adventurous farmer. Hardcore
farming will not allow for casual situations. Dust your tomatoes with sulfur under a scorching sun and kiss them bye-bye.
Spray it as a water-based solution and risk the evening rain washing it away. Choice and consequence is a basic pillar of
the whole system, encouraging responsible decision making.
Upon harvesting their first high-demand crops, the players can decide to either min-max through mono-culture, or pursue
more diverse building through livestock. Livestock will require at least one up-and-running field of edible quality of food.
Corn is a good choice for breeding poultry for example, while cows may not manage to live on weeds from your fields alone.
Congratulations! Your first harvest is a success, but don't think things will always be easy. Did you know manticores love
cattle? Have you ever seen a pestilent swarm drunk by the sweet juice of grapes? You'd better protect your farms, noble
adventurer, either by your own prowess, or by conscript guards among the survivors. After all, a hero can't work the fields
all day now, can he? But if you expect someone else to do the job for you, at least give them all the tools they need. The
player can outfit their guards and farmers with better equipment, so that cultivation can smoothly progress without the need
for supervision.
Truly shared stash - faction standing
are you happy with how shared stash works? No? I thought so! Did i hear a yes? It must always be about your characters, must it
not, o selfish veteran? How can one say that a stash is shared when only protagonists have access to it?
Truly shared stash comes to the rescue, in conjunction with faction standing. With the implementation of hardcore farming, npcs
working on your fields as fieldhands or guards will borrow things from the truly shared stash. Faction standing determines if
they return what they borrowed. Highest standings (friend) will increase the chance of their not returning borrowed things to the
truly shared stash. In other words, worthy adventurer, keep what you value most in your backpack, or outfit your people in such
manner that they will not envy your belongings.
New gameplay mechanic - constipation
when meat is finally produced, a new mechanic is unlocked. Constipation. Constipation is a measure of how much meat your character
can safely eat, before becoming pinned to an outhouse. Constipation will work on a sliding scale from -100% to 100%, defaulting
to 0. When fully constipated, your character will receive 100% increased entrapment duration from outhouses, for each point of
constipation. Characters will fumble all attacks when they have a clear los to an outhouse, in which case they will have to just
go inside and receive the entrapment, risking getting swarmed out of the door. Enemies waiting outside the outhouse's door receive
a buff of total damage% for each second they spent waiting. When your character reaches -100% constipation, a passive debuff
"pants down" will be applied to the player, stopping them on the spot and reducing all resistances by 90%. It is also worth
mentioning that during "pants down", belts and leg armor are unequipped.
Products from farms will play a vital role to regulating constipation, be they meat or vegetables. Choose wisely.
An interesting side-effect of the new constipation mechanic will be random summons. Yes, you heard right.
It has been established that in arpgs, during the so-called "end-game" players are often hit with a feeling of loneliness and
nostalgia. The "lonely at the top" syndrome, as others say. Heroes reach a god-like status where they can't be challenged
by anything in the world of the game. The player recalls all those memories of low-level struggles and compares them to the
current all-powerful state, and eventually feels loneliness and futility. "i made it to the top alone struggling and grunting,
and now that i am there, there's no-one to share my joy with." this is gamebreaking, and where constipation kicks in for immediate
relief, with...
Turd summons
turds will be summoned at random when your constipation resides between -80% and 80% what? No, sir, of course they can't move.
They can however emit their properties in an aoe, and assume the properties of the constipation value that spawned them. For
example, a turd that was summoned when the player character had 70% constipation and had eaten peppers to replenish their
constitution will feature a %physical damage resistance bonus and fire damage. On the opposite end, a -70% turd spawned under the
effects of oranges, lemons and chocolate milk will feature a %chance to knock down opponents and will do acid damage.
While turds cannot be relied upon for power gaming, they provide an emotional catharsis, as they break the previously
discussed negative feelings, presenting the player with a pleasant distraction, while also buffing them by a small degree.
They also give a whole new meaning to the phrases "keep your shit close", "he wrecked my shit".[/i]
now you know!:d