Feudals,
thank you for all the questions you sent us! We see that the anticipation for the seasons is really high. We are excited to give you more info on what is to come.
The team plans to first launch a pre-season. What is the reason behind that? What can we expect during that time?
A “pre-season” is needed so that the team can confirm the correct functionality of:
“Ages” and transition between them
“age-specific” modifiers
teleportation between worlds
We also want to collect feedback from players and fix critical bugs before the start of the actual season.
Can you tell us more about the way a character’s skill will be capped when teleporting between worlds?
When a character teleports to “Seasonal Arden”, they suffer the following reductions:
Attributes (stats) capped at 20 (e.g., Intelligence 35 → 20)
All minor skills capped at 30
Tier 1 combat skills capped at 45 (each personality)
All Tier 2–3 combat skills reset to 0 (each personality)
Tier 1 crafting skills capped at 45
All Tier 2–4 crafting skills reset to 0
Are there plans to move skills to other skill trees? Will the primary position of skills be the same or are there thoughts of switching these around?
In the pre-season, based on player feedback, we decided to try something new: “Treat Patient (Bedrest) “has been moved from the “Healing” skill to the “Battle Survival” skill. The strength of Bedrest now depends on your “Battle Survival” skill. The other abilities - “Treat wounds”, “Treat fractures” etc. stay in the “Healing” tree, and their magnitude still scales with that skill. We’ve also added a new twist to “Treat patient” ability - “Bedrest (healing)”: a healing-over-time effect that slowly restores HP. This new effect works alongside the regular Bedrest whenever you use Treat Patient. To keep things balanced, especially for lancers, the healing-over-time part will stop working once a character mounts any ridable mount. The normal Bedrest effect, however, will still remain as before.
You wrote that “Seasonal Arden” won’t have a “green zone”. Can you give more details about the structure of the Map? Will you fill in the land mass between the two islands? Are you going to provide traveling totems to get over and back? Will the right island just be disabled completely?
“Seasonal Arden” world will be represented by the actual “red zone” island already known to players, while the “green zone” island will be deactivated.
To travel between each of 3 zones the team has implemented the following tools:
updated teleportation totems in the “green zone”
new option in the guild monument’s menu
Players will be able to teleport between “green zone” and “green guild Arden” without dying and loss of skill levels.
However, the first teleport between “green zone” and “green guild Arden” will reduce stats and skills - same as teleportation between “green zone” and “Seasonal Arden”. This was done so everyone could start after the wipe in the same position.
After first teleport you will be able to travel between islands with only “no drop” items, skills and stats will not be reduced.
Will the map for future seasons have more diverse biomes and more variation with terrain?
Yes, this is an option we are willing to explore. For now, we decided to prioritize other game elements, so the map for “Season 1” will remain the same, save some minor adjustments. We hope you are not yet too bored of it ;)
Will there be similar “ages”-related skill cap restrictions in the “green guild Arden” zone (currently Arden “red zone”)?
The “Ages” mechanic will not apply to current Arden zones. We do not plan to change skill caps for Combat and Crafting skills. Increased skillcap for Combat skills can lead to unbalanced builds, while the Crafting skill cap was already significantly increased at the start of Arden, so two characters on an account can cover all skills.
Could you please give details about the new content, systems, and challenges, which will unlock with each “Age”? Will there be any mechanics unique to the season?
For now, we're talking about content players are already familiar with, but access to it will be restricted. This means you won't be able to build stone walls right away, the Barkboxing era will last longer. You won't be able to craft the best gear right away. In the first season, we decided to introduce the “Ages” to, on the one hand, prolong certain activities and, on the other, balance the progression rate across different players and guilds. We'll be adding new content in future seasons, and we're already discussing the options internally.
What determines the end of the last season? Will it be a set date? Will devs oversee sieges and wait until they are over? Will the players get the chance to vote?
Each era will have its own predetermined duration, meaning the season will also have an end date. On this date, we will sum up the points and award the winning guilds. That does not necessarily mean that the servers will be shut down or wiped right away, and there might be a small gap till the next “pre-season”. In order to “close” the season, we plan to hold a special event, and the competition between guilds will officially end.
Will "fast loot" be disabled on “Seasonal Arden”?
No, “fast looting” was implemented as a response to the use of macros for quick transfer of items from a grave to a player’s inventory. We have several more features in the works that will make macros useless, creating a level playing field for all players.
I'm more interested in personal storage within a guild (something only the player and the clan leader may access or remove). Another idea, maybe easier to do: doors to lock your room and possessions, and carry the key on your keychain collection. One of the downsides of the game is once you're in a guild, it's a primitive commune type access. Locked doors would be very nice and gameplay enhancing.
Good idea! We will think on how to implement it in future updates.
Can we get an easy to access overview on the Dashboard of our remaining subscription time, and perhaps a guild-bound log that tracks items moved and removed from containers. (To add to this, having only 1 building suited for this is also possible, so that process caching doesn't fill up your files too fast)
Yes, we will definitely introduce the means to track remaining subscription time. As for the guild logs - this was the initial plan, however the priorities were shifted towards the “seasonal” transition. We will definitely return to this task a bit later.
Will you introduce tobacco and cigarette recipes for the “seasons”? I really want to open a tobacco shop.
Not in this season. For now, we are adding new recipes for "Jewelry" and "Cooking".
Are u ever gonna introduce especially strong and resilient (however slow) horses for carts?
We actually have an idea on this that we are very excited about. However, we will not disclose it for now.
When wipe?
After the “pre-season” is over. We aim for early December.
What's your thoughts on shutting down the LIF MMO to put all your resources into Arden MMO? As the LIF MMO has had that many servers shut down it's restricting travel and no longer feels free roaming.
We're monitoring MMO after the optimization. For now, the subscription-based version still has loyal fans, and we don't want to let them down. MMO upkeep does not require spending additional resources. We are currently focused on Arden and the launch of seasons.
Is it possible to improve game brightness? It's often not bright enough for me to see when its sunny outside and nighttime in game?
We can increase the max brightness settings. However, the complaints about the world being too dark are quite rare. The situation can be addressed through monitor settings.
Will Seasonals introduce a way to gift subscriptions, skins, decoration kits to my friends?
No, the option to gift items from the in-game shop will be introduced later.
Can you improve on the shop side of things with the purchases of clothing/monthly payments? Having to buy God’s favor to then purchase monthly perks is a bit long winded. Would be better if it was a monthly continuous payment/subscription - if people wanted it.
We will consider that option.
This is all for today! As the next step, we plan to expand our article on "seasonal" mechanics to give you the newest information on everything what is to come. Stay tuned!
