This update is the first step in allowing players to interact with the most powerful factions in Peregrine, with faction missions now available. Many factions can only be found at hidden locations, which can be unlocked through earning intel!
Systems
- Intel system implemented more fully. You have a chance to earn Intel every time you explore a town, and you can also purchase it from one location in the kingdom and gain it from certain events. Earning enough intel for a specific hidden location will uncover it, allowing you to visit.
- Faction missions available at faction specific locations - give standard rewards and also faction reputation upon completion
- Explore event flag system added, which means that under certain circumstances you will have specific explore events happen when you meet the criteria, used in plotting and follow on events.
- Combat missions no longer give reputation as a reward
- Updates to Search mission types. Searching in each location now also takes time (4 hours)
- Added location type: Hidden. Allows you to take missions for a specific faction based here or unlock mechanics only accessible from this location.
- Added location type: Faction. Allows you to take missions for a specific faction based here.
- Added location type: Town House. Found in each of the major cities, a town house is a very expensive investment but earns you 25 reputation in that city.
- Added location type: Broker. The broker allows you to purchase intel for hidden locations around Peregrine, helping you to uncover and unlock them.
- Added location type: Cart Company. Allows you to purchase special parts for your cart. Note that this system isn't currently in place, so you can only buy the parts right now, not actually fit them to your cart.
Balance
- Guild tab unlock moved from lvl 3 to lvl 4
- Charters tab unlock moved from lvl 4 to lvl 5
- Increased level cap from 24 to 30. Readjusted level curve to ME style system.
- Adjusted thesholds for faction standings
- Small tweaks to available mission types at each rep level
- Changed explore events to be available every time you reach towns rather than 50% of the time, going to see how this pans out, might change it back
Content
- Eight additional combat mission setups, for faction combat missions
- Added 8 new enemy types for the purpose of faction combat missions - these are just recolours of existing enemies, but with different stats
- A new explore event that can occur if you received a mysterious note in your travels, something about Bryce and mirrors...
UI
- Added mouse scroll to map screen
- Added labels to town locations
- Can now change game speed between normal and fast forward when travelling by pressing the play/fast forward icon in the travel details bar
- Guild bonus now continues to be shown on reputation sidebar mouse over after being built
- Guild house mouse over in reputation sidebar now lists all the resources you have stored there
- Moved cart location transition effect infront of the cart and reduced the speed of the effect (2 > 0.75)
Fixes
- Fixed main goal cost variations based on difficulty level not being carried across saves
- Fixed losing coins being displayed as positive on events results screen
- Fixed issue where last market forces in the list weren't loading properly, resulting in minus numbers being displayed in the market forces counters upon loading a game
- Fixed the guild screen going to storage mode if you were there last, allowing players to store things in guild houses they hadn't built yet!
- Fixed minor issue where a few backpack types wouldn't properly display only on the player profile screen
