ninebyte

👋Alright everyone so the next stages of the adventure map are on the way. Thanks for your patience. Let's pick up where we left off with the last release which was finally playable to the end.

If you've seen the videos you might know that I spent a lot of time planning this map. After bringing in Dhakhar we spent even more time planning and then finally we spent months building up the world before the first release. After a few subsequent releases we were pleased with the experience and it was time to reflect and figure out how the map would operate going forward. So this announcement will be the first of a few, all of which, will focus on the timeline after the last release where we began a new stage, which went mostly as follows:
1. Feedback - 2. Ideas/Conceptualizing - 3. Organization

Feedback:
First and foremost we have the feedback. Thank you to everyone that has shared things about their experience and shared criticism or ideas because without it we could never have gotten the map to be playable to the end. You are the unsung heroes of this project. Feedback can be a double edged sword though. To be honest with you we had a lot of trouble keeping up with all of it(with just 2 of us). Despite that we gathered all of the game breaking issues and focused on those to get the playable version that is out now. After that it was time to start gathering all of the non-game breaking issues, some of which we had already fixed because they were very small. Like typos on runestones, floating lanterns outside of locations, and more rest spots/crafting stations along bits of road where there were long stretches of combat. But one main thing kept popping up in this non game breaking feedback that we needed to address more than anything and that was... unfortunately a big one... and it can be summarized by simply saying:

`"How exactly does *xyz* mechanic work in this map?"`

Frequent questions like these sparked the need for an faq so I spent many hours creating one which paired with the readme made us think that those questions would stop... but they still kept coming in...

`"I'm walking through the black forest, I must have missed Eikthyr!"`
`"Should I be building or not?"`
`"I'm fighting enemies from the swamp and I just started. Something must be wrong?!"`

So very soon there will be an update to the map (that's very close to being done) that will explain our mechanics much better and a few relevant Valheim mechanics too. It is not *the really big update* yet but it is absolutely necessary to start there for now. This update is spread out along the first and easiest road that leads to Eikthyr... With plenty of room to add more explanations for new mechanics going forward. This means everything you need to know will be taught throughout the intro just like in a regular game and..

It means:
`Shorter readme`
`A better experience for new players and returning players that need a refresher`
`And finally: more players should now be able to join the world after reading the new readme and play to the end without any of the previously mentioned questions`

So I'm running out of room to type but:

-Soon I will talk more about our current and future game mechanics with announcement #2.ideas/conceptualizing
-Then I will talk more about #3.Organization on a project like this and what new things we had to organize after the last update
-New version coming soon that will streamline understanding how things work. More details in the free worlds downloads channel post when it is out
-After that our road map is subject to change but will bring in a massive update to the whole map, Ashlands stuff, etc. Details in previous/future announcements

And of course if you want to see some builds with Ashlands pieces that have helped inspire the next stage of the map check out my most recent video here:
https://youtu.be/rQGBsByQagU

9 months ago | [YT] | 79