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Freehold buildings
Freehold buildings that can be placed on a freehold plot serve three main purposes.[3][2][4][5][6]
Freehold buildings require blueprints and materials to construct.[3][8]
- Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[9]
- Some freehold buildings have multiple tiers, with different footprint sizes.[2][10]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[10]
- Basements in freehold buildings are to be decided.[11]
Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[3][12][13][14][15]
- Buildings that require permits will have additional upkeep costs.[3]
Freehold building architecture is based on the blueprint for the building.[2][16]
- Freehold skins are applied to blueprints matching the type of building: housing, artisanship, and business.[3][2][17][18][16][19]
- The freehold building blueprints must be obtained in-game first before the cosmetic can be applied.[16][19][18]
- Players are not locked to the racial appearance of a freehold building blueprint.[20]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[16] – Jeffrey Bard
List of freehold buildings
- Artisan buildings
- Business buildings
- Fishery
- Freehold building blueprints
- Freehold building permits
- Freehold building tech trees
- Freehold farms
- Guild hall skins
- ةباقنلا تاعاق
- Homesteads
- Inns
- Large homesteads
- Lumbermills
- Medium homesteads
- Metalworking stations
- Mills
- Patron guild halls
- Sheds
- Shrines
- Small homesteads
- Smithies
- Stables
- Taverns
Freehold building placement
Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[4][22][23][5][6]
- Freehold building permits to allow for a specific number and type of buildings to be placed on the freehold plot must be acquired from the node where the freehold deed was obtained.[3][12][13][14][24][15]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[3][13][14][15]
- Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[3][25]
- On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[3]
- Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[24]
- Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[26]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[22]
- Targeting dummies are planned as placeable props with functional mechanics.[27]
- Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[28]
Freehold professions
- Artisan buildings on freeholds enable placement of processing and crafting stations.[4][29]
- Business buildings on freeholds allow freehold owners to provide services to other players.[2]
Freehold progression
Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[30]
- Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[30]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[30] – Steven Sharif
Processing stations
Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[3][33][4][29][34]
- Artisan buildings are required to be placed on freehold (and node) plots to unlock placement of processing stations.[3][2][7]
- Each processing profession has four processing stations that unlock as players progress through their artisan building tech trees.[25][35][2]
- Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[36] – Kory Rice
- Master and grandmaster processing can only take place on freeholds.[2][37]
- Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[39] – Steven Sharif
- Processing stations have queue slots that allow jobs to be queued at that station.[40] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[41]
- Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
- A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[42] – Steven Sharif
- There will also be time-related and gameplay elements that require the player to interact with processing stations.[40] These elements act to throttle the introduction of processed materials from raw gatherables into the economy.[39]
- There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[39] – Steven Sharif
- Processing times, yields, queue times, and job sizes can increase based on node progression, service building upgrades, node policies, and relics.[43][40][34]
- That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[34] – Steven Sharif
- Processing stations are distinct from crafting workstations that are used to craft finished goods.[37][33]
- The developers are considering a decay system for processing stations similar to item decay for gear.[13]
- Q: Do processing stations wear out over time? Do they have to be repaired?
- A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[13] – Steven Sharif
List of processing stations
- Apprentice Crushing Station
- Farms
- Fishery
- Freehold farms
- Metalworking stations
- Mills
- Novice Debarking Station
- Stables
Crafting stations
Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[3][33][4][47][48]
- Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[49][44][50] Choosing different selectable items can also result in crafted items with different statblocks and unique properties.[45]
- Different tiers of crafting stations represent the quality of the items that can be crafted.[47]
- Higher tier crafting stations are unlocked with node progression.[51]
- City ( ﺡﺮﺴﻤﻟﺍ 5) nodes may have one Grandmaster crafting station.[52]
- Metropolis ( ﺡﺮﺴﻤﻟﺍ 6) nodes may have two Grandmaster crafting stations.[52]
- Players can only craft up to journeyman level on freeholds.[2]
- Upper-tier crafting benches within a node are accessible by its citizens.[53]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[54]
- Higher tier crafting stations are unlocked with node progression.[51]
- Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[55]
- There is no limit to the number of players that can use a crafting station at the same time.[40]
- Crafting stations are distinct from processing stations, which are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[33][4][29][34]
- Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
- A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[47] – Steven Sharif
- Legendary crafting benches are present in the Academy unique building of Metropolis ( ﺡﺮﺴﻤﻟﺍ 6) Academic nodes.[56]
List of crafting stations
- Armor smithing stations
- Hideworks
- Laboratories
- Ship workstations
- Smithies
- Stoneworks
- Textile mills
- Weapon smithing stations
- Woodshops
Player owned businesses
Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[58] – Steven Sharif
Taverns
The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[59][58]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[59] – Steven Sharif
- Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[60][58]
Naming buildings
Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[61]
Freehold building skins
Freehold building skins were offered as retratskciK and يفيصلا يعامجلا ليومتلا rewards and were available in pre-order packs.[17][63][64][65][66]
- Freehold building skins can also be achieved in-game.[67]
- Freehold skins can be applied to blueprints matching the type of freehold building: housing, artisanship, and business.[3][67][2][17][18][16][19]
- Cosmetics that we have sold as part of different packs throughout the past- our pre-order system: Those cosmetics are split into three primary categories: housing, artisanship, and business; and we will have a breakdown that we're going to be releasing of the cosmetics that have come previously and which categories they exist in, but players will have the option to override the appearance of a blueprint that exists within one of those categories with an associated cosmetic skin; and that is obviously not just something that can be purchased through the pre-order system, but also can be achieved in-game as well- our cosmetics that can be applied to specific building types. And we don't get as granular where, let's say, you might have a shrine cosmetic, and you have, let's say, a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith building. If the shrine exists in the artisanship lane you can apply it to any artisanship type building, but not to a house or business. so giving a little bit of additional context there.[67] – Steven Sharif
- The vast majority of cosmetic freehold skins apply to homestead buildings.[4]
- A planned feature may allow multiple buildings to be replaced by a single large cosmetic skin.[71]
- Cosmetics that are are very large in size- we will have a system that's not been developed yet, but we've been planning for this: we'll have a system where multiple buildings can be occupied space-wise by the larger cosmetic. So, a cosmetic might replace the visual appearance of one particular building, but then you'll be able to have that footprint occupy multiple buildings to replace the visual appearance. So that way you're still utilizing the similar amount of space.[67] – Steven Sharif
- Baronies won't impose any appearance restrictions on freehold buildings.[72]
See also
عجارملا
- ↑ البث المباشر, 2023-06-30 (12:11).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 Development Update with Freehold Preview.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 البث المباشر, 2023-04-07 (31:49).
- ↑ 5.0 5.1 5.2 Node series part II – the Metropolis.
- ↑ 6.0 6.1 البث المباشر, 2017-05-24 (9:58).
- ↑ 7.0 7.1 فيديو, 2023-06-30 (15:34).
- ↑
- ↑ البث المباشر, 2023-06-30 (18:45).
- ↑ 10.0 10.1 مقابلة, 2020-07-08 (45:23).
- ↑ البث المباشر, 2019-06-28 (1:09:22).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2 13.3 13.4 مقابلة, 2023-07-09 (54:46).
- ↑ 14.0 14.1 14.2 البث المباشر, 2023-06-30 (1:45:22).
- ↑ 15.0 15.1 15.2
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 البث المباشر, 2020-08-28 (2:14:06).
- ↑ 17.0 17.1 17.2 17.3 البث المباشر, 2023-06-30 (22:05).
- ↑ 18.0 18.1 18.2 18.3 البث المباشر, 2020-11-30 (57:50).
- ↑ 19.0 19.1 19.2 19.3
- ↑ البث المباشر, 2017-05-26 (44:11).
- ↑ 21.0 21.1 البث المباشر, 2023-06-30 (7:36).
- ↑ 22.0 22.1 البث المباشر, 2020-05-29 (41:27).
- ↑ البث المباشر, 2017-10-16 (56:42).
- ↑ 24.0 24.1 البث المباشر, 2023-06-30 (1:21:48).
- ↑ 25.0 25.1 25.2 مقابلة, 2023-07-09 (33:55).
- ↑ البث المباشر, 2023-06-30 (1:36:52).
- ↑
- ↑ البث المباشر, 2024-01-31 (1:24:57).
- ↑ 29.0 29.1 29.2 البث المباشر, 2022-06-30 (1:08:02).
- ↑ 30.0 30.1 30.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (48:29).
- ↑ فيديو, 2023-11-30 (46:59).
- ↑ 32.0 32.1 فيديو, 2023-11-30 (48:22).
- ↑ 33.0 33.1 33.2 33.3
- ↑ 34.0 34.1 34.2 34.3 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (40:20).
- ↑ البث المباشر, 2023-06-30 (33:26).
- ↑ البث المباشر, 2023-06-30 (37:30).
- ↑ 37.0 37.1 37.2 فيديو, 2023-06-30 (16:02).
- ↑ 38.0 38.1 البث المباشر, 2023-06-30 (38:18).
- ↑ 39.0 39.1 39.2 39.3 البث المباشر, 2022-02-25 (1:12:27).
- ↑ 40.0 40.1 40.2 40.3 البث المباشر, 2023-11-30 (1:26:16).
- ↑ فيديو, 2023-11-30 (39:15).
- ↑ البث المباشر, 2023-11-30 (1:28:10).
- ↑ فيديو, 2023-11-30 (43:43).
- ↑ 44.0 44.1 فيديو, 2023-11-30 (59:21).
- ↑ 45.0 45.1 فيديو, 2023-11-30 (1:01:04).
- ↑ فيديو, 2023-08-31 (45:06).
- ↑ 47.0 47.1 47.2 البث المباشر, 2020-01-30 (1:38:26).
- ↑ البث المباشر, 2017-05-12 (1:00:18).
- ↑ البث المباشر, 2023-11-30 (1:38:47).
- ↑ مقابلة, 2018-10-20 (17:31).
- ↑ مقابلة, 2020-07-19 (6:38).
- ↑ 52.0 52.1 البث المباشر, 2023-12-19 (1:49:28).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-09-29 (4:43).
- ↑ البث المباشر, 2023-12-19 (1:50:51).
- ↑ البث المباشر, 2022-07-29 (1:17:33).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ البث المباشر, 2019-06-28 (51:37).
- ↑ 58.0 58.1 58.2 58.3 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-04-23 (29:56).
- ↑ 59.0 59.1 البث المباشر, 2022-12-02 (1:22:30).
- ↑ البث المباشر, 2023-06-30 (27:52).
- ↑ البث المباشر, 2018-10-31 (46:18).
- ↑ Ashes of Creation Store: Sunbeam's Remembrance.
- ↑
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑ 67.0 67.1 67.2 67.3 البث المباشر, 2023-06-30 (23:40).
- ↑
- ↑ 69.0 69.1 البث المباشر, 2023-06-30 (1:15:34).
- ↑
- ↑ البث المباشر, 2023-06-30 (1:21:07).
- ↑ مقابلة, 2023-07-09 (31:18).