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Dev Diary

Alpha 0.5, System by System

This is a walkthrough of Alpha 0.5 organized by system. This is an iterative slice, not a completeness milestone. A lot of 0.5 is at “good enough to play with and find out what’s wrong.” Plenty of it is still a first pass that will get replaced.


Quests

Pre-0.5 the world had things to kill and things to gather, but not much reason to go anywhere in particular. Now, new players start near an NPC with an introductory quest: you wash ashore at the shipwreck, meet the quartermaster who gets you moving, and pick a starting quest (fighter, crafter, or gatherer) for something to do to get a little bit of coin.

Past the opening, the quest system has been extended and now supports multi-part and travelling to specific locations. Scout the fishman camp and bring Bram proof of what the tidepool worship means. Run rations out to a scout watching the goblin camp. Smash the bone totems the goblins drum around at dusk. There are optional named-monster hunts and delivery chains alongside those.

Quartermaster Bram's opening dialogue on the starter beach: he explains that the Meridian broke on the reef in the night, with dialogue options to ask about the ship, take a quest, or look around


Camps, tiers, and the Warren Deeps

The starter beach is no longer the whole difficulty curve. The fishman and goblin camps are a deliberate Tier-2 step up, and the goblin mine holds a Tier-3 warren.

Camps have been tuned a bit so they’re more worth camping. The goblin camp’s warboss and the fishman tidecaller are rare named spawns with signature drops.

The Warren Deeps is the first real interior zone. Goblin work crews and iron veins spreading from the mine mouth into dug tunnels, Grukk (Warlord of the Deep) a bit deeper. He is the world’s first boss, and brings his own telegraphed smash attack.

Portals now auto-teleport when you get near, instead of having to click on them. The Warren Deeps entrance, the Wildlands crossing at town, the dungeon exits: step in and you go.

The Warren Deeps mine entrance set into a hillside, its archway filled with a glowing blue vortex, with a goblin palisade on the ridge above and a goblin patrolling nearby

Arriving inside the Warren Deeps: a dark torchlit cavern with goblin structures ahead and the nameplates of a Goblin Deep Shaman, a Goblin Reaver, and Grukk visible in the gloom


NPCs AI extended, telegraphed attacks, yelling for help, and fleeing

0.5 includes a major extension of the NPC AI. Enemies now have a sense of their own group and their own role in it. They can call for help, flee when badly hurt, and use their abilities in a more tactical way.

Camp shamans heal their packmates, fishman mystics snare people trying to leave. Cowardly goblins run when badly hurt.

They also call out to each other. Spotting you means calling their friends in. A wounded coward screams for help while it flees, which means wounding a goblin miner and letting it go gets you the rest of the warren.

Rough edges: pack behavior can still snowball harder than intended, and pull ranges are not well tuned. Expect to occasionally get the whole area.

Fighting a Goblin Miner in a torchlit Warren Deeps tunnel, with the chat log filling up as it shouts "Dey'z killin' me! Waaagh!" and "Helpz! Helpz me!" to call the rest of the warren, and another goblin visible further up the passage


Player combat feel

We made a pass at making the combat feel less mushy. Swings, arrows, and spell impacts land visually at the moment they land mechanically, and the combat log names every hit.

Enemy casters now tell you what is coming two ways: a cast bar on their nameplate, and a marked circle on the ground where it is going to land. You can see goblin shamans wind up a Flame Rupture, Grukk winds up a War Stomp. Don’t stand in the fire.

Supporting changes: NPC nameplates also now show the difficulty rank so you can judge a fight before you take it, skill-point gains announce in chat and as floating text by category, and a kill too trivial to learn from now tells you so instead of silently paying nothing. Two-handed swords are fully supported with their own animations, and swapping a two-hander for a one-hander no longer leaves a ghost blade in your off-hand.

Fighting Grukk, Warlord of the Deep, alongside a Goblin Reaver in the Warren Deeps, with a large glowing ring of fire telegraphed on the ground beside the player marking where the incoming attack will land


Group play and talking to people

We’ve added new abilities to support proper tanking: a shield taunt and a challenging shout let a defender hold a camp’s attention. Arcane mages get two crowd-control capstones, Mesmerize and Blinding Glare.

Support casting got some love too. Stone Skin and Regeneration work on other people. Holy priests get a group heal (Circle of Mending) and a lasting blessing (Renewal). Nature magic gains Barkskin and Nature’s Swiftness for the whole party.

On the social side, you can now talk to the entire server. Global and Trade channels work world-wide, block lists silence blocked players everywhere rather than only in whispers, and chat flooding is throttled automatically. /who shows who is online and where, you can invite by name from anywhere, and /follow makes your character run after another player.


Carrying things, gathering, and the economy

Weight is now in. Every item has it, your pack has a limit, and going over slows you down and eventually stops you. Carry weight shows on the inventory and character sheet with warning cues. Gatherer garments like the miner’s apron let you haul more of their material in exchange for armor, which is the intended trade.

Gathering tools equip in their own slots, so you keep your weapon and shield on while you mine, chop, harvest, fish, and skin. Visually, your tool appears in-hand while you work, your character turns to face the node, and the node shakes with each strike.

Inventory and vendors also got a pass. Sort (category, name, weight, value) and Compact tidy your pack in one click, item slots are colour-coded by type, and the bank is a real container: drag or Ctrl-click to move things, move whole stacks, rearrange slots, read tooltips, and your inventory opens beside it. Vendors keep a buyback tab so a mis-sold item comes back for exactly what you got. Merchant windows have a buy-quantity stepper with a running total, selling is a deliberate drag-to-vendor rather than a one-click accident, and buttons lock mid-transaction so you cannot double-spend.

Crafting-side: alchemists brew armor, dodge, and movement-speed potions, and mastery makes them stronger and longer. Crafted weapon speed now follows the material, so lighter is faster and heavier hits harder and slower, and armor weight varies by material. The crafting window previews the item before you commit and Craft All handles batches. Every crafting station plays its proper work animation, and every starting crafter profession can make something on turn one.

Two smaller economy notes. Crabs on the starter beach can drop something sellable, so a combat-focused new player has money before their first quest. And character creation offers 17 professions instead of 20 for now: merchant, farmer, and essence harvester are on hold until the gameplay behind them exists.

The bank chest open alongside the inventory window, showing Compact and Sort controls, colour-coded item slots, a 18/80 slot count and a 10.3/30 kg carry weight readout

Swinging a mining pick at an ore deposit in a meadow, dust rising from the node, with the log showing extracted tin and copper ore, gathering experience gained, and a warning that the player is now burdened and slowed


Movement and controls

Sprint is in: hold Shift, it drains stamina, it stops before you are empty, and there is an on-screen indicator.

You stay seated while eating and drinking.

Click-to-move and mouselook both got a polish pass.

The cursor tells you what it is over, with distinct cursors for forges, bank chests, portals, ore veins and the rest.


Stability and fair play

Lots of other server improvements to prepare for more players and more content.

Now, in addition to the periodic saves, the server also saves everyone’s progress before shutdown and restart.

A couple edge-case trade scams that worked by swapping items after the lock are blocked.

Several rare duplication bugs are fixed, including corpse-skinning repeats, two-handed weapons duplicating into your corpse, and a double-login glitch that could duplicate a character.

Movement is enforced server-side, so clients that try to warp get snapped back while honest laggy connections are left alone.

Falling out of the world no longer strands you: the server catches out-of-bounds falls and returns you to the zone’s arrival point in seconds.

You can also file bugs and ideas in-game with /bug and /idea. The report carries your location, gear, and surroundings automatically and lands on the team’s tracker.


On the website

There is now a full Encyclopedia: skills, abilities, bestiary, gatherables, recipes, and items, generated directly from the live game data.

Check it out here: Shattered Lands Encyclopedia

Shattered Lands is in active development. Systems described here are functional and subject to iteration based on testing and player feedback.