The rest of the week since the last Devlog: Preparing and redesigning the Stats/Perks system (and its panels).
Good morning! Another weekend is coming, so it's time for another Devlog.
This week has been so busy that I barely remember what I've been doing: thinking of new ideas, throwing those ideas away, thinking again, polishing ideas, throwing more ideas away... loop. Luckily, I've written everything down. I even have some ideas that I haven't fully discarded; they'll just come later.
Speaking of discarding things, I've decided to discard the "Heart" feature for this first version. The reason is simple: there's too much RPG content for a first release. Even though I think it's cool to add something like that as soon as possible, after thinking about it, I believe it's better to save it for the next version. There are already a lot of RPG things, and too many things to do. I'd rather not add more work to the existing workload.
I know that players who enjoyed the previous v1 probably wouldn't mind having more of that kind of content, but I have to think about everyone. There will be new players and people waiting to start over, so the goal is not to overload v1 with too much content.
With that said, let's talk about what's coming in the next few weeks: redesigns.
These are the ones you should expect:
Stats/Perks panel
Stats/Perks system
Commissions system
Inventory panel
Journal panel
Title system
Panty Collection panel
Achievements re-check
You can always check the Work in Progress to see more details.
Right now, I'm in the process of redesigning the stats/perks system and its panels. Last week, I showed you what I was working on before deciding to change how professions would work. We're moving from a stat-point system to an experience system, like the Specialization in the old project (which we will also see here eventually).

This is the almost final result:

As you can see, it keeps the same design I made for the stats, but now it works by profession. The picture shows the Merchant profession. Here are the others:



I know, I know, it's cool, right? Nah... I know, it's not finished. I still need to add the "Perks" name to the panel, make Lisapi appear on the right side, and make some changes to the icons and descriptions.
Before I forget, professions will now have an outfit. It's the outfit you see when you choose a profession.

This outfit belonged to the Specialization in the old project, but in New Home, it's part of the profession system. What does this mean? I don't want to spoil too much for now since I still have to decide which idea to use for v1, but I can say that the Lisapi who is missing on the right side will show up with the profession's outfit.
The rest? We'll see. For now, I want to focus on finishing the interface design, testing everything, and then adding the final touches before moving on to the next redesign. It's possible that when you unlock the first important passive (level 15), Lisapi might appear in the profession's outfit when you visit her (no posing option).
On another note, I've made some extra important changes: from now on, the Sorcerer will have a new name: Naturalist. In the same way, the Locksmith is now the Spinner.
They both have a big change in their name and role because they never fit well, especially the Sorcerer. There are almost no changes to the Spinner since it was always based on dexterity. However, the Sorcerer, even though it focused on intelligence, was meant for a dungeon system that would come in the late game. That never happened, and if it's added to New Home, it will take a long time to see.
The other part was Alchemy, but that happened in the mid-game, when we met Tali. Even though that will happen again, we don't know exactly when we'll get access to the Alchemy Shop. So, after thinking hard about what to do with this profession, I decided to give it a total change. Now, it's no longer a profession that knows about spells; instead, it focuses on knowledge of nature. This doesn't mean it won't have access to spells because its Specialization is still Alchemist; it's just a completely different focus, more on everything related to nature.
Don't worry, because even with new names, they both keep their charm, and I hope the Naturalist has an even better one now.
And that brings me to the last point for today: passives. Here are the details of what you'll unlock with each new passive for each profession:
Lumberjack (Previously based on Strength)
Level 5: Strong Hands
Effect: You get +1 Branches and +1 Mountain Wood extra when you collect them.
Level 10: Versatile Apprentice
Effect: You get +1 extra profession experience when you do jobs that are NOT related to your main profession.
Level 15: Heart of Oak
Effect:
The work bonus goes down 10% less, allowing you to be more productive for a longer time.
You get +1 Trust experience with all the main girls.
Spinner (Previously based on Dexterity)
Level 5: Nimble Hands
Effect: You get +2 extra Cotton when you collect it.
Level 10: Versatile Apprentice
Effect: You get +1 extra profession experience when you do jobs that are NOT related to your main profession.
Level 15: Silken Hands
Effect:
You have a 10% chance that when you craft a gift, its rarity will be improved one level (from white to green).
You get +1 Trust experience with all the main girls.
Naturalist (Previously based on Intelligence)
Level 5: Cunning Planner
Effect: Permanently reduces the gold cost of all gifts by 10%.
Level 10: Versatile Apprentice
Effect: You get +1 extra profession experience when you do jobs that are NOT related to your main profession.
Level 15: Scholarly Mind
Effect:
Permanently reduces the material cost of all gifts by 10%.
You get +1 Trust experience with all the main girls.
Merchant (Previously based on Charisma)
Level 5: Good Reputation
Effect: Increases the amount of Proof of Trust you earn (girls, inhabitants...).
Level 10: Versatile Apprentice
Effect: You get +1 extra profession experience when you do jobs that are NOT related to your main profession.
Level 15: Charismatic Heart
Effect:
All gifts you craft give +1 extra experience point to their matching stat (Trust, Love, or Sexiness).
You get +1 Trust experience with all the main girls.
Yep, level 15 is the cap for this v1. I thought about making it 25, but again, that seems like too much. I've tried to come up with things that aren't too "meh" or too OP for the early game, but as always, that's up to each one to decide.
Even though I still have some work to do with the Perks interface, the system is already working and should be fine. I need to test that the passives work correctly, but other than that, everything should work. I also need to work on the intro, which has the old stats system that needs to be changed, too. That will be the most annoying part to think about and implement, but I hope to have all of this done in a few days.
Since I'll have some interesting things to show you about this redesign, I'll save some details for the next Friday log so I can show them to you exclusively.
I don't think I forgot anything, so... see you next week!