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Career Change Times

Posted by Mat on 4 Jul 2016, 11:24 pm

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Greetings villagers, we have changed the Career Change cooldown to two hours. This means you can now switch your villager's career every two hours, specifically at :00 on even-numbered hours. If you don't know how to change your career, please navigate to your villager's profile and click on Careers (View All).

Also, please follow us on Twitter - we tweet small updates to the game there, especially QOL changes!

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    • When I sell things in my Stall, my FC amount doesn't change. I just sold two items over 500FC (at least I assume they sold, they're no longer there) and my FC didn't alter. I even refreshed a few times.


    • BlueFirTree You can already preview costumes! The Costume Museum allows you to preview costumes available for the basic 6 species. Unfortunately Deinmaar has mentioned there are no plans at present to add more costumes to the game, since with more species having been added, it would be too much work on the artist.


    • oh, yay, now i can change more and more


    • I believe a place to preview all the different outfits on villagers would help players work towards buying the other clothes.


    • Riverpaw2000 Ah sorry, I misread and thought you were talking about other recipes. You have a point with medicine recipes being village-specific, but then it makes sense since illnesses are also village-specific. Outside of the want to help others, there's no other reason for villagers outside of an area to need to make that area's medicine, unfortunately. Other professions have a little more inter-village activity, so perhaps in the future we'll see multi-village illnesses and medicines?

      Junion I definitely agree with many of your points, especially surrounding warrior drops and blacksmith repair costs. Repairing items simply takes too much time at present, meaning warriors are less inclined to battle during the time that their gear is being repaired. And crafting is almost impossible without warrior drops, most of which drop so rarely you barely see them. Something should be done about drop rates and repair times, just to make these professions more appealing.


    • This makes getting my Wickerbeast SO much easier!


    • Howl
      But isn't that doing the opposite of what you said?
      If you needed medicine for something only in ocean dome then you can only go to other ocean dome people, so it keeps us within our town.


    • Well since everyone is posting here anyway. Let me say this first.

      Thank you for the updates and for keeping up with this. The cooldown on villager switching feels too short now, but might be good for testing at the moment. I love the new way herbalism works, I understand it lightens the load on the server, but it's also a nice quality of life change. Also I appreciate we can now multibuy items from the store and from stalls. With that said let me put in some of what I've noticed in the game.

      Blacksmithing and Warriors both feel like the hardest professions in the game. Crafting/Tailoring is probably pretty close as they both rely on Warrior drops, but Blacksmithing/warriors feel like they get heavily screwed.

      Warriors have the element system, but only have one element available in their town. Light and dark are available in only 1 town each, while balance has 3 towns (that feels heavily skewed). I feel like there should be a 6'th town, then each element has 2 towns. Or other wise some other way to handle getting elements, as it is the light/dark towns have an advantage when it comes to competeing for prices.

      Beyond that the creatures seem to take too much for too little reward. I know we can set our own prices and such..but the issue is a warrior really wants the warrior only drops..which seems to come too rarely for the amount they are required. Otherwise the constant need for repairing equipment, the amount of steel used in repairs, and the time commitment to repair equipment all feels horribly HORRIBLY off. Especially when compared to making the equipment in the first place.

      Why does my blacksmith need 75 logs and 75 lumps of iron, plus an hour to make a shield. But then needs 160 pieces of steel AND 20 hours to repair it from 1 to full? I don't even mind the steel price that much..but 20 hours of doing nothing but repairing a shield that he took only 1 hour to make? As it is I'm setting doing that off on other blacksmiths instead of my own. And I'm betting construction is suitably weird when it comes to repairs as well.

      Beyond that, why so many items for a blacksmith to make an object, and why the horribly high prices? At this point it feels like I am making 'end game' gear as my blacksmiths first gear objective. And I can't even make a sword yet as the hilt to make the sword is such a rare drop and only from uncommon creatures, and 25 of those things are needed. And don't get me started on careers needing swaths of coins.

      And I hope you're working on some different system for the quotient. May I suggest a less often check, that relies on the total number of villagers who have been actually doing something during the timeperiod of the check? As in if the herbalist had been growing or harvesting during that time, the doctor has been making potions during that time, etc for crafters, the explorers have explored and so on? If they havn't done anything during that time period (and just having a timer running counts as doing something) then they don't count? Then as I said extend the time period, maybe every 8 or even 12 hours for the 1:5 check? And instead of writing it out as a quotient, how about just having up how many actually need to be killed, and a running tally of how many have been killed instead?

      Finally, I know it sort of makes sense, but don't half warrior damage during an attack...'you failed to meet the goal, so now I'm going to make it twice as hard on you' is NOT a good way to handle things. Halving natural healing might be the better method to go, and you can write it off as the creatures disturbing the warriors while they are resting so they don't heal back HP as fast. But don't half potions..they'd already be hit by doubling the crafting time.


      I feel like I've made this post long enough as it is so I'll stop there.


    • I for one love this! Not having enough villagers yet to have all the careers I want, being able to switch my Gecko from construction worker to having double gatherers to get the wood I need will be great!

      Can we hope for some helpful fixes for curing diseases soon maybe, yes please? ;u; That's really the one thing right now that's making me a bit of a sad kitty.

      Thank you for all that you are doing guys, keep up the good work! I'm totally addicted to this place! I even play on my phone during work breaks!!


    • Don't use twitter. But I am following on FB, and there is a Furvilla group on Telegram.