Dev Log #1: Heroes Adobe

Greetings, defenders of Areldor! Over the past three months I’ve added several major features and refined existing mechanics. Below is a compact, clear, and useful summary: what’s new, how it works, and why you’ll like it.

Dev Log#1

Events - the world feels more alive

Areldor now generates unexpected episodes during your travels - from bandit raids to mysterious campfire encounters:

Bandits - appear anywhere and at any level. Options: fight or flee. Victory grants increased gold and experience.

Unexpected encounters - traders, wanderers, mages and other NPCs with story echoes: rare quests, profitable trades, and random rewards for acts of kindness.
Events make each playthrough unique and add opportunities to quickly gain resources, loot, and story fragments.

Wildlands - your personal location with risk and reward

Wildlands are hundreds of unique plots accessible only via a magical teleport.

Quick rules:

  • One plot per player. After purchase the plot is bound to you; you cannot buy another for 3 days.

  • Surveying costs 7 energy points and reveals the plot’s level and stock.

  • Land levels:
    • Level 1 - resources up to level 20 (≈50% of plots)
    • Level 2 - up to level 40 (≈35%)
    • Level 3 - up to level 80 (≈15%)

  • Buildings (lvl 1–10):

    • Supply Depot - central resource collection (×3 resource yield on your own land).

    • Lumbermill - converts wood, iron and stone into crafting components (bars, barrels, chains, wheels, handles, etc.); more items unlock as the lumbermill is upgraded. Components can be sold, traded, or used to craft rare items.

    • Barracks - hire and station mercenaries (up to 10 different mercenary types). Mercenaries are not permanent casualties - when dismissed they return to the mercenary inventory.

    • Watchtower - increases defense: base +10% to the owner’s stats in fights with bandits and +5% to all mercenaries stationed on the land; upgrades raise these bonuses.

  • Raids: other players can attack your land. On a successful raid the attacker takes 2% of your resources (in kind) plus glory/experience (10 glory and 150 XP per defeated mercenary). If the attacker fails, they lose 10% of their gold, which goes to the defender. After a raid, the same land cannot be attacked again for 24 hours.

  • Abandoned lands: resources replenish after 7 days; buildings keep their levels but will be destroyed if the land remains abandoned; uncollected mercenaries will disperse.

  • Materials Merchant: appears once per day at a random time with a shared set of 16 offers - stock is global, so if an item sells out it’s gone for everyone until the merchant returns.

Territories and daily battles - 10 unique zones

  1. There are 10 unique territories within the Wildlands, each with its own population, buildings, and a permanent bonus that remains active while you control it.

  • Battle hours: daily from 12:00 to 21:00.

  • Level brackets: 1–10, 11–20, …, 91–100 - each territory has level requirements.

  • Format: single-elimination tournament - register in the territory (entry fee starting at 1000 gold). Opponents are matched automatically; after each fight you receive a detailed combat report; winners advance to the next round and have their health fully restored between rounds.

  • Rewards (Top 5):
    1st: the territory (with its active bonus), 100,000 gold and 100 Astralite
    2nd: 75,000 gold and 75 Astralite
    3rd: 50,000 gold and 50 Astralite
    4th / 5th: 30,000 gold and 30 Astralite

  • Tip: it’s not just the strongest who win, but the prepared - stock up potions, optimize your gear, and plan strategies for multiple consecutive rounds.

Areldor is truly alive now - your choices matter, risk brings reward, and any action can spark someone else’s legend.

📅 Oct 01, 2025 👀 141