It's quite simply a way of showing you the currently open quests, and the tasks you need to do to complete them. You can mark a single quest as active, and the game can show you the current status of that quest. In addition to just acting as a reminder of what you should be doing, the quest log seems to be very useful in spotting new quests. Previously you had no way of knowing whether something interesting you found was part of a quest, but now you see a message that a new quest has been started.
From a modders standpoint the new system is very easy to use. The quest description and the status messages are all written to a single file. There are three script commands to change the quest status: advance quest status, force quest status, and close quest.
Using the advance command means that the status cannot go backwards. It's useful when it's possible to complete part 1 of the quest after already completing part 2, in that case you wouldn't want the quest to go backwards to state 1. The force quest status command has no such restriction. I literally spent half an hour to script in all of the current quests, so it should be very simple to use.
And yes, this handy new questlog was the most requested new feature I had you guessing at previously.
We are proud to present the Grand Mod Plan. The above is a mockup of what The Mod Screen will look like.
As some of you know, Driftmoon comes with the full editor tools used to create the game, and they can be used to make Driftmoon mods. Total conversions, plain old improvement mods, the grand adventure from that fantastic game plan you've been designing for years - whatever your fancy! Our plan has all along been to make One Mod Screen to rule them all, One Mod Screen to find them, One Mod Screen to bring them all and in the darkness install them.
Got carried away for a second there. The One Mod Screen, as it shall henceforth be called, will be the first thing you see when you start Driftmoon. You will be able to see all the mods ever created (for Driftmoon, obviously). Just click to install and play. And for modders, it's just click and upload. The first mod in the mockup would be a mod I've installed already, the second is one that I've yet to install, and the last shows how a mod under construction would look like. There might also be a way to sell the mods you're making through Driftmoon, so you might want to think about that if you're putting a lot of hard work into your mod.
Now I'm asking you for help! Tell us how the One Mod Screen really ought to be. There are about a hundred things left to decide. For example, to prevent people from overwriting mods on the server, we probably need a way to identify the mod maker. That means registering as a modder, and the mods you make would be tied to your modding profile, so you could edit them from any computer, and not just that one borrowed computer you happened to start it on. I really hope to hear your ideas, whether you are a modder, or whether you just like playing mods.
Did you know that when Notrium was released back in 2003 I continued working on the game for nearly two years? Most people played the first released version. That wasn't because they wanted to (I bet they would have wanted the latest version), but because the new versions didn't get as far and wide as the first version. I simply didn't have time to track down every site offering the first version, and every compilation CD with an old Notrium version. It was very frustrating, because I knew that the hard work I put into the later versions simply didn't get seen by people trying the game out. Notrium modders had the same problem, people trying out a mod might have had an old version of the game that wasn't supported by the mod. I wish I had thought of automated updates back then!
I just spent two whole days making a working update system. Simply put, it notifies you when a new version of the game comes, and updates it if you allow it to. It will ask you for admin permission (only if you have them), so it's compatible with installing the game to the Program Files folder on Windows 7. The updater even restarts the game once you're done, so an update is only one click away!
This means we'll handle your updates from the next version onwards! From then on the lucky Driftmoon players (yes, the game is available here!) will be sure to get the latest version automatically when it is released!
I'm planning on reusing parts of the code I've created for a fanciful mod distribution system. My idea is that all Driftmoon mods could be distributed through the game, all you'd need to do to install a new mod would be to click one button.
We've received so much feedback through the ingame feedback button that I've lost count. Amazingly most of it has been unique, there have only been a couple of people reporting the same error, positive comment or idea.
We've been putting all that feedback to good use! For example I've drastically changed the day/night cycle, and changed how long the torches work. The image above shows that I've turned all the petrified people grey, just as they should be. Another important addition is that all roofs and ceilings now get out of your way when you get anywhere near a building, allowing you to see where the doors are. I've also tuned the minimap controls, and made it possible to see how much of a torch has been used. There have been dozens of bigger and smaller fixes, making the game easier to use than before. So if you've given us feedback, Thank you!
PS. I'm working on a very important feature that's been indirectly requested by many players. Can you guess what it is?
I decided that I liked the fact that you could get Fizz to light your way, but what if I got fed up with him/her buzzing at my face all the time? That's why I added controls for follower distances. You can now tell Fizz your preferred distance.
Have you played any big commercial RPG's lately? Name one that made you really smile. Or surprised you. I have nothing against a game's plot being epic and cool, and involving the world ending. You've got to have some of that in a roleplaying game. But why do most roleplaying games these days have to be so dreadfully serious about it? Are they trying so hard to be cool and mysterious, they forget to be fun?
When you're exploring a dungeon in Driftmoon, you don't do that just to level up, or for the loot, you do it because of all the fun you're going to have in that dungeon. You never know what you might find. With Driftmoon we wanted to make a game that keeps surprising the player. We wanted the game to be good-hearted and warm. A game that makes you smile. That's a huge goal, but I think we've done pretty well so far.
A few new screenshots. See more here.



Here are a couple of comments we've received for the latest alpha (these are from our last newsletter), in case you haven't seen them already:
- "I pre-ordered yesterday after seeing this vid, and my Level 8 character is currently hacking monsters to bits with my trusty Hoe of Doom. For a game that is supposedly in alpha, it’s extremely polished. I’m impressed. It’s been great fun so far, and I highly recommend it." -KilgoreTrout_XL
- "AWESOME = My description" -reaver894
- "Started playing, and I really liked it. Nicely done, the dialogues are not too long, the story is interesting and there are quite a few things I missed the first time playing it, just because I was too hasty. (and you did read a lot of terry pratchett books imho... )" -manu
- "I freakin’ love this topdown camera style. Reminds me of 90s titles like Blood Omen. Sniff." -BathroomCitizen
- "Just bought the game and finished, let me just say I loved it." -figalot
- "This looks great. I actually quite like the top-down perspective – the graphics style is strong and clear, and I think the perspective will make interacting with mouse much easier. No need to rotate the camera to select obscured objects." -peanut
- "The quests/puzzles are fun, plenty to explore and find..." -Ash360
- "Driftmoon has intelligent and complex Gameplay-Mechanisms. But above all it has Atmosphere." -zappaghost
A new version of Driftmoon approaches! In fact, it's already here! As before, preorderers can access it on the secret download page. If you haven’t preordered yet, you can still get your copy for 20% off!
[Update] Check out the trailer!
The most visible change is the improved plot, with the addition of the new starting level. It gives the game a much more fleshed out background story, along with a better idea of what the game is about.
The new talent system is worth mentioning, with many unique combat skills and passive talents. I've been playing with the more advanced combat skills, and fighting the nasties has definitely become more interesting. There are critical hits, evasive maneuvers, various skills that affect groups of enemies. My favourite is the Arrow Rain Mastery, which reminds me of the legendary triple crossbow in Ultima.
I've also noticed the new random object system makes the game a lot more replayable. Since I have to replay it two times every week, I say it's great!
Game changelog:
- A new level in the start of the game.
- Full Talent tree.
- Recipes can be used to create new items with ingredients.
- Shops.
- Quick Travel. Traveling in Driftmoon was very fast anyway, but this makes it even better.
- Improved terrain and plant graphics.
- Critical hits. Take that, you evil undead monster!
- Enabled VSync by default, for smoother graphics and less CPU usage.
- You can now pick up an Astrolabe to tell the time. There's a quest that needs you to know the time, so it's even partially useful!
- Improved texture caching, requires less video memory. You'll see it as a faster load time when changing levels.
- Feedback button. You can now send feedback directly from the game.
- Stealing prompt. The game now asks if you really want to steal from someone.
Modding changelog:
- Script action to fire a projectile from a trap. For example, see the arrow traps in the tomb level labyrinth.
- The selected object ID is shown in the lower left corner. Useful when you need to know the id for a script.
- Possible to force intro sequences from scripts. For example, see the start of the tomb level.
- Scripted objects are highlighted. No longer need to search for that one scripted object.
- Zooming out in the editor now immediately shows the complete map area, no more waiting for it to render.
- Greatly improved minimap rendering time. From 10 seconds to 1 or better. Not that you will need this very often.
- Added a button to reload all textures. No longer need to restart to see your recent changes to a texture.
- Particles can now have a gravity. For example, see the fountain in the starting village.
- Items can now be placed on moving objects, and they move with them.
- Script activation type StartRandom activates a random script at startup. For example, see the smithy basement, where it's used to select the kind of chests placed there.
- Shop prices can be edited within the shop by pressing +/- on the item. This only works if the level was started from the editor.
Feedback button:
The merchant is now dragging a cart laden with merchandise. I made an important improvement, items can now be placed on moving objects, such as this cart, or a chair.
Another addition is that you're now prompted when stealing. So if you try to pick up the items on the merchant's cart, the game asks whether you really want to steal his health potion.
What would a roleplaying game be without those little shop and their curious, possibly useful merchandise? I'm speaking metaphorically of course, the plain truth is that removing the shops from most games means you'd have no place to sell your loot, and no place to get a refill of health potions. Sound familiar?
From a typical game design perspective shops are money sinks. The player gets money and items for killing monsters, and they need a way to spend that money, otherwise the money is worthless. And nearly always, the only way to spend the money is to get better gear and more health potions. As far as game designers go, health and mana potions, and other single use items, are the best invention of all time. The player spends their money and they don't get anything more than a bit of health for it. I don't want to do it like that.
You see, the point of a game designer is to make sure the player has an incentive to keep playing. You have to take away his money, so that he feels the need to find more money and play more! This is especially relevant in massive multiplayer games, where you really have to force the player to give up their money, otherwise you get problems with inflation. But the constant deprivation of value from my character always feels like daytime robbery me. In any game I play, I never use single use items. I don't use health potions, I don't use single use wands, I don't even use arrows! I'm the kind of guy who likes to amass a fortune, and never use it before the game ends. Driftmoon must do better than that! ![]()
In recent games I've also found an increasing trend in game economies towards more expensive items. Normal items that are prohibitively expensive, or luxury items as some call them. The idea is that once you get it, you can show it to a friend and see their envious looks. I don't really see the point of this in single player games, but they seem to be creeping down from multiplayer games. Well at least you have some place to put your money in. Obviously the items cannot be very useful, just expensive and pretty, otherwise it'd throw off the game balance. But where's the fun in all this? Showing off your fancy character sounds, well, pretty unfun to me. There won't be any useless but expensive items in Driftmoon.
So how are the shops in Driftmoon better? First of all, some types of items can only be found in shops, such as powerful magic armor. Sure, you can eventually find an equally good item on your travels. But it might not be a bad idea to buy that Murdered Man's Helmet the shop owner is showing you. You get a long lasting benefit from buying it, since it'll take a while for you to find a better one, not just a few minutes like it does in many games.
Secondly, some items like ingredients can always be found from the nature, you just have to collect them. But you can also buy them from shops for a pretty cheap price, you're not getting swindled by a merchant selling health potions for a million gold per piece. But if you're like me, and could never think of buying something you only use once, you might still want to do the extra work of collecting the ingredients yourself - it's even a lot of fun since you never know what you're gonna get.
For those of the Modding persuasion: You can open up the shop interface with a simple script in our Incredible Level Editor.
Also, you can change the shop prices easily with just + and - when a shop is started through the editor.

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