Guildmasters Quest v0.3

major update

Guildmaster’s Quest · published

Hey all! Been a while since the last build but lots implemented! Still very rough but all the core mechanics of the game are now in there in some form :) In no particular order, features implemented in past 3 months include:

  • A Living Population — Settlement populations were collapsing at roughly −16%/year; they now grow at about +0.9%/year with a plausible age pyramid, measured over five simulated years.

  • The Dark Guild. Commission court espionage, run plots, and manage hostages through dedicated screens. The Dark Guild is now a genuine third party in the world rather than an extension of the player.

  • Guild Reputation & Trust. Per-kingdom reputation now drives recruit intake, branch-town arrivals and setup discounts. Trust is earned by rescuing captives from goblin boroughs and exposing traitors in court.

  • Call to Arms. Kingdoms under threat can call on your guild. New rally screen, support actions, and full win/loss resolution.

  • Diplomacy Screen. A full four-tab diplomacy interface: Relations, Incidents, Census and Counsel. Advise your king on war, peace and alliances, with confirmation gating on the irreversible ones, and watch opinion shift over time through a decay-weighted model.

  • Royal Relations & Dynasties. Rulers, consorts, heirs and succession for all eight kingdoms, with an Overview table, per-kingdom house detail, and a chronicle of dynastic events. Marriages, pregnancies, births and deaths now run on a real person registry rather than flat records.

  • Kingdom Intelligence & Census. Population intelligence per kingdom: exact figures for your own, rounded estimates for foreign ones, gated on what you've actually scouted. Includes year-by-year stacked charts and a comparison table with vital statistics.

  • Twelve-Month Calendar. The year is now twelve turns across four seasons, with ageing, illness and annual events resolving at the year boundary.

  • Race-Aware Names. 14 races and 6,625 authored names, correctly weighted and gender-routed, so a dark elf no longer gets a human farmhand's name.

  • New Graphics Pipeline. The project moved to URP: new sun and ambient lighting, cel-shaded water, reworked rain, a skybox and a full post-processing grade. 361 materials converted.

  • Kingdom Selection Rebuilt. The pre-campaign kingdom screen returns, rebuilt: crest picker, per-kingdom history and culture, and a world map showing capitals and your starting location.

  • Every Kingdom Is Playable. Start locations authored for all seven non-Demon-Lord kingdoms, including a new twelfth E-rank dungeon so the last kingdom has one in reach.

  • Loading Screen. Starting a campaign now shows a proper loading screen with a progress bar instead of hitching on a black frame.

  • UI Design System. Around 40 screens migrated onto a single token palette, plus a project-wide tooltip system, rank badges as sprites, sortable column headers with direction arrows, and stat-delta indicators.

  • End Turn & Notifications Rebuilt. A phase-driven end-turn banner, and a notifications system with read/unread persistence, category filtering, click-to-navigate, and mark-all/clear actions.

  • Dungeon Improvements. Floor status icons, a rest system, relic assignment, rescue reports, and clearer floor cards that no longer mark your current floor "Cleared".

  • Adventurer Roster Table. A six-column sortable roster (Name, Class, Rank, Level, Status, Party) with click-through to full stats.

  • World Locations Actually Accept Parties. Send-party dispatch was silently doing nothing at five of six world locations; the Fairy Fort, Goblin Borough and the rest now take a party. The Wizard Tower's training enrolment works too.

  • Readable Map. All 185 location plaques rebuilt on the design tokens, measured at 10.75:1 text contrast and legible on grass, snow and desert alike.

Please do follow on Bluesky and Wishlist on Steam!

Guildmasters Quest v0.3 · Guildmaster’s Quest patch notes · SteamPeaks