With the introduction of modular faction camps, I felt that faction camps have hit a reasonable plateau in their development. We’re not done with them by any means, but I don’t feel bad about working on some other stuff for a while.
One issue with further expanding faction camps is that I’m hitting the limits of the current crafting system. The upgrade path for the current blacksmith expansion, for instance, involves building multiple different buildings and acquiring rare components, but in actual play, a blacksmith operation is a charcoal kiln, a rock forge, and a bookshelf containing a crucible, an anvil, a hammer, a pair of metalworking tongs, a metalworking chisel, and a swage and die set. It seems extremely cruel to make the player expand all those extra resources on a smithy that can be replaced by 3 pieces of furniture in the corner of your main base.
The ideal solution would be to rework blacksmithing requirements so you needed an actual smithy: permanently mounted anvils, quenching barrels, grind stones, bellows, water wheel or windmill powered drop hammers, etc. But that’s a big change to the game.
There are some short term goals:
- current camps can only be built in fields. The code in theory supports building them in other locations, but it’s a little buggy.
- current camps can only be built on zlevel 0. I took a stab at fixing this but it was weird.
- current camps can only spawn a single zlevel. There are some design challenges in fixing it, but nothing too hard.
- as dpwb mentioned, we want to move away from the current model of “NPCs disappear into the ether while working” and replace it with “NPCs do stuff.” There are some technical challenges, but dpwb is working through them.
I’m off doing 0.E bugfixing right now, and my development time is pretty limited anyway. But there is a vague plan to continue faction camps and to integrate faction camp type functionality into the game.