Wildlander Devblog 9/10/22 - Full speed ahead on 1.2.0, features to expect
Added 2022-09-10 23:51:41 +0000 UTCHappy September, Wildlanders!
With our last 1.1.X patch released, all of our attention can shift to version 1.2.0 - now called the Civil Life Update! (Shoutout to Nkozi for the excellent rebrand.)
As the name implies, 1.2.0 intends to fill some core gaps in the current lifesim gameplay loop, with particular focus on religion and jobs/professions.
As always, all features are subject to change, and are not guaranteed for the release! We simply do our best to get them in. 😉
Religion, or: How I Learned to Love the God(s)
(Image courtesy of johnskyrim, whose beautiful shrine models are in 1.2.0!)
Religion and worship are a huge part of daily life in the Elder Scrolls setting, and yet, Religion is probably the least robust system currently in the game. (Okay, maybe Vampirism is the least robust - but we'll discuss that later 😉)
1.2.0 aims to replace to the current mechanics with a full-fledged overhaul, powered by IronDusk's Religion 3.0.* The pillars of our design are as follows:
- Worship should be driven by long-term progression. It should be possible for your character's religion to play a part in their entire story, and long-term worshippers should receive power befitting a divine champion.
- Progression should be iterative. As your dedication grows, inch by inch, so too should your divine power. No arbitrary, video-gamey power jumps; instead, sensible improvement over time that you can feel as you progress. (Consider this is a sneak preview of the new skill system coming in 2.0.0.)
- Worship should be a time-elapsing activity. This reflects a more realistic approach to religious and spiritual meditation, and brings Wildlander closer to its lifesim design core.
- Worship methods should reflect your patron deity/deities. TES is rife with interesting and varied deities who oversee different aspects of life, and you should be rewarded/punished for behavior that matches/rejects a deity's tenets and purview. Similarly,
- Divine boons should reflect your patron deity/deities. The Nine Divines are benevolent and passive, the Daedra are impulsive and dangerous, and each deity's particularities should be reflected in the power they bestow. (Also, while some boons will naturally suit a particular character or playstyle, boons should benefit multiple playstyles where possible.)
*Religion 3.0 is technically unfinished, and IronDusk has given us permission to implement the missing features. We believe we have this skillset, but if not, we may need to choose an alternate base / implementation.
With that said, IronDusk has already been a wonderful resource behind the scenes - providing documentation, ideas, and code - and I have high hopes we can get the job done!
Speaking of jobs...
Let's Get to Work
The Civil Life Update also features a massive expansion to the Missives job board system. This has been Lizzy's pet project for 1.2.0, and it is honestly insane what she has accomplished thus far:
- There are tons of new job types. You'll find postings for fishermen, hunters, craftsmen, tailors, miners, mercenaries, chefs, couriers, and more.

- Job rewards are proportionate. Payouts reflect the value of goods, as well as the difficulty of services rendered. This means characters of all levels can find rewarding work.
- Job rewards are more varied. Jobs can offer gold, skill training, and/or item rewards that reflect the employer and job listing.
- Job information is more visible. You can see who posted a job, what the job asks of you, and what you'll receive, all before accepting the posting. Also, many jobs will appear in the journal - just like other quests!
- There are now job boards in each town with an inn, including Solstheim!
- New "Dark" job boards have been added,* providing work for thieves, ruffians, assassins, and other ne'er-do-wells with less "savory" skillsets. These "dark" jobs benefit from the above improvements, and...
- In later versions of Wildlander, jobs can have larger-reaching effects. We designed these upgrades to be extensible, for systems not-yet-added. For example: produced or delivered goods can affect supply and demand, jobs can affect your reputation (with individuals and/or entire settlements), and so forth. Consider this another sneak preview of future updates!
*Dark jobs are the biggest new feature, and we can't guarantee they'll be ready for 1.2.0. But we are doing our best, and if not 1.2.0, look for them soon after!
But Wait, There's More...?
There are more features planned for the Civil Life Update that we're not discussing today, because
- They are still in development,
- This post is already really long, and
- We can't tip our whole hand at once, right? 😉
But rest assured, the team and I are working to make 1.2.0 the best update yet, and we will have more to share as development progresses.
As always, Wildlanders: thank you for your time and your support, and we'll speak again soon!
Until then, and all the best,
- Dylan and the Wildlander Team 💗
