Every time I release a patch I generally don't begin working on the next patch until I can verify stability. This last update was incredibly smooth (very few problems) considering its size and the new systems implemented, so I have started development on the next patch.
I went ahead and spent today working on a new guild building, which will actually include a new guild-wide bonus system, which is separate to how personal upgrades work since Guild Instances are not connected to the player's whatsoever. This is a great back-end system to have prepared for upcoming guild updates as it will expand what can be done with the buildings.
I'm aiming for 2-3 guild buildings for the next patch, but have also come to realize that guild additions are going to be a long-term thing and I won't be rushing all the buildings this month, but begin releasing them in updates throughout the summer. This will allow priorities to bounce around a bit to clean up and improve older systems as well, along with preparing for events with a little less rushing.
I went ahead and spent today working on a new guild building, which will actually include a new guild-wide bonus system, which is separate to how personal upgrades work since Guild Instances are not connected to the player's whatsoever. This is a great back-end system to have prepared for upcoming guild updates as it will expand what can be done with the buildings.
I'm aiming for 2-3 guild buildings for the next patch, but have also come to realize that guild additions are going to be a long-term thing and I won't be rushing all the buildings this month, but begin releasing them in updates throughout the summer. This will allow priorities to bounce around a bit to clean up and improve older systems as well, along with preparing for events with a little less rushing.