A livelier Sacrament

One of my favorite gaming experiences was coming across the villa in Assassin’s Creed 2 for the first time and slowly changing it from a miserable, dark and empty place to a bustling city.

Beyond upgrading individual buildings like shops , your overall progress was heightened by noticeable changes in the city’s ambience. The sky cleared up. More citizens of wealth showing up. Vines being cleared, gardens being filled, and even the music changing.

Sacrament comes the closest I’ve seen to capturing that feeling, but I hope that as EA progresses into the final version, we can see some more substantial changes being incorporated into the city progression beyond individual renovations.

Would love to see more instances of rubble being cleared, more lanterns and torches being lit, more interior and doors opening up, more citizens walking about.

Thanks to all the devs for crafting an incredible HUB environment to start with.

First of all, Sacrament is awesome! I love the way the buildings look and the spectacular views you can get. I love the layout of the town too, it’s very pleasing to navigate and explore. But there are some things that I personally miss in Sacrament, so I made a list:

  • The first thing I tried is opening all the doors. I love going into houses and talking to random townsfolk. Sadly I quickly realized that most of the doors aren’t actually doors but just static images. I would love to go inside all of the houses, even if there isn’t much to see in there.
  • Even though there are a few voice lines that change when you complete certain world events, most of the characters only have one to five voice lines that they repeat. In the parts of the town that you don’t visit often, this is fine. But this because a problem for areas that you do visit often. Take the town square for example, I can repeat every voice line that plays there at this point. In summary, a bigger variety of voice lines would be nice, or just making them play less often would also work for me.
  • I’d love to be able to see Danos actually work on upgrading the buildings.
  • A buy-back option from the merchants would be nice. I’m absolutely not asking for this because I’ve accidentally sold some really good gear that I tried to equip in the sell menu :sweat_smile:
  • I always love little side-quests from townsfolk that make you explore the town and run errands for them. It gives the characters so much more personality and it’s a fun way to explore the town (Think Kakariko village in The Legend of Zelda Breath of the Wild for example).

Thanks to all of the artists and engineers at Moon Studios for making this game and for being so open to feedback, it’s awesome! Can’t wait to see where the game is headed.

Completely agree, making the town more interactive and explorable would be a huge bonus especially as it’s so pretty

We already know that they’re making improvements for the full release for the feeling of renovating Sacrament. Still, can’t hurt to say i totally agree.

Would love there to be more interiors that open up. Maybe little homes that can become occupied by saving people in the world.

Perfect way to feed into their “Alive” system.

Also cats and dogs and other animals you can pet and possibly own.
I wonder where the horses mules cows etc are too btw.

And the dogs and cats need to be pettable. =P

And a chest+fire pit in the marketplace area please

No chest, but there is a fire pit just up the stairs to the left of Grinnich the general store merchant.

Here are some NPC-related thoughts I had on how to make Sacrament seem more alive:

Construction Projects

Building projects could have actual construction sites with materials and tools lying around and NPCs/Danos working there. Players could manage projects at a planning table at Danos’ place even when he’s busy at a construction site and contribute materials there or directly at the project site.

Workers on a site could have some dialogue referencing what they’re currently working on, e.g. something like “Broke my back at the quarry before, now I’ll break it lifting timber” when building a roof.

With multiple projects going on, maybe you could catch Danos’ checking up on the different sites, mumbling to himself about the progress of the active projects.

Construction sites of the longer projects could have visually distinct stages, so that when you leave town for a while after starting a project you’ll see that something happened while you were gone.

At night, Danos could return home (and brood over the planning table if it exists), and the workers could go to the inn or pantry.

Some mostly cosmetic projects that affect some NPCs’ attitude towards the player might also be fun. For example, a homeless shelter could make the poor souls of Sacrament more amenable to the player, or sewer repairs could put the shit-shoveler out of work after which he’ll hang around the inn.

Shops

It’d be nice to see the shopkeepers working around their shops, e.g. stocking shelves, cleaning tables, prepping ingredients, serving food at the pantry or kicking out drunkards at the inn.

Maybe they could work at crafting stations in the shops that have them, moving to the side when the player comes close or talks to them, and saying something like “Need to use this? I was pretty much done anyway.”

If they’re busy doing something else, players could access the shop menu by interacting with the counter and the shopkeeper could then stop what they’re doing and move behind the counter.

Another thing would be NPCs browsing the shops, possibly also with some background dialogue like haggling or complaints about quality.

Miscellaneous

Right now, characters often drop the one same line of background dialogue when passing by which can get old and pretty weird when too many NPCs talk at once (e.g. when crossing the town square). It’d be nice if NPCs varied their lines and would talk over each less; not never but also not as extremely.

Lastly, as Victoria already mentions Winnick might find a use for her maybe players could find her some work instead. She could work at the pantry or the inn once they’re constructed (or some other future building). If not that, she could work for the player, stocking/emptying crafting stations in your home from/to the chests

That’s what came to my mind when walking through town anyway.

Keep up the good work!

I always love games that allow me to bring life to a settlement by improving/repairing it and seeing more people move in or wonder the streets. I love the idea of actually seeing things being built just to add more depth to the base building system.

Yes, buddy, yes. Anything that gives the city life is a go for me.

Definitely would love to see more being added to the feeling of sacrament being renovated.

  1. More lanterns being lit
  2. More interiors opening up with citizens (maybe that you save in the world?)
  3. More activities to do from training to mini games etc
  4. More commerce setting up

One way they could emphasize the growth of sacrament would be to make it seem even more destroyed and gross when you first come across it. This could lead to some activities like:

  1. Clear out vermin from abandoned home (which then becomes refurbished or open for business)
  2. Offer materials to citizens in the middle of some projects
  3. Offer money to beggars to help them buy a home

Upvote all the suggestions.

Since the game is going to be heavy in multiplayer and visiting other’s realms, I think they should pour a lot of content into making Sacrament feel extremely different when visiting the other realms. Things like:

Rebuilding Sacrament Gates Options:
-Carnival to purchase familiars.
-Botanical gardens to harvest produce.
-Bazaar that brings in more traders that sell randomized goods like Grinnich.

Rebuilding Beyond Sacrament
Allowing Danos to go beyond the gates with a crew to fix the rest of the area. Like even give us chaperone missions to keep him safe from monsters while he works with his crew.
-Fixing bridges
-Restoring cottage
-Mariner’s Keep

Different Architecture
Creating different spin-offs of their current style blended with other architecture styles and being able to select the colors palettes.
-Tudor (default)
-Art Deco
-Gothic
-Brutalism
-Industrial

Merchant Supreme
You can select one merchant and give them the highest level of items to sell and their shop is the best looking.

NPC Quests
Give a lot of NPCs in town the ability to give you quests that open up new dialogue/story have some sort of world building.

Other
In general, have more NPCs walking through town, interacting with things like going into a shop or window shopping. Waving to other random strangers.

Hello, I am new at this game but already noticed a few things that developers should add. I am think developers should make the city more interactive like in Skyrim. Let me explain, by this statement I ment players should be able to open every door in the city even is empty inside. Then add more quests from npc. For example I see a good dialog with allusion on a quest but after the dialog there is nothing. So add more quests from simple npc please and make it intresting. Thank you if you read it. Comment if you think that Sacramanta should be more interactive like all cities in Skyrim.

Agree!! More interactivity, more fun!!! S2

I believe new side-quests are coming, more content as well, with patch 1.0 so let’s wait and see!