edited 16th Oct '12 7:29:13 PM by majoraoftime
edited 16th Oct '12 7:52:42 PM by Ryuhza
edited 17th Oct '12 1:56:04 PM by majoraoftime
edited 17th Oct '12 2:18:13 PM by Ryuhza
- The Homestead: ...nothing I found to be "new info"
- The Underground: you actually have to run through the underground and solve puzzles to connect fast-travel locations. Based on the Masonic tunnels.
- Pirates, Ships, and Treasure: you can choose between single shots (for small ships) or full broadsides. You will also have to find treasures on the normal maps, trade them for letters written by Captain Kid that lead to pieces of a treasure map, and complete platforming puzzles to get the pieces (think "Lairs of Romulus...with a pirate vibe")
- Synchronization: talks about the different "levels" of synch that act like experience points
- Almanacs: chasing fluttering pages from Benjamin Francklin's "Poor Richard's Almanacs" replace the chase missions from previous games and unlock things that can be made at the Homestead. Also talks about other low-priority missions, but nothing new/surprising about them.
- Clubs: They are hunting, thievery, exploring, and fighting. Once you join the explorer's club (by using viewpoints and talking to Daniel Boone), you get missions centered around disproving popular tails of the time. Must say, this sounds like it could be cool.
- Board Games: People who play Checkers, Nine (or Six or Twelve) Man's Morris, and Fanorona (all popular at the time) will be sitting around for you to challenge. I can already tell you that I will spend WAY too much time playing them.
- The New Brotherhood: There will only be 6 recruits (each with their own name), they will unlock different actions, and gaining them will be similar to the "mastery" quests from Revelations. An example is that you come across someone who needs help, you save them, complete a task for them while they "heal," and then they request to help you out.
- Forts: Borgia towers and Wilderness fast-travel locations. Require a 3 step process to "capture": kill the commander, blow up the ammunition, and take down the flag.
- The economy of the new world: We already know a bit about this and how the Homestead serves as a hub, but the details that got my attention was how the other aspects of the game tie into it. The trade roots you send your carts/ships on (and yes, both are options) are not always safe. You might have to go defend the shipment (or send your assassins to do so). The trips are made considerably safer by taking over the forts or completing the normal privateer-ing missions.