Saltwarden Online
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Bridges, kitchens and sound

Harald2 min read

Wider openings over the water, square paving on the market crossing and kitchens behind twelve front doors. Plus footsteps that follow the ground and warm light at the foot of lamp posts.

The roofed market crossing in Lanterhall, with square paving and the canal below; a daytime map export view without player characters.

Walking through Lanterhall brings you back to the water again and again. Bridges, culverts and the market are all part of the same route. Over the last two build days, those transitions have had some attention: how much water can you see beneath an arch? Where does the paving end? And is a lamp post still standing in the middle of the crossing?

Bridge and wall openings now follow the width of the canal. Their sides stand farther apart, with rounded upper corners. The earlier narrow arch made the water look squeezed, even though the canal continued underneath. At the revised crossings, that width is now visible in the picture too. This affects the canal city and the sluice gates in Whitmere; the timber ford crossing in Lanterford Vale keeps its own construction.

Lamp posts no longer stand in the walkway on bridge decks. They have moved to the bank, railings have been filled in, and connections to paths and the quay have been adjusted. At Lanterhall's roofed market crossing, the square's paving also continues across the deck. Walking between the stalls now takes you across a continuous square, rather than suddenly onto a different set of stone slabs.

Some front doors now lead farther inside. Six kitchens can be entered in Whitmere and another six in Lanterford Vale. A stove, table with a bench, chest and bed nook turn a facade into a small interior. The front door shows “Indoors” and the inside door “Outdoors”; E or the controller's confirm button takes you in and back out. A kitchen is not an inn and grants no inn rest. Residents do not move into these rooms yet. Lanterhall's homes remain facades for now.

Something has changed underfoot as well. Footsteps follow the visible ground surface: earth sounds like earth, paving like paving. A paved patch on a dirt road therefore gets its own sound. Interiors keep their own footsteps. The aim is to make a change of surface audible as you walk; listening checks on real devices are still pending.

At night, lamp posts cast a warm, shallow pool of light onto the ground. The bright core at the lamp head stays small, while the light below follows the path. On houses, window frames now stop short of facade corners. Narrow houses keep their ground-floor windows where there is room beside the door. In Whitmere, field furrows have also been pulled back from the path.

For the rolling alpha, these are changes to an everyday walk: across the canal to the market, through a front door for a moment, and back beneath the lamps in the evening. Text, pictures, lighting and sound still need human review. The next areas for levels 15 to 25 are in preparation. There is no date here yet, and no promise about what will become playable next.

Saltwarden Online is inspired by classic MMORPGs and is not affiliated with or endorsed by any other game or its publisher.

Tags: WorldGame

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