MushRog

Farm, hunting and cooking

October 14, 2026 mecanicadesign

Town got a teleport to Valley Farm. There you can harvest, milk, collect honey, fish and hunt, and with what you gather the Tavern makes food that strengthens the whole team in the next room.

Why

We wanted the farm to feed combat instead of being a separate game, so its reward is a 30-minute bonus that matters in the dungeon. It also works as a calm place for anyone who just wants to wander between fights.

How it works

Every plot, tree, farm animal and fishing spot is personal: what you harvest doesn’t disappear for anyone else. Everything regrows in about 10 minutes, and fishing in 5. At the edge of the woods there are rabbits, boars and deer. Rabbits and deer only fight back after being hit, while the boar charges you. They drop meat, leather and horn and come back after a while. Nobody loses anything on the farm: if you fall, you get back up at the entrance in 4 seconds.

The Tavern cooks and teaches recipes. There are five dishes and five drinks. Three are already known and the others are learned by handing in ingredients. Spices like cinnamon can only be bought at the Shop. You eat from the Bag, outside the room, one dish and one drink at a time, 30 minutes each, and the bonus applies to both characters on the team. Root Stew gives +10% max HP, Farm Coffee +5% speed and Hot Cider +15% ice resistance.

The farm is an instance for up to 12 people. When it fills up, another one opens.

Next step

Recipes that drop from mobs and a second region with its own farm.

Changes

  • feat(server): phase 2 systems behind one service hub

    Room instances: a full room opens a new instance (rid#n) and empty extra instances are dropped; matchmaking fills groups first. New room kinds: farm (wild animals that respawn, gather nodes, team revives instead of failing), legend (weekly boss, needs 2 players and a level, phases with summons and flooding, linked roots, aura cycling with reflect, damage only from given reactions) and explore (Wednesday and Sunday, 10 waves of 10 elites per rotating theme, 20 s pause with free swap, reward per wave, 10x chest capped at 2 per opening, ranking and a global announcement). Two more dungeons (Caverna Gelida, Bosque Uivante), four legends and the explore themes, all in data with their mobs, loot and portals. Modules: Cooking (farm gathering with personal regrowth, recipes, shop, food that buffs both characters for 30 min), Gacha (six banners with their own pity at 30, no 50/50, fragments, cosmetic visuals), Storage, TradeSession (two locks, 3 s review, atomic two-account update, 90-day log), Market (escrow, 5% fee, offline payout) and Guilds (ranks, invites, storage, message of the day, guild chat). Net exposes them through rq_op/panel_rpc. Protocol 12.

  • feat(client): farm, legends, explore and city service panels

    Farm room: zones, gather nodes with personal regrowth, tap a node to walk and gather, orange exit back to town. Legend and explore overlays: waiting for players, phase banners, flooding tint, roots, wave and pause with free swap. City: Taverna, Loja, Armazem and Mercado open their panels with F or a tap; tapping another player offers a trade; Gacha, Guilda and Incursao buttons at the top. New panels for cooking, storage, market, trade, gacha and guild, all talking to the server through Net.op. Food is eaten from the bag. Guild chat with /gu. Gacha cosmetics recolor the outfit, armor and weapon layers, and wings, mounts and pets show as a tag under the name. Mob sprites for the new monsters and the farm animals. Integration test covers farm gathering, cooking, food in the room, storage, gacha pulls, guild chat, legend gating, market eligibility and an explore wave. Version 0.2.0.

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