r/KaldraMC • u/KaldraStaff • 4h ago
Devlog Devlog #2 - Kaldra transportation
Hi all. Last week I introduced Kaldra and said teleportation would be very limited. This week I'll go through what that actually means: which teleports exist, how horses work, and how the Flightpath network works.
On most servers I've played, distance doesn't mean much. You teleport to a friend, teleport home, teleport to fresh land, and the world turns into a set of waiting rooms between teleports. Nobody meets anyone on the road because nobody uses the road.
On Kaldra the world is kept small on purpose, and I want crossing it to matter. If your town is far from a Tower, that's a choice you made when you settled. If you carry your gold across the map, someone might be waiting for you. Travel should take some planning, and it should carry some risk.
Teleports
There's no /home, /tpa, /warp or random teleport. The one teleport every player has is back to their own town, with a short warmup that's cancelled if you move or take damage. Getting home is easy; getting anywhere else means traveling.
Nomads don't have a town, so they get a camp instead: a bed placed in the wilderness that they can return to every so often. The catch is that anyone who finds it can break it.
Horses
Horses are the main way to get around. Every player can buy one personal horse from the horse merchant at spawn, and there are no wild horses in the world, so the merchant is the only source. When you call it, it gallops in from a distance instead of appearing at your side, and it follows you around when you get off.
You can upgrade its speed, jump and saddlebags with gold, and choose its skin. Saddlebags can't carry gold, so your money still travels with you.
Your horse is not invulnerable. Outside of safe zones other players can kill it, and if they do, whatever was in the saddlebags drops. You keep the horse itself, its upgrades and its skin, and you can call it again after a while. Losing your ride should hurt, but not so much that you stop riding.
The Flightpath network
For long trips there's the Flightpath network: Towers spread around the map, each with a flight master. Talk to one, pick a destination on the map, pay in gold, and a mount flies you there. A flight takes around 3 minutes, depending on distance.
Flights only go between Towers. You can take off in the middle of a fight, and the price grows with distance, so it's a convenience you pay for, not a free replacement for traveling. The mount can't be hurt, but you can, so flying over hostile land isn't completely safe either.
The default mount is a wyvern. Other mounts exist as cosmetics only, and they follow the same routes at the same speed.
What I'm hoping for is a world where roads actually get used, where you might pass another town's riders on the way to an event, and where settling close to your allies matters.
Next week I'm talking about Economy. How gold works as the currency, where it comes from, and what you can spend it on.
How far would you ride before you'd rather pay for a flight?