Our next stress tests are scheduled for:
What's new?
A lot of time this week was spent tinkering and writing code to handle the new skybox. It's 90% of the way there, but we have hit a snag where the ambient lighting during the day/night transition does not properly adapt quick enough leaving everything washed out for a period of time. The author of the skybox shaders is currently on vacation which means the fix will need to wait. As a stop-gap solution I have upgraded the existing skybox to (hopefully) resolve the over-exposure issues. Other than that we have a hand full of rendering fixes, bug fixes, and design updates for you to feast on!
This should be the last weekend for testing a Unity 2021 client so please get your performance/stability feedback in so we can make the right decision on if we move forward with it or not!
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Sunday at 11:59pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
Works in progress:
Unity 2021 Tech
If all goes well with this week's test we can start to take advantage of new Unity 2021 tech. This includes a new skybox, decal fixes, apple silicon support, and more performance tweaks. These will come online slowly with my first priority being replacing the skybox & clouds.
Crafting Updates
We are working on tech that would allow each crafting profession to create a temporary "augment" for individual pieces of equipment. The idea here is for all crafting professions to create some sort of consumable leading to a more constant demand. Provisioners already have this going for them as players will always need potions, food, etc. Armor and weapon smiths however, have no such consumable (other than ammo). Some ideas we are currently discussing internally:
Stat Consolidation (timeline: 1-3 weeks)
Last week we reduced HIT and PEN to be single valued. In the near future we will consolidate damage types into the following categories: 1H, 2H, Ranged, Ember, Mental, Chemical. Corresponding resists will become: Physical, Ember, Mental, Chemical, Bleeds. I also plan on merging the current set of "status effect resists" in with regular resists. We will also likely tweak how resists work on the back end. Currently, a single roll determines if the effect lands or does not land - we would improve this so that if the roll fails and the effect lands, the duration of the effect is diminished rather than applying at full force.
Reagent Upgrade System (timeline: ...)
Implementing the actual ember essence drops should be relatively straight forward and take little time. However, giving the players something to do with that ember essence is the challenge here and requires some design time. Since we've had a truck load of other things to do in the mean time we likely won't be adding the first part until we have something for you to do with it.
Known Issues:
Wed. May 11th @ 8pm central
(Thurs. May 12th @ 1am UTC)
The developers will meet in Discord and test for approximately one hour. However, the servers will remain open for roughly 4 hours. The most up-to-date client can be retrieved via the patcher found on your account page.(Thurs. May 12th @ 1am UTC)
What's new?
A lot of time this week was spent tinkering and writing code to handle the new skybox. It's 90% of the way there, but we have hit a snag where the ambient lighting during the day/night transition does not properly adapt quick enough leaving everything washed out for a period of time. The author of the skybox shaders is currently on vacation which means the fix will need to wait. As a stop-gap solution I have upgraded the existing skybox to (hopefully) resolve the over-exposure issues. Other than that we have a hand full of rendering fixes, bug fixes, and design updates for you to feast on!
This should be the last weekend for testing a Unity 2021 client so please get your performance/stability feedback in so we can make the right decision on if we move forward with it or not!
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Sunday at 11:59pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
- Tech:
- Fixed hair issues on low/med quality
- Fixes to alpha cut rendering for things like fur
- Fixed rendering issues on wooden structures and other misc "missing" things
- Fixed water flickering at edges
- Fixed text rendering
- Fixed issues with auto loot roll and chat filter menus
- Networking library now supports macOS 10.14
- Mouse look input is now more closely tied to the raw mouse input which should make things feel a bit more "1-to-1". If you had previously adjusted your mouse sensitivity I recommend resetting the sliders to 100% and tweaking from there. Let me know how this feels!
- Players can no longer enter world from character selection if the world is locked.
- Current skybox updated to better support the latest version of Unity.
- This should resolve most of the over exposure issues for now
- Moon position & phase is set to static emulating what we are going for. This looks much better with the new skybox so don't judge it too harshly.
- UI:
- Fixing a bug in the stat panel display showing incorrect values when in or out of combat.
- Filtering out "Other Combat" should now respect avoids, blocks, parries, and ripostes.
- Design:
- Fix issue with HIT/PEN buffs & debuffs doubling their effectiveness
- Fix issue with regen potions healing for a lot more than they should
- Fix to AoE abilities not correctly using their weapon parameters for the AoE distance/angle
- Fix to abilities which were not properly enabling auto attack at different tiers
- Basic crafted jewelry has base stats
- Marshal's Pressure is now level 8 (was level 10)
- Marshal's Pursuit is now level 10 (was level 8)
- Ember Flux icons are unique for different level ranges
- Viscious Ember flux typo fixed and is now Viscous
- Tool recipes no longer refer to the wood component as "Shaft"; instead refers to it as "Handle"
- Flux level now drives the output level item regardless of other material levels used.
- Flux level now caps equipment stat bonuses on items to that level range
- Reduce the rate of Armor/Weapon drops from humanoids
- Hauberk removed from crafting and loot tables (will remain as rare drops only)
Works in progress:
- Zones: 4x additional overland zones have had an initial art pass completed
- Redshore - accessed via Meadowlands & Dryfoot. Large tree forested region. Mid level range (approx 25-40). Nearing ready for population
- Grizzled Peaks - accessed via Highlands, Redshore, and Gorge. Mountainous region with a number of tunnels. High level range (40-50). Has a one-way exit to Newhaven North.
- Highlands - accessed via Meadowlands. Hilly region with sparse vegetation and water features. Mid level range (approx 30-40, likely to come after Redshore and Grizzled)
- Gorge - accessed via Dryfoot. Large canyon-like area. Mid level range (approx 30-40, likely to come after Redshore and Grizzled)
- Dungeons: All of central veins has been delivered from the art team and is now awaiting integration into the game. This includes the starter dungeon currently found in S. Newhaven, and a larger more difficult area for N. Newhaven. Spawning tech for dungeons is mostly complete so we just have to iron out the details in the spawning workflow.
- NPCs: fully custom Bear, Elk, and Spider models are complete and integrated into the game. Spider is currently the only one implemented; elk & bear will come soon. Ashen creature varieties have also been integrated into the game but are not yet populating the world.
- Design: implement high level abilities, loot table adjustments/population, advanced crafting recipes.
- Considering giving a native "bonus" to each of the roles. For example, maybe a base defender gets +10% damage mitigation, and if you take the defender flavored specialization as a striker/supporter you get +5% damage mitigation. Still working through what the bonuses would be for Striker/Supporter/Controller.
- Quests: a number of quests are in the queue for implementation/testing. Quest data structure and likely needs a refactor.
- Tech: npc improvements, npc merchants.
- UI: quest dialog redesign, tooltip improvements
- New clothing & armor is still in the works.
Unity 2021 Tech
If all goes well with this week's test we can start to take advantage of new Unity 2021 tech. This includes a new skybox, decal fixes, apple silicon support, and more performance tweaks. These will come online slowly with my first priority being replacing the skybox & clouds.
Crafting Updates
We are working on tech that would allow each crafting profession to create a temporary "augment" for individual pieces of equipment. The idea here is for all crafting professions to create some sort of consumable leading to a more constant demand. Provisioners already have this going for them as players will always need potions, food, etc. Armor and weapon smiths however, have no such consumable (other than ammo). Some ideas we are currently discussing internally:
- Weaponsmith could create "sharpening stones" that are either +DMG, +HIT, or +PEN. The player could then apply these to their individual weapon (only one augment possible at a time) and the augment would wear off after X number of successful hits.
- Armorsmiths could create "armor padding" that would increase some defensive stat (avoid, dmg resist, etc) of a specific piece of equipment. That augment would last until some threshold of damage was taken by that piece.
Stat Consolidation (timeline: 1-3 weeks)
Last week we reduced HIT and PEN to be single valued. In the near future we will consolidate damage types into the following categories: 1H, 2H, Ranged, Ember, Mental, Chemical. Corresponding resists will become: Physical, Ember, Mental, Chemical, Bleeds. I also plan on merging the current set of "status effect resists" in with regular resists. We will also likely tweak how resists work on the back end. Currently, a single roll determines if the effect lands or does not land - we would improve this so that if the roll fails and the effect lands, the duration of the effect is diminished rather than applying at full force.
Reagent Upgrade System (timeline: ...)
- NPC's will drop a single type of Ember Essence (name is a WIP) that will "fill up" a permanently equipped Ember Stone. The amount of essence per creature will vary and it will be automatically split amongst group members similar to how coin currently is. Specific ember creatures such as ashen variants will likely drop more of this essence than others.
- The ember stone is not something you traditionally "Equip" - it is a permanent fixture to your character that cannot be removed, traded, banked, etc. In order to obtain ember essence you must earn ember essence through adventuring.
- Ember Stone's will have a maximum amount of essence they can hold. Later on down the line we may allow the player to unlock/earn an upgraded Ember Stone with a greater capacity via questing or something similar.
- Ember essence can be spent at special crafting stations to upgrade your reagents. The current rough plan is to start with two variants: a) make the reagent do the same thing but more powerful, and b) have the reagent change in some way to provide a different "flavor" which will vary contextually depending on the ability. As time goes on we will add more variants.
- We are also considering allowing players to spend their Ember Essence on the following (please note that all of these are CONSIDERATIONS and still up for discussion):
- use ember rings and/or hollows as a summoning stone (which could be a summon from within the same zone, or maybe across zones depending on the # of people involved)
- hearthstone like ability that would return you to the nearest ember ring/hollow (which would come with a long cooldown)
- adding a temporary "aura" to ember rings that would provide longer-lasting temporary buffs for those near the ring
Implementing the actual ember essence drops should be relatively straight forward and take little time. However, giving the players something to do with that ember essence is the challenge here and requires some design time. Since we've had a truck load of other things to do in the mean time we likely won't be adding the first part until we have something for you to do with it.
Known Issues:
- Not all ember rings and/or POIs are proper map discoveries. This is especially true in Dryfoot & Dryfoot Stronghold. Discoveries and map uncovering is a WIP and will be revisited soon.
- Deconstructing crafted items returns junk 100% of the time.
- No, we are not yet entertaining a compass. There are some plans to help you navigate in a more organic way, but those are waiting on a new skybox that will come with Unity 2020/201.
- your screen may at times turn all black. to fix open the options menu, toggle reflections on OR off for a moment, and then toggle them back.
- cannot roll on loot while unconscious
- not all clothing/armor has visuals
- Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
- typing chat text may occasionally become invisible. unfocus your chat window and trying again a few times typically resolves this.
- Sometimes when you respawn you don't end up at the proper Ember Ring --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
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