Our next stress tests are scheduled for:
What's new?
This week is mostly design adjustments as I was out of town from Thursday-Monday. However, the new skybox is finally being pushed for you all to test which brings significantly better lighting all around. Please let us know how performance is and what your thoughts are regarding the new sky, clouds, etc.
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Tuesday at 12pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
Skybox
This week we are trying out some new Skybox tech which should yield the following improvements:
Please let us know how performance of this build compares to that of last week - the only major change is the new skybox tech but there is a lot of changes wrapped up in that.
Works in progress:
We are still discussing things internally on how to best move forward with crafting. The current list of things we are discussing and/or tossing around are:
Stat Consolidation (timeline: 1-3 weeks)
The last thing we need to do for this is consolidate resists. This task is slightly more involved because it involves touching all of the current abilities and ripping out the old system. I hope to get to this soon but other tasks (<cough> crafting discussions <cough>) are taking up too much of my time.
Reagent Upgrade System(timeline: ...)
Ember essence collection and spending is on the list of things to do SOON, but is taking a back seat until we can iron out crafting, Unity 2021, and the above mentioned stat consolidation. Oh and I need to reorganize and prep the new dungeons so those can be implemented into the game. Does anyone have any time I can purchase?
Known Issues:
Wed. May 18th @ 8pm central
(Thurs. May 19th @ 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 19th @ 1am UTC)
What's new?
This week is mostly design adjustments as I was out of town from Thursday-Monday. However, the new skybox is finally being pushed for you all to test which brings significantly better lighting all around. Please let us know how performance is and what your thoughts are regarding the new sky, clouds, etc.
REMINDER: the servers will be open for 4hrs Wednesday evening. The servers will open again on Friday @ 12pm central and close on Tuesday at 12pm central. See events in Discord for timezone translations.
Bug fixes / improvements:
- UI:
- Fading world-space nameplates based on distance away from your character.
- Adding a toggle to "Gameplay" options to disable auto attack when your target dies. This is currently enabled by default - let me know if you think it should be opposite by default.
- Design:
- Creatures spawned from destroyable spawn controllers (anthills & rats nests) now get a "charge" buff every time the parent spawner changes health "tiers". Our test today concluded that this is not enough to make the ants more dangerous so other improvements are being discussed internally.
- Diseased bat loot table is now more consistent across levels
- Adjusted rare woodsman tools to have consistent durability
- Fix to northern Dryfoot and Dryfoot Stronghold resource spawns.
- Dryfoot Stronghold now has chest spawns
- Reduced spawn timers in some camps such as North Newhaven Exiles
- Provoke effectiveness reduced slightly
- Updated Overpower text to avoid confusing with bypassing defenses meaning just armor
- The exiles have been forcibly removed from the Dryfoot mountain pass by the local Marauders
- Made dropped spider silk available for use in crafting
- Removed deprecated reagent drops from some loot tables
- Serration proc damage reduced
- "Battle Prep" abilities have been reworked to no longer be out of combat long duration buffs. These are now faster use shorter duration buffs. This includes: Unstoppable, Follow Through, Sharpen Edge, Serration, and Bolster Armor
- Duelist's Weak Point has its resist debuff increased.
- New abilities added for levels 22, 26, 30 for Juggernaut, Knight, Marshall, Brigand, and Berserker. The rest should follow next week.
Skybox
This week we are trying out some new Skybox tech which should yield the following improvements:
- vastly improved lighting, especially during dawn & dusk.
- vastly improved volumetric clouds (there may still be some artifacting near the edges but should be far less noticeable than the previous skybox)
- improved celestial rendering (phases, better exposure, etc).
Please let us know how performance of this build compares to that of last week - the only major change is the new skybox tech but there is a lot of changes wrapped up in that.
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). Mostly populated, nearing ready for testing.
- 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. Will likely need to reorganize all of the dungeon prefabs for easier usage moving forward. Will likely start this soon.
- 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.
We are still discussing things internally on how to best move forward with crafting. The current list of things we are discussing and/or tossing around are:
- improve progression by unlocking recipes as you level up rather than giving them all to you right away. this can have the added side effect of not giving you a bunch of gear to wear at low levels when you maybe cannot equip it all due to armor weight limitations.
- add an augment system for equipables (previously discussed)
- loosely tie crafting level to adventuring level
- make some equipment slots only obtainable via crafting, and some only obtainable via adventuring (at least during the early levels, this may change at higher levels)
- if the we implement the above point, then we can bring regular crafted gear (no flux) back up to par with common drops. the issue has always been crafting stepping on adventurer's toes and vice versa - so by segregating the slots (again, at least at early levels) then we can avoid this and allow non-flux crafted goods to be roughly equivalent to dropped gear.
- make the experience of a craft proportional to the number of materials required to craft it
- increase the number of materials required for some items (which would also increase the xp gain)
- re-evaluate the role of "quality" in the make of an item
Stat Consolidation (timeline: 1-3 weeks)
The last thing we need to do for this is consolidate resists. This task is slightly more involved because it involves touching all of the current abilities and ripping out the old system. I hope to get to this soon but other tasks (<cough> crafting discussions <cough>) are taking up too much of my time.
Reagent Upgrade System(timeline: ...)
Ember essence collection and spending is on the list of things to do SOON, but is taking a back seat until we can iron out crafting, Unity 2021, and the above mentioned stat consolidation. Oh and I need to reorganize and prep the new dungeons so those can be implemented into the game. Does anyone have any time I can purchase?
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.
- 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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