Our next stress tests are scheduled for:
What's new?
This week we are finally able to bring you a Unity 2021 build! Most of the kinks have been ironed out and things seem to be relatively stable from what I can tell. However, I need your help this week in determining if we move forward with Unity 2021 because once we make the switch we cannot turn back. So what I need from everyone is feedback on how their performance and stability feels compared to previous builds. This week we are also making some crafting adjustments to help widen the gap between crafted and dropped gear.
One thing I would like to ask the community to focus on, especially on Wednesday nights, is getting back to providing direct feedback on patch note line items. Feedback as of late has been a bit more general and not focused on recent changes. I am NOT asking you to stop providing that kind of feedback! I am just asking for a tiny bit more from you all in the form of feedback on individual line items. We implement small changes and sometimes get no feedback on them which gives us the impression that everything is fine when maybe it isn't.
FEEDBACK! (focused questions this week, in addition to the other misc. line items)
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:
Unity Upgrade
This week's build is using the latest version of Unity (2021.3.1f1). This build brings a large number of updates to internal packages and the rendering pipeline itself. This first test is to establish a performance baseline. Besides the changes listed in the patch notes most everything has remained the same; meaning we are not yet fully taking advantage of what Unity 2021 has to offer. What I need from everyone is a report on how the performance/stability compares with previous builds.
Some notable updates and/or issues you may encounter:
IMPORTANT NOTE for MacOS users: I have recently found (today) that shadows from point light sources such as ember rings and torches cause a significant performance drain. It is recommended that you disable shadows (set slider to 0%) to smooth out the frame rate. For whatever reason in my limited testing I did not run into this problem, but after today's internal test it became clear that the game is unplayable near point lights with shadows enabled on macOS. I am actively investigating this issue as it is likely another Unity bug. This is actually a pretty major issue and needs to be resolved before moving forward. In parallel I will see if the problem presents itself in Unity 2020 as that is also a viable upgrade path for us.
From my testing today it seems as though shadow casting point lights touching vegetation rendered with instanced indirect is the culprit for the massive performance issues. New builds are being pushed that disabled instanced indirect to avoid this and hopefully make things a bit more "normal".
Away from keyboard changes
Some have expressed concern that players are able to stay logged into the servers after the login server is locked. The solutions to this problem were to either kick everyone as soon as the server locks or add an AFK kick. We are electing to go with the second option. Due to the wide range of player time zones we don't feel that turning the servers off at precisely midnight does us any favors with the community. If you are having a good time and would like to play for a few additional hours we honestly do not mind and want to allow for that type of flexibility. AFKing around the ember ring for days at a time however, is not something we want to encourage.
There are now two types of AFK: i) player set AFK via the social window, and ii) auto-AFK. Your character is automatically flagged as auto-AFK if you are away from your keyboard for 5 minutes. When you have been marked as auto-AFK for 15 minutes the server will boot you (20 minutes afk total for a boot). Regardless of which AFK you are marked as (manual AFK or auto AFK) your nameplate will update to show "AFK". Note that manually marking yourself as AFK does not impact auto-afk in any way; it is a separate system.
Crafting Updates
There have been growing concerns about how crafted gear stacks up to adventuring gear. Crafters want their gear to be better than adventuring gear and while out adventuring players want drops to be worthwhile upgrades. Satisfying both of those desires has proven to be quite the challenge. We are at a point right now where crafted gear is slightly worse than dropped gear. This leads to both crafters and adventurers coming away a bit disappointed as adventuring and crafted gear is roughly the same at the end of the day. In other words: if you are decked in crafted gear drops become an afterthought. The other issue at play is how relatively easy it is to obtain decent crafted gear, which detracts from what we feel is one of the most enjoyable parts of the game: getting new gear via drops. We have been discussing a number of potential improvements to alleviate the aforementioned issues which we will be introducing in the coming weeks.
The first improvement is splitting crafted gear into "Basic" and "Imbued" variants. A new resource called "Ember Flux" has been introduced into the adventuring loot tables. This resource can be used as an optional component for crafting equipment which draws out the properties of the materials used. The intended order of item "power" is as follows:
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 4th @ 8pm central
(Thurs. May 5th @ 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 5th @ 1am UTC)
What's new?
This week we are finally able to bring you a Unity 2021 build! Most of the kinks have been ironed out and things seem to be relatively stable from what I can tell. However, I need your help this week in determining if we move forward with Unity 2021 because once we make the switch we cannot turn back. So what I need from everyone is feedback on how their performance and stability feels compared to previous builds. This week we are also making some crafting adjustments to help widen the gap between crafted and dropped gear.
One thing I would like to ask the community to focus on, especially on Wednesday nights, is getting back to providing direct feedback on patch note line items. Feedback as of late has been a bit more general and not focused on recent changes. I am NOT asking you to stop providing that kind of feedback! I am just asking for a tiny bit more from you all in the form of feedback on individual line items. We implement small changes and sometimes get no feedback on them which gives us the impression that everything is fine when maybe it isn't.
FEEDBACK! (focused questions this week, in addition to the other misc. line items)
- How is performance and stability compared to previous builds?
- Are you receiving weapon drops appropriate for the content you are doing?
- Do the new weapons help smooth the power transitions?
- Do the weapon upgrades still feel impactful?
- Is it clear that "basic" crafted gear is inferior to dropped gear?
- Does the "imbued" gear feel worthwhile to pursue?
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:
- Disabling hand IK for abilities that do not involve your weapon. This should reduce the issue where hands were going through your body when yelling, or bandaging.
Adding checks to prevent players from getting stuck in looping animations when quickly swapping to another weapon.This fix broke some other things so I reverted the code for now. I did however make some other minor adjustments so let me know if you continue to get stuck in a particular pose.- Increasing the mouse sensitivity slider range. Now goes up to 300% sensitivity.
- Rats now have death audio.
- Fixing nav mesh issues in Central Veins causing NPCs to run around in the ground.
- UI:
- Combat icon now properly decays to show how close you are to being out of combat.
- Moving the version label to the upper right
- When applying positive effects to yourself (i.e. heals) it now says "restores" instead of "adjusts".
- Reagent toggles can now be triggered with key binds. They use the same binding as your consumable pouch; whichever pouch is shown will trigger when the key is hit.
- "AFK" added to UI-space and world-space nameplates.
- Adding tooltips to a number of options in the options menu (most are in the video options).
- Adding tooltips to some stats on your equipment window.
- Ability tooltips will now show I, II, III, IV etc depending on how far they've upgraded.
- Ability cooldown overlay countdowns now account for haste adjustments. Cooldowns listed on tooltips do not yet take this into account.
- Notifications now render on top of other windows.
- HOTs/DOTs tooltips now show you how much heal/dmg is done per tick.
- Design:
- Increasing targeting distance by 5m. This also increases the range at which you can see nameplates.
- Increasing the max distance of all ranged weapons. Short bow = 18m, Long bow = 24m, Crossbow = 14m, Heavy Crossbow = 18m
- Npc alert investigation speeds now vary randomly per individual. Instead of a fixed 50% between between walk & run they now vary from between 30% & 70% between walk and run. This means that some npcs will be much quicker to investigate, and others will be a little bit slower.
- Added additional dropped weapons to help smooth out leveling. Weapons can now be found with required levels of 1, 5, 10, 15, etc.
- Some rare weapons were updated to reflect the above weapon update.
- Humanoid and Chest loot tables updated to drop weapons relative to their own level
- Fixed an issue where North Dryfoot spawns were spawning at too low level
- From discussions on Discord it's been discovered many don't use Provoke making it more "utility" than we originally planned. To make Provoke more core to the role some of the threat from Threatening Strike is being shifted to Provoke, along with reducing Provoke's cooldown. We hope this will make it easier for tanks to manage threat without being in direct melee range, on CC'd targets, and allow for off-tanks to deal damage with Threatening Strike without generating too much aggro from the main tank.
- Threat generation on Provoke increased
- Provoke cooldown decreased to 10s
- Threat generation on Threatening Strike decreased
Unity Upgrade
This week's build is using the latest version of Unity (2021.3.1f1). This build brings a large number of updates to internal packages and the rendering pipeline itself. This first test is to establish a performance baseline. Besides the changes listed in the patch notes most everything has remained the same; meaning we are not yet fully taking advantage of what Unity 2021 has to offer. What I need from everyone is a report on how the performance/stability compares with previous builds.
Some notable updates and/or issues you may encounter:
- Road sign text has returned
- Memory exceptions and crashes should be less frequent. Many internal packages have been updated so hopefully many of the bugs we found in previous builds are gone.
- Rendering pipeline bug fixes. The black screen bug caused by reflections should be fixed.
- Dense fog regions may appear differently because the new rendering pipeline handles 3d noise a bit differently.
- Updated vegetation, terrain, and object shaders.
MacOS now uses instanced indirect rendering for vegetation.MacOS graphics jobs are disabled via code(option in launcher does nothing)
From my testing today it seems as though shadow casting point lights touching vegetation rendered with instanced indirect is the culprit for the massive performance issues. New builds are being pushed that disabled instanced indirect to avoid this and hopefully make things a bit more "normal".
Away from keyboard changes
Some have expressed concern that players are able to stay logged into the servers after the login server is locked. The solutions to this problem were to either kick everyone as soon as the server locks or add an AFK kick. We are electing to go with the second option. Due to the wide range of player time zones we don't feel that turning the servers off at precisely midnight does us any favors with the community. If you are having a good time and would like to play for a few additional hours we honestly do not mind and want to allow for that type of flexibility. AFKing around the ember ring for days at a time however, is not something we want to encourage.
There are now two types of AFK: i) player set AFK via the social window, and ii) auto-AFK. Your character is automatically flagged as auto-AFK if you are away from your keyboard for 5 minutes. When you have been marked as auto-AFK for 15 minutes the server will boot you (20 minutes afk total for a boot). Regardless of which AFK you are marked as (manual AFK or auto AFK) your nameplate will update to show "AFK". Note that manually marking yourself as AFK does not impact auto-afk in any way; it is a separate system.
Crafting Updates
There have been growing concerns about how crafted gear stacks up to adventuring gear. Crafters want their gear to be better than adventuring gear and while out adventuring players want drops to be worthwhile upgrades. Satisfying both of those desires has proven to be quite the challenge. We are at a point right now where crafted gear is slightly worse than dropped gear. This leads to both crafters and adventurers coming away a bit disappointed as adventuring and crafted gear is roughly the same at the end of the day. In other words: if you are decked in crafted gear drops become an afterthought. The other issue at play is how relatively easy it is to obtain decent crafted gear, which detracts from what we feel is one of the most enjoyable parts of the game: getting new gear via drops. We have been discussing a number of potential improvements to alleviate the aforementioned issues which we will be introducing in the coming weeks.
The first improvement is splitting crafted gear into "Basic" and "Imbued" variants. A new resource called "Ember Flux" has been introduced into the adventuring loot tables. This resource can be used as an optional component for crafting equipment which draws out the properties of the materials used. The intended order of item "power" is as follows:
The effectiveness of your current basic crafted gear has been reduced significantly to widen the gap between basic crafted and dropped.Basic Crafted < Drops < Imbued Crafted < Rare Drops
- New rare crafting resource added to adventuring loot tables called "Ember Flux"
- All equipment recipes have a new optional component for flux
- Without the flux component, crafted equipment is "Basic"
- All current crafted equipment is considered basic and will not have any bonus status
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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