Update 25: Two Updates in One
We released our 2 Year retrospective at the end of September, but didn’t publish our monthly update. So, this month we have both September and October bundled in a single Mega-update!
With that in mind, go grab a snack and some water. This update is going to be a long one.
No, seriously. The team got a ton done over the last two months.
Enjoy!
Character Art & Concepts
Modeled & Implemented Zombie model
Created a Horse model for player mounts
Started work on new spell effects
Supported Urkenstaff with animation and attachment implementation
Created Fighter and Enchanter texture bases for Goblin
New armor textures created
Modeled generic armor pieces such as helm, shoulders, cloak
Imported Fighter Plate Armor texture set
Set up Helms for use in our editor
Class Illustrations (for our website) started
Fixed texture seam issues on the human
Fixed UV issues on the human model
Environment Art
Divided Night Harbor’s geo into multiple subscenes to better facilitate multiple environment artists working on different areas at the same time
New buildings and interiors in Night Harbor’s Western Districts
New Temple location and Visual added to the Travelers Ward
Began Blocking in Hanging Garden Interiors
Moved the Zone line for Tomb of the Last Wyrmsbane
Expanded the Elite Tomb and Caverns areas within The Tomb of the Last Wyrmsbane
Started to build new lower cliff geo in Night Harbor
Roughed out multiple areas in Night Harbor's Necropolis District including:
General flow for the district
Updated Market area
Rough versions of tomb facades
Added the Necromancer and Shadow Knight class guildhalls
Cleaned up the zone seams between Night Harbor and Shaded Dunes zone lines
Removed old Night Harbor 1.0 geo from Shaded dunes
Added the current Night Harbor 2.0 geo to Shaded Dunes to create more visual consistency between the two zones
Did a rough lighting pass on the city geo Added to Shaded Dunes to make it look more "lively"
Started building out the Harbor area
Updated Oasis areas in prep for Shaded Dunes content revisions
Updated zoneline locations and landing points based off the new terrain updates
Created a first pass at a copper harvesting node
Various additional geo, nav mesh, and lighting tweaks across the Night Harbor, Shaded Dunes, and Tomb of the Last Wyrmsbane zones
Onboarded our new Environment Artist
Game Design/QA
Quest Content for Night Harbor
Tomb of the Last Wyrmsbane Named Mob Itemization started
Tomb of the Last Wyrmsbane Population Additions for new areas
Added Easthymn Freebooter and Wyrmsbane Denizens Factions
Added Wyrmsbane Armor Drops and Factional Quest Line
Itemized all Wyrmsbane Named with Unique Loot
Added new mob types to Wyrmsbane
Expanded population of Wyrmsbane to new areas
Modified the levels of existing Wyrmsbane population
Zone Line Adjustments in Night Harbor and Tomb of the Last Wyrmsbane
Added sounds to many Abilities
Misc. Ability, Buff, and Item Adjustments
Item Appearances added for most of our current items
Initial Point of Interest (POI) system re-implementation (guards can tell you where to find things)
Trainers and Merchants added for Trade Skills currently listed (in prep for later)
Experimentations with Vendors being picky and/or greedy
All items tagged to work with Vendors, MUD interactions, etc
NPC Ability Adjustments
Modified Starting Stats
Made rabid animals more rabid
Misc. Itemization Work
Misc. Ability/Buff Work
Added Archer, Cleric, Fighter, Paladin, and Ranger newbie quests
NPC/Mob Population additions to support newbie quests
Began work on Shaman and Druid newbie quests
Refined some existing quest dialogue
Fixed some minor grammatical errors in Quest Text
Started writeups for Druid and Shaman Guild
Documented Crafting and Creature Senses concepts
Completed Utility Spells, Faction System, and Camping writeups
Added new Zone Mud Objects in Night Harbor
Continued Issue Regression Testing Pass for many open issues
Continued Polish Pass organization
Added New “Statics” (Useable Torch Holders) in Wyrmsbane for players to interact with
Minor Prop & Asset adjustments
Onboarded our new Game Designer
Sound/Music
Spell Sounds
Campfire Sounds
Tech
This has been a month of optimization and re-ogranization. The game is running a lot smoother and faster now! We have gained around 20 additional fps.
Optimizations
Navigation Optimization to support bigger gaggles of angry mobs
Client netcode revamp. It is a lot more organized now
Lots of client performance optimizations
Rendering changes that have lead to higher framerate
Scenes are broken down for better Async loading
Client Entities have been reimplemented with an ECS framework
Optimized various GCAllocs
Optimized various processes
Zoning and Loading are more asynchronous now and also better masked from the player
Navmesh fine tuning
Zone loading smoothing
Refactored repop. Can now be done partially for faster iteration.
Fixes
Fixed robes
Fixed ranged attacks that have broken with some Physics changes
Fixed players being able to reach items out in the world no matter how far away (stretchy, grubby hands!)
Fixed ability impact VFX (along with other VFX enhancements)
A group member leveling up no longer makes you lose your UI
Fix NPC texture overrides and skeleton glowy eyes
Fixed Human animation blending
Fixed other simple animation controller blend issues
Fix simple animation controller blend issues
Refactor unity animation controller to work for our use case
Fixed some packets sometimes growing past the connection MTT
Fixed Ashira textures
Fixed POIs. They no longer lead you astray
Added missing and non working buff message chat filter buttons
Fix to sometimes missing buff addition messages
Fix showing naked entity models for a second before clothing them
Fix spawn volumes picking wrong locations very close to their center
Other various bug fixes
Fixed an issue where pet owner got no kill credit if pet did 100% of the damage
Fixed a crash around navigation queue on zone repopulation
Shaded dunes navmesh fixes
Fix for zoning/death while using an activatable ability
Fixes and improvements around Wwise integration, including the infamous teleport "techno remix" bug
Fix for the "Look" action button not being clickable
Fix bug where a physics buff launches the player up into the air randomly upon zoning or respawning, which causes them to fall to their death
Fix controls lasting past death/zoning
Dressing Room design tool fixed!
Fix item descriptions while interacting with merchants
Fix animations while running via holding both mouse buttons and pressing random WASD keys
Fix aggro and spell casting for charmed pets. Charmed pets can now buff your party.
Fix negative mana regen can make you lose mana
Make dropping an item drops it at your feet instead of a random location around you
Item drop tables refactored to be more predictable and understandable
Fix race conditions with entities ready to be deleted but not yet deleted
Additions and Improvements
Improved internal debug messages
Added sound events for all types of attacks and a lot of actions
Adjusted NPC flee behavior for more satisfying chases
Lots of threat changes: Resist and miss threat, buff base threat, sitting threat, distance threat, low hitpoint threat
Lots of aggro changes: Readjusted priorities and thresholds to pull off current target
Threat consistency fixes
Sitting threat
Low hp threat
Social aggro changes
Adjusted slowing when low HP
Day/Night cycle is now 45 minutes
Allow negative resist numbers
Combat damage calculation changes
AC changes
Added more messages to buffs and buff fades
New ability effect Disengage
Proc on hit buffs
Stacking buffs
Hunger/Thirst refactors
Monks have special h2h damage tables
Walk/Run animation blending changes
Bard songs completely reworked. They now use the gameplay volume system.
Bard gameplay has been reworked. They play slightly differently but much more sandwichy and strategic
Sitting while feigned death now makes you cancel feign death for all you EQ monk players
Support for Aura type abilities
Particle effects can now sustain on entity as long as the buff lasts
Particle effects adjustments
Mez now sustains a particle effect around head of the mezzed mob
Texture blit layers (not fully working yet. This is a job for November)
Do not do a cast animation if sitting and using an ability that can be used while sitting
Capes! Cloth physics! (initial pass, to be iterated on)
Pickaxe model and pickaxe animation/sounds for mining
Harvest with right click instead of left click
Harvest node refactors: Can be harvested more than once and have multiple drop tables. Process is more logical. Puts rewards on your cursor
Fixes to model loading that were causing models to stop loading, or load up with the wrong size
Helmet slot and model loading
Skin now has highlights and shadows
Moon textures added
Human brow fix
Models now stream in and are asynchronously loaded. Are unloaded when not needed anymore.
Smoothed texture and model loading process
Refactored grow/shrink to be able to stack
Corpses are no longer always naked
Corpses no longer unpack all bagged items in their inventory
Player corpses now maintain their illusion model and shrink/grow size
Initial support for female player characters
“Statics System” created (including data-driven doors, lifts, switches, torch holders)
POI system expansion, including: NPCs can now direct you to other NPC’s relative location
Changed POI prompt method
MUD actions expansion (includes: /taste, /smell, /push, /pull, /drop, and more)
Implemented a new Widgets system. Allows you to create temporary objects in the zone. Will have a massive amount of applications!
Gameplay Volumes
Gameplay volumes can now cast, buff, prevent entry/exit to spaces
Gameplay volumes can now be attached to an entity
Create gameplay volumes via ability and buffs
Interact with gameplay volumes and statics via abilities
Designers can use MUD actions, Statics, Gameplay Volumes, Widgets, and similar systems with each other via data
Quest turn ins process changed to prevent issues where an error prevents client from receiving rewards
Quest rewards now go to the mouse
Can now hand in multiple quest handins to complete a quest multiple times in a row
Added data driven Race/Class Matrix, UI selections up to date
Changed Warden class to Beastmaster
Added better loading screens (Thanks Goblin!)
Now when you die in the zone in which you are bound, you will fully zone. (Instead of not zoning as before), simplifying the logic and cases around respawn so that behavior is consistent regardless of where you are bound
Force close bank, any open world containers, any open corpses, and any open bags upon death
Force close corpses if you move too far
Consent now fires off messages. Still does not work across zone lines though.
NPCs will now stop what they are doing to look at a player who is interacting/hailing/vendor/trainer/banker, and after 10 seconds the NPC will resume their business
Non-player-pet NPCs now kill steal players if the NPC gets the last hit (No more letting guards help finish off your mob!)
Mobs can now climb stairs, drop down ledges, and warp to target
NPC Stat balancing
NPC Mana values rebalancing
New ability effect create new NPC
NPCs can now gate to their bind
NPC On Hit Procs
Added support for spell casting and ability sounds
Added logging out via "camp" with interruptible countdown, allowing your character to leave the game world at the same time you do now
Camp now sends you directly to character select
Zoning while invisible now works!
Added alias /me for /emote
Say and combat ranges have been reduced so things feel localized
Emotes now range limited the same as Say
Added more GM commands
Coins can now be dropped
Tester login workflow levelled up!
Now using new launcher/patcher
Error messages now displayed around character creation, if name is already taken, etc…
Character name field has been moved to final page of character creation
Encryption!
Editor
Subscene loader in support of Environment Art’s Night Harbor changes
Added Graphical Ability Editor (Unity)
Added Graphical NPC Editor (Unity)
Added Integrated Race/Class Matrix Editor (Unity)
Finished new MnM Data Editor Proof of Concept using BlazorUI
Factions Editor
NPC Editor
Abilities and Ability Effects Editor
Can retrieve icons from Unity and render as JPEG
Race & Class Editor
User Interface
The hotbar now saves and loads
Added support for hotkeys activating hotbar buttons appropriately (i.e. items do any effect instead of simulating a click)
Pressing a number key while an ability is on your cursor now attempts to memorize the ability in that slot
Created framework for user settings
Added settings UI, accessible from the escape menu
Added UI scale setting
Added volume sliders in the settings
Made item stack size numbers more visible
Added EntityStats module to encapsulate stats and changed events, and added them to entities
Refactored common behavior of LoadFromSpawnEntityPacket() into base class
Moved addon connection calls from inventory UI manager to its own class
Converted many of the labels in inventory UI to be reactive to client state changes
Client cursor selection and interaction fixes. Works much more predictably now.
Targeting and tab targeting fixes. Works much more predictably now.
Added more automated token text for ability messages and buff messages for more consistency
Click on nothing is now an action, allowing dropping items into the world and removing ability icon from cursor
Pressing escape does more logical things now
In Closing
As you can see, we got an incredible amount of work done over the last two months.
We’ve also been fortunate enough to add two more team members to our ranks.
Welcome Luna (design) and Baloo (environment art)!
We’ll get more details about them posted on our website soon.
In the meantime, thanks for your continued support. As you can see, we’re keeping up the pace as we head towards the end of the year.
And we’re actively working to hit our goal of being able to get folks in to play with us as soon as possible.
With that, and all of this progress in mind, we do however want to remind you about that fact that we’re still early in this process.
The proof of concept is coming together nicely. But, we want everyone to remember that this is a marathon, not a sprint, and we never promise anything more than we can show.
So, come check out our livestreams, check the VODs, and hit us up on Discord if you want to how things are progressing firsthand.
Thanks again!