Update 29: Feedback & Preparations
Hi all!
The big theme from last month involved our focus on the Friends & Family testing that we kicked off at the end of the year. Read more about that in last month’s update.
The testing has continued and we’ve stayed busy reacting to the feedback. While that’s been going on, we’ve also been steadily working on the assets, pipeline, and other changes needed for our Proof of Concept.
Our current goal is to get the game to a state that we’re comfortable showing during the Public Stress Test.
This test will be a very early in development look at the game, in which our focus will be technical stability.
It’s risky, because it’ll give everyone a firsthand view of the game as it is now, and not everyone will be able to frame their expectations accordingly - but the hope is that we’ll get technical information that’ll save us development time in the long run.
Our target for that is the end of March, but we’ll update everyone via the livestreams and Discord, should we need to push it until later.
Fingers crossed, and maybe we’ll see you in game before the next update.
Character Art & Concepts
Added a new artist to the team (more on that below)
Reorganized the player system, human male model, UV layout, and textures
Developed two Armor Prototypes for the new system
Modeled and implemented the Wererat
Small update to Horse model/texture
Mob & NPC Concepts
Weapon Concepts
Environment Art & Concepts
Continued developing the Sagesyde district
Continued building out interior spaces along the waterfront
Roughed out ideas for the Northern Newbieyard
Boundary Pass for Night Harbor and Shaded Dunes (seen below in fuchsia )
Water Volume fixes in Night Harbor and Shaded Dunes
Created ladder prefabs, and replaced many of the old ladders in Night Harbor
Created a new Concept for the Goblins’ Heap
Game Design
Content
The Lost Traveler in Shaded Dunes is on hiatus for now. He (and maybe others) will return later
The Frottage portion of Elrind’s quest now accepts “/rub carvings” as well
Typo fixed in Guard Jeskal’s dialogue
Jacobin’s quest text regarding necklaces at each stage should be clearer
Fixed exp exploit in Spellblade quest
Fixed some pathing errors linked to revisions to the city layout
Chompers feedback loop fixed. Chompers is now unique
Quartermaster now mentions the bounty quest if asked
Diseased Blood drop rates increased (for now)
Quest requiring Snake Poison and Venom Glands, now all take Venom Glands
Many existing starter notes updated for clarity
Buckmarr's list has been updated for clarity
a Wandering Ghoul's spawn rate has been adjusted
Multhele Root has been modified in several ways
Inquisitor quest instructions should be clearer
Old Rankle now mentions the bounty quest if asked
New secret cooking recipes
New cookbook added, dropped from particular enemy npcs
Itemization
Bucklers are no longer considered “small” items
Ornate Cultist Lamp shines a little bit brighter
Giant Fire Beetle Eyes can now be equipped appropriately
Blessed and Giant Fire Beetle Eyes now emit light as intended
Spell and Trade Skill (and a few other) Vendors should now buy back the items they sell
Aashir’s Journal’s description has been updated to reduce confusion regarding slots
Adjusted weight for Chain and Plate armor equipment
Fixed class requirements on certain Chain armor sets
Adjusted weight of all Robe items
Tomb of the Last Wyrmsbane
Several named can no longer have certain status effects such as Mez, Charm, etc. applied to them
Sungreet Strand
Added some placeholder base mob population
Vale of Zintar
Adjusted and added to placeholder base mob population
Abilities Changes
General Abilities
Most 40 Meter Range Abilities have been reduced to 30 Meters
Archer retains 40 Meter Abilities
All 20 Meter Range Abilities have been reduced to 15 Meters
NPC Shoot now has a cast time and cooldown of 2 seconds each
Flameburst damage reduced from 5 (L1) to 7 (L4) to 4 (L1) to 7 (L4)
Noxious Deluge damage reduced from 3 (L1) to 7 (L4) to 3 (L1) to 6 (L4)
New Abilities: Conjure Food and Conjure Drink
(Back) Stab, Round Kick, and Targeted Shot max damage variance reduced from 450%/400%/400% to 400%/350%/350%
Mind Surge can no longer be casted on yourself and now has cast messages
Archer
New Ability: Deadeye (Level 2)
Bard
Redesigned. More work on this to come.
Siren's Call now properly charms (hotfixed)
Songs now work while sitting
Druid
Moonflame damage reduced from 4 (L1) to 7(L4) to 3 (L1) to 6 (L4)
Elementalist
Pet abilities Elemental Fire and Bolt of Water damage changed from 225/175 Damage (L60) to 125 (L60)
Fire and Water Pets do 50% less physical damage and are now Wizard class
Earth Pets do 25% less physical damage
Air Pets are now Monks
Enchanter
New Ability: Runeskin (Level 12)
Necromancer
Blood Pact is now beneficial and self casted only
Shaman
Malady now correctly does 3 Damage Per Tick, up from 2
Consume now only works on yourself
Healing Spores line now has a 30 Meter Range, up from 20 Meters
Spellblade
Can now use Shoot (Archery)
Tech
NPCs no longer attempt to cast buffs on friendlies if the target already has a more powerful buff
Fix for charmed pet not re-aggroing former master after charm fades
Fixed issue where current target became bugged if you had a charmed pet targeted when charm faded
Gnomes have returned to character creation menu
Bard song target now maintains the target even if you change targets. The song will continue to be sung against the initial target at the time the song was started.
Bard songs now end if the song can not affect the target (song target dies, goes out of range, etc)
Fixed an issue where bard song target rules were being applied on songs that didn't require a target
Fixed an issue where bard song skill-ups could happen even if the song didn't affect the target (out of range, etc)
Now when opening the ability book UI, if the character has a spell book equipped it will default to it (rather than innate abilities)
Fix for looting item from NPC corpse showing "your" corpse
Removed some GM command from being displayed in normal player help message
GMs can now summon players from any zone
Chat messages for activity (abilities, hits, misses, etc) by NPCs and other players can now be filtered separately, so you can have them in different chat windows
Fixed an issue where you could single pull mobs with abilities that missed
Fixed an issue where if a player died while disconnected and re-connected fast enough, they would be stuck forever as a corpse
Added support for NPCs to be defined as having mez or stun immunity
Player name plate size and color has been adjusted
Fixed sound for procs and instant cast abilities
Fixed pet not defending player when the player is hit by a NPC's harmful ability
Pets will now assist the player on player's melee/ranged auto attacks
Receiving items when trading with a player can no longer overflow to your cursor. So you must have enough inventory space now.
Various fixes around our new database transactions with player trades
Bugfix: spell haste not working properly
Display lore blurbs with any random background during loading screen
Prevent players from logging into the same world with multiple game clients
Logging into the game world will now not instantly kick out other characters of the same account, preventing instant escape exploit
Attachments added to the dressing room functionality
Generate DB string for dressing room functionality, better doll loading logic
Bugfix: playing chest close sound effects at the incorrect times
Bugfix: Allow players to connect to another server when a server goes down without having to restart the game client
In Closing
As mentioned above, this month we also welcomed Patrick (vgfx) to the team. We’ll get a bio added for him on the Team page, but for now:
Patrick is a senior character artist within the games industry, who has also worked on MMOs in the past. He brings close to 20 years of experience with him, and has been following the project for quite a while now. We’re excited to have him on board!
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So, to wrap things up - we’ll continue to be focused on driving towards a public playtest this month. You can follow that progress via our new Twitch category and the VODs we post on YouTube.
Join the Discord and Mailing List if you haven’t already. And we’ll get word out on the upcoming playtest as soon as we know more.
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Thanks again for reading this far and for being a part of the community!