Update 30: Stress Test Info & March’s Progress
Hi all!
We said last month that we were hoping to have a Public Stress Test by the end of March.
After running through the feedback and issues from a recent Friends & Family Stress Test, we’ve decided to push the public test until the end of April (28-29th).
We’ve posted more information about this in our Discord, so we hope you take the time to swing by and read the rest of the details.
Again, check our Discord for more info on the upcoming stress test.
As I type this, over 800 people have expressed their interest in trying to smash our servers that weekend, so… well… it may end up being chaotic, but it’ll be a fun milestone either way.
And until then, here’s some data we’ve pulled from our Friends & Family Testing.
And so… while the upcoming Stress Test has been a big focus for design and tech, we’ve also got plenty of other work done, and a ton of new art to look at. Enjoy!
Character Art & Concepts
This month we completely rebuilt the character texture loading system. Ali revamped the tech and the art team prepared new human male model and textures, and also transitioned a bunch of old textures to the new system.
Also:
We can tint everything with color gradients now!
New faces, facial hair, and armor sets added
Hair and facial hair still a work in progress
Updated textures to match the new UV layout
Created a new shader for the fire elementals
Reworked Ghost shader to work with both the new lerped gradient texture system, and diffuse textures
Human Male nipples added (Happy Birthday, Shawn!)
Saber Model added
Dragon Shield added
Backpacks can now change colors
Pouches can now change colors
A note from Goblin regarding the Concepts Above:
“I wanted to include this to give context to our new armor system and how it affects concept art.
Each gear slot has a maximum of 3 different colors we can apply to the piece of gear. It's enjoyable for me to problem solve what 3 colors gets allocated to what gear slot, but it also pushes some nice repetition, and complexity to the designs.
Take for example the torso slot. It overlaps the shirt slot, so we essentially have 6 possible overlapping colors on that one area. This only gets more complex when mentioning shoulders and capes, which can share the shawl space.
Zukan and Patrick (vgfx) were incredibly prolific in their desire to simplify the system we had - and this revealed a manageable complexity to our armor system, while also offering more novelty in the designs.”
Audio & Animation
Ocean sounds tweaked
Floating Dome sounds added
Shaded Dunes music and sound effect setup
Merchants now have music
Crocodile movement sound fixed
Rat and Ashira footsteps quietened
Added new human animations
Idle animations for Ghoul, Wererat and Ogre
Environment Art & Concepts
Night Harbor
Northern Newbie Yard revamp gray boxed complete
Sage Side continued updates
Night Harbor Nav Mesh Optimization
Various geo fixes / adjustments across the zone
Rough lights added through Night Harbor to help with night time navigation
Fishing Volumes Added
Exterior block-out of Mirthful Djinn (Inn)
First pass on the "Elemonkalist" Guildhall and adjacent cavern
Collaborated on first pass of Yuum & Gyffre statues with Goblin
Completed interiors for the majority of Twilight Harbor buildings
Modelled props based on concept art for the Elementalist Guildhall
Wyrmsbane
Fixed invalid vert issue causing black screens in the antechamber wing
Fixed light triggers in Elite tomb area
Fixed an issue causing max shadow count to be reached in certain rooms, causing shadow flickering
Game Design
Content
Northern Newbieyard has been updated
Rogue starter quests have been added
Completed initial quest writeups for the rest of the class guilds
Began implementation of the remaining first stage newbie quests
Various Night Harbor population adjustments
New Zone MUD interactions
Began deity lore expansion
Itemization
Tattered Cloth Robes can now be broken into scrap
Tattered Cloth Robes can now be upgraded to Patched
Patched Cloth Robes should work properly now
Fine Cloth items that wouldn’t sell should now sell to Cloth merchants
Cheikho in the hunter camp now returns home after combat
Paladin Merchant no longer sells dispel and abolish magic
Bronze Bar added
Copper Bar trivializes at 25 Smelting
Rusty Bronze renamed Corroded Bronze
Mob Abilities
Snake Kick is no longer also an Interrupt
General Abilities
Skeleton Pet damage reduced by 25%
Added Conflagrate, Flames of Eth, Fires of Eth
Added Life Duct, Life Flume, and Exsanguinate
Various Abilities now have higher mana costs and cast times
Archer
Auto Fire now shares a cooldown with Auto Attack
Targeted Shot is now Instant Cast
Beastmaster
Rat Pet melee damage reduced by 25%
Druid
Added Flames of Eth-ehm, Fires of Eth-ehm, Embers of Eth-ehm
Elementalist
Fire and Water Pets now have 40% less HP
Air Pets now have 10% less HP
Rogue
Swift Strikes can no longer miss and is now self targeted
Shaman
Fixed an issue with several Shaman Slow spells that were not properly applying their debuff
Tech
Completely new Character Controller
Completely new model loading process
Ranged weapons now have models and are visible when you use ranged attacks
New faces for Human Male integrated
Positional update and Sphere of Influence fixes to support more players in close proximity
Added command /chatfontsize which configures the chat font size
Fix for using /place <object> with an item in the cursor
Follow-up fix for cross-zone GM summons, actually fixed this time
Corpse model loading is now rate limited, to prioritize other loading entities first when there are many corpses around
Support for teleport volume sound
Improved group pet frame UI functionality. Added support for multiple pet frames, and auto-layout
Code architecture improvements
Fixed some issues with party invite / rejection logic and UI
Fixed some issues with party frames when members are in different zones
Added resizable chat window functionality
Added better support for user settings with dropdown UIs
Added right-click option to reset a single UI element
Fixed an issue with the chat window in large resolutions
Fixes
Bards can skillup their music skills again
Pet AI won’t error out if its master is missing
Fix targeting issue on charm dropping
Fix charm pet aggro on charm fade
NPC AI awareness of buff overwrites, will not attempt to cast a buff that will not stick
Zoning in while pet is already summoned no longer breaks UI
Can no longer bug mobs on corners
Party fixes
Fix party frames for players in other zones not showing player name
Corpses should no longer clog up the model loading pipeline
Teleport sound triggering adjustments
Changes
Skill gain rates adjusted
Tradeskill success chance rates adjusted
Trivial combines will let you know they are trivial
Add a cooldown between melee auto attacks and ranged auto attacks
More advanced pet bars, auto arranging group UI with pet bars, UI support for multiple pets
Add ability name to cast bar
Client saving optimizations
Music states for better audio immersion
In Closing
Last but not least:
We’ve had the pleasure of adding another member to the team again this month!
Brandon (“First” in Discord/game) will be supporting us on the design side of the house. First’s contributions during Friends & Family testing and subsequent discussions we had on topics like worldbuilding, lore, and design in general, made it a no brainer to ask if he’d be interested in working with us.
We’ll get a bio up for him on the Team page soon.
~~~
Obviously, we’re going to be very focused on preparing for the stress test at the end of the 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.
~~~
A massive thanks for being a part of the community!