Update 41: April 2024
Hi all!
We’re back to a relatively normal production rhythm now that the dust from the Early Access Announcement has settled and the year is truly in full swing.
We’re happy to announce the addition of several new members:
Tom/Blink - Tom’s a video editor & motion graphics professional irl who reached out to us to help with videos (see below)
Jason/FyreFlyte - Jason was a designer on EverQuest 2 for around 11 years, and has worked on other MMOs in-between and since. He joins us on the design side with a focus on systems
Mike/Thornel - Mike is a freelance 3D artist from Poland who has come on board as an environment artist
Nate the Intern - Nate is one of Padas’s students who is hopping in this summer to help us with prop creation
We’d also like to mention that we’re planning to host another free public playtest at the end of June. We’ll likely have one or more stress tests between now and then. Who knows, this might even include a quick session during a stream - so be sure to be ready.
For more specific dates and details, keep an eye on our Discord for more information. Use our Notifications Setup there to ensure you don’t miss any updates.
That’s it for announcements - here’s the update!
Blink (mentioned above) put together a quick montage video of some of our progress to date.
Concept Art & UI
Armor Concepts
Some Mount Concepts
A Few Weapon Concepts
Began concepting animated 3D class icons
Item Icons and other UI work
Character Art
Worked on Sand Giant
Model complete
UVW complete
Texture in progress
Worked on Wolf
Model complete
UVW complete
Texture in progress
Iteration on Wood Elf Male
Animations
Wood Elf rigs
Wood Elf animation tests
Finishing up Orc animations
Additional Ogre Female animations
Additional Halfling animations
Environment Art
Fallen Pass development continued
Glass Flats work continued
Fang Guard Keep and surrounding ruins
Bone Field
Bandit Camp
Cultist Chasm
More Crystals
Necronaut Citadel
Added lightning vfx and sound to rain weather, tied to rain intensity
Added a new and more intense rain effect
New prop sets created - Bottles & Campsite
Audio & Music
Separated Thunder sound from Rain - Created new Thunderclap and Rolling Thunder sound events
Archery sounds (Bow Draw, Shot, and Impact)
Upgraded Jackal sounds
First pass on Dragon, Evil Eye, and Orc combat sounds
More Sword Clink variations
Design
Content
Keeper’s Bight mapped
Level adjustment on certain spawns in Wyrmsbane
Modified Bone Construct encounter
Tel Ekir Monster City first pass completed:
Added all class and profession trainers as well as appropriate merchants
In total, over 200 NPCs added
Several named mobs added throughout the zone
Tel Ekir Bloodynose goblins population adapted and extended
Glass Flats Base Pop updated; new POIs/Camps added
Sungreet Strand Quarry Population & Quests started
Shaman starter quest part 3 simplified and adapted to be more in line with expected player level
Itemization
Backpack storage capacity increased from 8 to 10 slots
Satchel storage capacity increased from 6 to 8 slots
Pouch storage capacity increased from 4 to 6 slots
Small Fieldpack storage capacity increased from 2 to 4
Traits
Halflings can now properly select Infravision
General Abilities
Auras are now Innate Abilities
Gate now has a cooldown of 8 seconds
Bard
Hymn of Inspiration moved from Level 8 to Level 16
Hymn of Inspiration mana regeneration changed from 1 (L10) to 15 (L60) to 1 (L16) to 15 (L60)
Cleric
Holy Fortitude HP Buff Line rebalanced to grant less HP overall
Druid
Woodskin AC Buff Line rebalanced to grant less AC overall
Elementalist
Reduced damage of Elemental Pet nukes and increased cooldown
Air Elemental Pet's Rush of Air aura proc effect now only procs off Main Hand Attacks
Fount of Mana mana regen reduced from 1 (L1) to 6 (L60) to 1 (L1) to 5 (L60)
Water Shield movement slow increased from 25% to 30%
Filled out the rest of the Manastone Line with: Summon Lesser Manastone, Summon Manastone, Summoner Greater Manastone, Summon Exceptional Manastone
Enchanter
Tranquility moved from Level 8 to Level 12
Memory Fog cast time reduced from 3 seconds to 2 seconds
Necromancer
Unholy Bulwark moved from Level 8 to Level 12
Mana Surge moved from Level 12 to Level 8
Filled out the rest of the Healthstone Line with: Summon Lesser Healthstone, Summon Healthstone, Summoner Greater Healthstone, Summon Exceptional Healthstone
Rogue
Ambush now properly requires Stealth
Ambush combat text fixed
Swift Strikes duration increased from 30 seconds to 1 minute
Added Ability: Low Blow
Shadow Knight
Unholy Bulwark moved from Level 19 to Level 28
Tech
Fixes
Lighting and water changes
Fixes to swim volumes
Client inventory refactor
Extended sunset/sunrise
Fixes to navigation and AI
Rebalanced NPC Hit Points
Damage and AC rebalances
Resist refactor: partial resists implemented
Threat refactor: sit, low health, and taunt aggro
Huge server-side optimizations
Fixed weapon damage abilities
Hide mana cost and range on ability descriptions when they are zero
+3 levels always con red
Health/mana regen from items no longer give you regen if you are hungry/thirsty
No longer reduce speed based on low dex values - rely entirely on health percentage for that
Converted pet control ui to new framework
Removed /rewind cooldown for gms
Fixed melee haste and spell haste from items being ignored
Fixed null ref when clicking a pet ability that doesn't require a target when the pet has no target
Fixed abilities like shoot not consuming reagents (such as arrows) when the ability misses
Fixed /pet back command when your last command was not attack sometimes sending him to the wrong stay/follow state
Fixed issues with network position interpolation (smoothing out player and npc movement)
Fixed harvesting animations not ending when harvesting is complete (RIP crazed axe wielding goblins)
Refactor and cleanup of character controller code
Added
A new system for replacing lights with "imposters" at distance was added. This improves performance while mitigating the visual impact of disabled lights
Players will now kneel when looting
Added Fullscreen and Resolution graphics settings
Added Stance / Aura bar. This holds certain "always on" toggle type abilities that won't need to be memorized, and shows which of them is active via an animated effect
Sitting NPCs benefit from increased health regeneration
NPC mana calculation now uses highest of wis/int instead of just int
Added /immortal command for gms - can't drop below 1 health
Added /pet get lost and /pet go away aliases for dismissing a pet
Added confirmation when dismissing pet, and a setting to disable the confirmation
Added dismiss button to pet UI
Added the name of the ability to resist messages.
Added "requires target to be in a group" to ability information.
Added low on food and low on drink messages.
Added pet sit functionality and added buttons to pet control interface
Experimenting with deterministic indoor volumes
Implement more dynamic weather
Server-side deep combat logs for balancing purposes
Aura/Stance Bar Added
In Closing
We’ve got a few things that are still in-progress/not ready for prime time that weren’t shown above, but you can likely get a peek on the livestreams before they hit the next update.
As you can see above, we’re steadily driving things forward with our Early Access timeline in mind.
And as always, if you want to support us: spread the word!
Point people to the links below:
See you all in the next update!