Gloria Victis – Dynamic events, launcher update and a new location! Changelog v.0.5.6 Alpha

Greetings!

A long awaited update has been finally released! Among the numerous gameplay improvements and fixes to various systems, the update 0.5.6 introduces the first version of the dynamic events system, a new location and a new launcher version!

The first dynamic events, which has been placed at the outskirts of Dunfen and Mereley, greatly increase the credibility of the Gloria Victis world – foxes sneak to hunt chickens, outcasts steal supplies and rebels oppress the townsmen. Next events, which will be implemented in the nearest future, will smoothly introduce the new players into the Gloria Victis world helping them to learn the gameplay mechanics and allow the players to affect the situation of the game world.

A new location – fishing docks which can be found West to Mereley – is a first step of the start locations massive rework. The first impression is very important, therefore both Mereley and Dunfen, alongside with their suburbs, will be redesigned in the in the nearest future and filled with the dynamic events.

A new launcher version, on which we have been working intensively over the last few weeks, resolves most of the problems with downloading and updating the game. We hope that thanks to it many of you will come back to the game and check the latest changes!

See you on the battlefield!

CAUTION:

A new launcher version has been implemented – at the first launch of the current launcher it will be updated. When a message “Updating launcher, please wait” will appear, please wait (in some situations it may take up to few minutes – program may stop responding).
Due to the changes in files structure the entire game will be downloaded at the first launch. In case of any problems with launcher (no response for longer time, low download speed) please restart the launcher.

Avast Antivirus tends to verify the launcher repeatedly, causing some problems – we recommend disabling the Avast protection and the DeepScreen function (by default it’s enabled in the Avast settings) for the time of updating the launcher and downloading the game.

Changelog v.0.5.6 Alpha

Gameplay:

– Implemented the first version of the dynamic events system – the test version includes 4 basic events per nation, placed around Dunfen and Mereley, as well as the first events chain of the rebels attacking the suburbs area
– Implemented a new location – the fishing docks East to Mereley
– Refresheded the game graphics – textures, shaders and colour palette
– Added 15 new animation of death for the humanoid characters (player’s one and NPCs)
– Added 5 new iddle animations for the player’s character
– Modified buffs for capturing and controlling the flags – they don’t give bonuses to statistics which affect combat anymore
– Implemented missing recipes for crushed ceramics and porcelain, distributed them in the NPC drops
– Implemented a more restrictive checking of the position of the players’ characters positions and an additional hits detection system

Fixes:

– Fixed an issue allowing to walk on the bottom of the sea by holding block or attack before walking into the water
– Fixed an issue causing a lot of the resources not being spawned in the game world
– Fixed an issue causing that, in some cases, character’s controller desynchronization used to happen after changing weapons using a hotbar
– Fixed an issue allowing to equip numerous lanterns on the same equipment slot, causing a massive performance drop for the other players

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Crowfall: SKILLS FAQ: HOW TO TRAIN YOUR CROW

SKILLS FAQ: HOW TO TRAIN YOUR CROW

We’ve added a new FAQ dedicated to Skill training. For your convenience, it’s pasted below to let you dive right in and save you some mouse clicks. (We’ve also made a few adjustments to the existing Characters & Advancement FAQ based on new information released with the Skills FAQ.)

We’re looking forward to the discussion this new FAQ will spark. Hit the Discuss button at the end of the page to jump into official thread and share your thoughts!  

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SKILLS FAQ

 

 1. WHAT IS A SKILL?
A skill is a representation of a learned ability to do something. For Crowfall, we have chosen to represent this numerically on a scale of 0-200. While the vast majority of skills cap at 100, some are allowed to train beyond that into the Heroic range.

Every skill in Crowfall (i.e. ‘One-Handed Sword Proficiency’, or ‘Cruelty’) maps to a player statistic (‘attack power’, ‘critical hit chance’).

Not only can skills grant multiple stats, but multiple skills can increase the same stat. We have skills that grant increases to multiple statistics; usually these are contained within the Novice and Mastery skills of any skill tree.

2. WHAT ARE THE PROPERTIES OF A SKILL?
There are multiple properties to a skill such as:

  • Type – either a general or archetype skill
  • Tier – a multiplier on the amount of XP required to progress this skill
  • Name – generic and informative for general skills, thematic and witty for archetype skills
  • Description – information about what the skill does
  • Icon – pretty art with a progress bar around it showing how far you have trained in a skill
  • Skill Timer – displays how long until you gain the next point in a skill

3. WHAT CAN A SKILL DO?
Not only can a skill grant increases to statistics, skills can also grant crafting recipes, the ability to use specific types of equipment and even grant powers.

The caveat to this is that since the vessel acts a filter to your crows’ skills, you may have been granted a recipe on your crow that is not useable on every vessel. In some cases, however, you can get around this archetype restriction by applying a discipline rune that re-enables use of that recipe on that archetype.

[Read about crows and vessels HERE.]

 4. HOW DO SKILLS ADVANCE?
Skills advance passively, over-time. We don’t require you to “grind monsters” or repeat simple tasks to increase your skill levels.

A player can use the Skill Tree interface to set a number of his skills to advance. Players will then begin to earn experience points (XP) in the selected skill(s) in real world time – even when they aren’t online.  Every few seconds, skill XP points will trickle into your selected skill(s), giving you increased benefits outlined above and unlocking new skills that you can elect to train in the future.

In effect, your characters keep advancing while you do things like sleep or go to work. You won’t be at a numerical disadvantage versus other players just because they have more time to invest in the game than you do.

Currently, in our Pre-Alpha playtesting, you can only change or set your skill training DURING one of our test windows. This means you have to log into a match with your character(s) to set up your skill training.

When the game launches, the training service will be available to you 24 hours a day, seven days a week, so that you can change which skill(s) you want to focus on in real time.

5. HOW MANY SKILLS CAN I TRAIN AT ONCE?
A standard Crowfall account may train one general and one archetype skill concurrently at any time. A Crowfall account that has VIP status (through the use of a VIP ticket that was purchased, gifted or traded) may train one general and three different archetype skills at any time. (See below for a description of ‘general’ versus ‘archetype’ skills.)

Please note that you have to spread the three skills across three different archetypes; you cannot train multiple skills in the same archetype skill tree at one time. The reason for this limitation is to ensure that VIP status offers more options versus non-VIP, but not more power.  VIP members do not get an advantage in general skills, but they DO have the benefits of having more variety in the archetypes they can readily play.

6. HOW MANY SKILLS ARE IN CROWFALL?

We currently have about 600 skills in the game.  As more features come online, we expect this number to increase to upwards of 1,500 by launch.

7. DO I START WITH ALL THE SKILLS? ARE ANY SKILLS LOCKED OR HIDDEN?
Crows have access to most skills from the moment the account is created – assuming the necessary pre-requisites are trained.

However, some skills have to be found via in-game methods such as looting, crafting and/or winning campaigns. We call these skillsArcane Knowledge. Once an Arcane Knowledge skill has been unlocked, that account (‘crow’) will have access to that skill across all characters (‘vessels’) – subject, of course, to normal vessel restrictions as described above.

8. HOW ARE THE SKILLS ORGANIZED?
Skills are organized using a tree system. These are basically branching sets of thematically-related skills that are set up with a chain of pre-requisites.  Our branching system allows us to create many-to-many relationships between skills. A skill can be unlocked by one skill (A à B), by any one of another set of skills (i.e. A or B or C à D) or even by a combination of multiple other skills (X and Y and Z à A)

Progress through a skill tree can unlock what we call ‘dependent’ (child) skill trees, as well. For example, the Blacksmithing tree can unlock the skill trees Weaponsmithing and Armorsmithing; the Armor Basics skill tree then unlocks the Armor Familiarity skill tree, which in turn unlocks the Armor Competency skill tree.

9. WHAT KIND OF SKILLS ARE CONSIDERED ‘THEMATICALLY-RELATED’?
We tried to apply some (narrative) logic when designing these trees (which can be challenging when you need to create a skill tree for the sorcerous art of Necromancy.)  Basically, we broke down the various steps, stages or areas of expertise that a person might acquire when mastering about a particular area of knowledge (…and the ones that weren’t obvious, we made up!)

As a simple example, the Weapon Basics tree only contains skills that are related to simple weapons. Generally speaking, you shouldn’t find a stealth-related skill inside of the Weapon Basics tree.

10. WHAT KINDS OF SKILL TREES ARE THERE?
Skill trees are divided into two main categories: general and archetype.

General skills are further subdivided into three major gameplay activities:   combat, crafting and exploration.

The skills contained in each tree are what you might expect to find. Skills that are useful across every archetype, weapons and armor skills in the combat trees, crafting skills in the crafting trees and gameplay actions as stealth, harvesting and animal husbandry in the exploration trees.

Archetype skill trees contain specific skills related to each archetype and their promotion classes. Each archetype has a dedicated skill tree, and three promotion class dependent trees that allow further class specialization.

11. HOW CAN I TRAIN IN A PROMOTION SKILL TREE?
Archetype promotion skill trees are accessed once you meet the requirements of the base archetype. (For example, to train in theCrusader skill tree the player must first train X amount of skills in the parent Knight skill tree.)

12. DO I GET CREDIT FOR CONFESSOR SKILLS THAT HAVE BEEN TRAINED WHILE I AM PLAYING A FROSTWEAVER?
Archetype skills and class promotion skills ONLY apply to the current vessel, as this is a representation of your skill within that archetype.  You do get the benefit of these skill gains across EVERY character you play of that archetype – skills gains are account-based, not character specific!

13. DO I GET CREDIT FOR KNIGHT SKILLS THAT HAVE BEEN TRAINED WHILE I AM PLAYING A CRUSADER (A KNIGHT PROMOTION CLASS)?
Yes, since Knight is the parent archetype of Crusader, you get credit for all Knight and all Crusader skills trained.

14. HOW ARE MY SKILL LEVELS COMPUTED FOR EACH OF MY AVATARS?
Every account has a “crow form”, which is the immortal spirit associated with that account. Skills are gained by the “crow” and these skills are inherited by every “vessel” (characters you possess/play). For details on crows and vessels, check out the FAQ HERE.

Note that when you decide to play a character, your skill levels for each skill will be capped to the skill max for that vessel. While you might retain the memory of the acrobatic prowess that you had in your previous life as an Elven Frostweaver, you won’t get (all) of the benefit of that knowledge when you possess the body of a Centaur Legionnaire.

This skill max calculation is the result of (the base vessel quality) + (advantage and disadvantage runestones applied to this vessel) + (disciplines runestones applied to this vessel).

Detailed examples:

Your crow has One-Handed Sword Mastery trained to 200. When you enter a Knight vessel, this skill is reduced to the Knight’s maximum of 100 One-Handed Sword. You add the Blademaster discipline, which raises your Knight’s maximum in One-Handed Sword skill by 25. Your skill total when playing this vessei is now 125.

Your crow has Crusader Proficiency (a skill found in the Knight’s Crusader promotion skill tree) trained to 52. When you enter a Crusader vessel, this skill remains 52 since the Crusader’s maximum of 100 Crusader Proficiency is not exceeded. You set your passive training to start training this skill. When you login, you will see this skill increase as a result of passive training. This will continue until the max of 100 is reached, at which point you can elect to train a different skill or continue training the skill, in which case you would need to also apply a runestone to this vessel to increase his max and see the benefit of your continued training.

15. HOW WILL MY CHARACTER BE UNIQUE IF WE CAN TRAIN ALL THE SAME SKILLS ON THE CROW?

While each player will be able to train the same skills at the crow level, the sheer amount of time and number of branches that a player can explore on each skill tree will cause crows to be dramatically different.

When you factor in all the different elements that can be applied or customized—passive training, advantage & disadvantage runestones, class promotions, vessel quality, disciplines runestones—the result is staggering.  We expect an extremely wide variety of both vessels and playstyles.

H1Z1 IS SPLITTING INTO TWO GAMES, LANDING ON CONSOLES THIS SUMMER

http://massivelyop.com/2016/02/05/h1z1-is-splitting-into-two-games/

Daybreak has just announced that H1Z1 is splitting — “evolving” is the precise word — into two games.

H1Z1: Just Survive is a persistent, open-world zombie survival game.
H1Z1: King of the Kill is a high-intensity last-man-standing shooter.

Players who purchase H1Z1 on Steam until February 16th — including people who already ownH1Z1 — will get both games. Beginning on the 17th, each half of the game will cost $19.99 on the platform.

Existing crates, keys, and items will be duplicated across both games. As originally intended, Airdrop tickets will be useable in H1Z1: Just Survive and Event tickets will be usable in H1Z1: King of the Kill. If you have items on the Steam Market, they will be returned to your player inventory, and post-split you can relist them for sale under the correct game title.

So what the heck is Daybreak up to?

The more we developed this game with you, our community, the more we realized that in order to fully support both aspects of H1Z1, and their respective players, we needed to make them their own stand-alone games supported by their own dedicated development teams. Many players in the community have been discussing splitting the game and we’ve heard you loud and clear. We want to make sure we give both titles the support they need and deserve to truly flourish.

So, we’ve decided to do just that – we’re excited to announce that the survival game will now be called H1Z1: Just Survive, with a renewed focus on truly delivering a persistent, open-world zombie survival experience where scavenging, crafting, and base building are the difference between life and death.

We’re also excited to announce that the fast-paced shooter comprised of multiple, fight-to-the-death game modes, including Battle Royale, will be called H1Z1: King of the Kill (KotK).

Both games will be early access, buy-to-play games, but Daybreak says it expects them to launch fully this summer when they launch on Xbox One and PS4 as well. The company notes it has no plans to make either game F2P.

Mortal Online: Magic Development Update 5

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Magic Development Update 5

Progress update

Howdy community!
Time for another progress update.
We are still working on the new magic school, the first 2 patches have gone out to the test server and they have had a chance to test the new Etherworld and all of the new features we have built.
Naturally the first patches come back with a whole bunch of issues and we are now sorting them out as well as creating new effects, sounds, etc for spells.
We have however gotten most of the new 2D art done and today we will show you what scribing looks like as well as talking about some of the new spells that come with spiritism.

Scribing

Scribing is a new secondary skill with no parent.
It’s used to move scrolls into spellbooks by completing a small mini-game.
Here’s what the mini-game currently looks like:

You will need to draw the shape (this shape is randomized) before the time in the hourglass runs out and without making too many mistakes to successfully write the spell into your spellbook.
In the future we are planning to build upon this skill and extend it so that spells can be written from spellbooks too scrolls and then sold. This however will come in a future update to the game.

New Spells

Here are some of the new spells spiritism will bring to the game. Please note that both their names and usages may change before release.


Etherworld Portal
This spell is cast on a target. If the target is in the Ether a portal will open that will lead to the world of the living. If it’s cast on a person that is living the portal will lead to the Ether.
When you enter the Ether using a portal you will drop everything you carry (just like if you died) but not Spirit Boxes.


Expel Spirit
This spell is a buff that is cast on any target.
If a player gets the Kau of a player or spirit down to below 0 then that entity is banished.
Banished spirits will be collected in spirit boxes, depending on the strength of the spirit the amount you get will differ.
Banished players will be automatically moved to the nearest priest and resurrected.


Transcendental Seance
This spell will try to draw out lost spirits from the Ether.
If successful a spirit will appear that you can then battle in the Ether and finally use Expel on to catch in you spirit box.
Depending on your location the spirits can be large and strong or tiny and weak. So it’s important to try this out on several locations to find the best spot to collect spirits.
Some spirits will be so strong that it requires more than one spiritist to catch them.


New Icons
The two spells you currently have currently work the same way they do today but have had their icons updated to give the school a unique and more unified look.

Lore
Mats has spent some time writing down some of the lore regarding the Spiritists and The Ether (not in advanced Swedish).
This Lore will be released to you guys at a later point we just wanted to inform you that it’s coming.

That’s all

Note that all the information here is still information from systems that can change, some even drastically.
We would love to hear you thoughts on this so please leave all your feedback on the official forums!

INDIE RUSSIAN AIRSHIP SANDBOX LUCKCATCHERS IS ON STEAM GREENLIGHT FOR VOTING

http://massivelyop.com/2016/02/03/indie-russian-airship-sandbox-luckcatchers-is-on-steam-greenlight-for-voting/

For reasons which remain shrouded in mystery, there are still very few games in which players take control of airships simply as a matter of course. LuckCatchers is one of those games. The Russian indie sandbox is up on Steam Greenlight right now for voting, with the obvious hope being that people will vote it into getting support and players will then enjoy flying about while informing all of their friends to do so as well.

What’s the game actually like? The game’s page describes it as a fully open-world sandbox complete with a player-focused economy and a variety of different open skill options for players. The video down below just shows a whole lot of flight and a large number of things designed to force flying things to crash. If you like either of those things, it may merit a look.

Source: Steam via Reddit