Release 4: Difference between revisions

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{{Under Construction}}
{{Under Construction}}
March 20 - ?, 2014<ref name=eas>Early Access Schedule, https://www.shroudoftheavatar.com/forum/index.php?threads/early-access-schedule.3875/</ref>
March 27 - 30, 2014<ref name=eas>Early Access Schedule, https://www.shroudoftheavatar.com/forum/index.php?threads/early-access-schedule.3875/</ref><ref name=easv2>Early Access Schedule: Update r4-r7, https://www.shroudoftheavatar.com/forum/index.php?threads/early-access-schedule-update-releases-4-7.8124/</ref>
*[[Hidden Vale]]: A hidden island north north east of the mainland with numerous biomes to explore via the overworld map system
*Performance Optimizations: Introducing multiplayer in Release 3 exposed some performance issues that needed resolution sooner than later. To that end we are making this a top priority for Release 4 so more players can enjoy the game. Giving this the time it needs requires us to both move the date for Release 4 out by one week and to move much of the combat work we had originally planned out to Release 5 and beyond.
*10 Hidden Vale Scenes: With the opening of the overworld, we need something to do between the cities so we will be turning on the first 10 scenes including wilderness, caves, and dungeons.
*Overworld Map System: An initial version of our dual scale navigation system will launch and players will use it to navigate between towns and adventuring areas.
*Combat / Magic: Those first 10 scenes might have stuff in them, so we’ve decided we should give you a way to fight back! A wide array of combat and magic skills, along with the ability to assemble these skills into decks, will now become available.
*10 Scenes: The [[Hidden Vale]], a hidden island north north east of the mainland, will be complete with 10 scenes including towns, wilderness, caves, and dungeons.
*Advancement and Skill Trees: Players will start earning experience points for fighting, crafting, and questing. This will lead to level increases and skill points which can be spent to learn new skills or improve existing skills.
*Combat: Those first scenes will have nasty beasts in them, so we’ve decided we should give you a way to fight back! This first release of combat will be extremely simple and focus just on auto swing using your equipped weapon. Death will also be kept simple for now: you will auto resurrect at your death location after a short time interval.
*Quests: Players will be able to participate in quests that will send them around the world and even change game state in the scenes based on quest flags. Testing this early is important because our quest system operates differently than the current standards (e.g. no exclamation points or convo trees).
*Quests: Players will be able to participate in quests that will send them around the world and even change game state in the scenes based on quest flags. Testing this early is important because our quest system operates differently than the current standards (e.g. no exclamation points or convo trees). As a stretch goal we will also provide the first version of the journal.
*Loot: Creatures and quests will generate loot including gold and resources.
*Loot: Killing those nasty creatures you encounter and quests will generate loot including gold and resources.
*Crafting: Resource Gathering will be added to crafting including resource nodes placed in the world. Item wear begins happening and in turn, Repair will now be available. Item enhancement will now also be possible, allowing upgrading of items to more powerful versions. On top of all that, more recipes will become available
*[[Crafting]]: Resource Gathering will be added to crafting with resources appearing in the world. More recipes will also become available
*Player Housing: The housing system will be relaunched with persistence in the online space. Housing choices will now be based on backer level, add on purchase, or what can be bought in the game. Waterfront housing will also come online.
*Player [[Housing]]: The housing system will be re-launched with persistence in the online space. Since we are still on the small island of Hidden Vale there are not yet enough lots to go around. To continue to allow everyone to try out player housing the ownership of the lots will cycle every hour or two
*Wearable Dyeing: Clothing and Armor will now be dyeable
*Parties: We will continue to expand our social systems by adding a Party system so players can group together and adventure.
*Swimming: Jumping was just the first step to giving players a much greater feeling of movement freedom. In R3, players will be able to swim along the surface of the water. Like jumping, swimming will eventually be governed by game systems like encumbrance and focus.
Mac/Linux Patching: No longer will you have to download a full executable whenever we release a new patch. Mac and Linux versions will patch just like the Windows version.
*Social Systems: moved to [[Release 3|R3]]
*Swimming: Jumping was just the first step to giving players a much greater feeling of movement freedom. Like jumping, swimming will eventually be governed by game systems like encumbrance and focus.


== See Also ==
== See Also ==

Revision as of 20:56, 1 March 2014

Template:Under Construction March 27 - 30, 2014[1][2]

  • Performance Optimizations: Introducing multiplayer in Release 3 exposed some performance issues that needed resolution sooner than later. To that end we are making this a top priority for Release 4 so more players can enjoy the game. Giving this the time it needs requires us to both move the date for Release 4 out by one week and to move much of the combat work we had originally planned out to Release 5 and beyond.
  • Overworld Map System: An initial version of our dual scale navigation system will launch and players will use it to navigate between towns and adventuring areas.
  • 10 Scenes: The Hidden Vale, a hidden island north north east of the mainland, will be complete with 10 scenes including towns, wilderness, caves, and dungeons.
  • Combat: Those first scenes will have nasty beasts in them, so we’ve decided we should give you a way to fight back! This first release of combat will be extremely simple and focus just on auto swing using your equipped weapon. Death will also be kept simple for now: you will auto resurrect at your death location after a short time interval.
  • Quests: Players will be able to participate in quests that will send them around the world and even change game state in the scenes based on quest flags. Testing this early is important because our quest system operates differently than the current standards (e.g. no exclamation points or convo trees). As a stretch goal we will also provide the first version of the journal.
  • Loot: Killing those nasty creatures you encounter and quests will generate loot including gold and resources.
  • Crafting: Resource Gathering will be added to crafting with resources appearing in the world. More recipes will also become available
  • Player Housing: The housing system will be re-launched with persistence in the online space. Since we are still on the small island of Hidden Vale there are not yet enough lots to go around. To continue to allow everyone to try out player housing the ownership of the lots will cycle every hour or two
  • Parties: We will continue to expand our social systems by adding a Party system so players can group together and adventure.

Mac/Linux Patching: No longer will you have to download a full executable whenever we release a new patch. Mac and Linux versions will patch just like the Windows version.

  • Swimming: Jumping was just the first step to giving players a much greater feeling of movement freedom. Like jumping, swimming will eventually be governed by game systems like encumbrance and focus.

See Also

References