News

The SECOND Run of Closed Beta Tests (Wave#1) is Ending Tomorrow

09.03.2017
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Hey feudalists!

The second test run of wave #1 is coming to an end. You guys have all been great and such a big help, thank you for participation!

We have received numerous reports and gathered a lot of data during the run and are now taking the time to process everything and fix any issues.

We were aware of the connectivity issues that haunted a number of you, and we are seriously sorry that some of you had a pretty hard time connecting to the servers, so thank you for being so patient and be aware that we’re taking this downtime to resolve these issues!

This test run will end tomorrow (10.03.2017) at 3:00pm UTC. We are expecting the downtime to be at least one month before the next - third - test run.

We know that it is a rather long time, and that of course you guys want the servers to remain open, but in order for us to smooth the bumps out and improve, fix and tweak, we do need to close them. 

Thank you again for being so patient and understanding - keep checking back for updates and information!

- The team

Private claims and fixes (0.7.6.0 (MMO))

07.03.2017
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Hey everyone,

In this patch we’re presenting you with an almost fully working private claim functionality. Please, spend the couple of days that are left in the current closed beta to test this mechanic thoroughly.

About the beta test run duration itself, we plan to end it this week after few days of private claim tests. We will make an announcement 1 day before we will shutdown the servers.

Patch notes (ver. 0.7.6.0 (MMO)):

New features and tweaks:

  • Implemented personal claim functionality. These claims can be established both inside and outside of a guild claims and should be able to protect your property from any damage in a similar manner as guilds claims do.
  • Implemented a new object selection algorithm, that should increase your game performance slightly, especially in an area with a lot of objects and trees

Bug fixes:

  • Fixed a server crash with the barter window
  • Fixed a deadlock that happened on some clients while connecting the server
  • Some other minor crash fixes and optimizations

- The Team

MAJOR Overhaul and update (Part 1) (0.9.6100)

07.03.2017
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Hey villagers!

The development process is not as easy of a task as it might initially seem at the first glance! Sometimes, thousands of hours of development that are done behind the scenes may result in something that is not that obvious and easy to notice by you guys. However, these things are vitally important for the stability, performance and future features of the game - so thank you for being so patient!

In this patch is the first part of a major game code overhaul, which is aimed to drastically increase the stability and performance of the game. The second part of this update is hopefully going to be out in about two weeks, to complete this very important update.

Patch notes (ver. 0.9.6100):

New features and tweaks:

  • Major overhaul and optimization of terraforming, AI, scripts and pathfinding subsystems of the game
  • Multiple additions to the modding and scripting subsystems. Modders can now create new buildings, UI elements and even debug scripts
  • You can rotate and place buildings freely now with free rotation angles and automatic terrain smoothing under buildings
  • New terraforming tool allows you to set a height for terraforming flattening
  • Pinned UI windows will now be saved
  • Building window can now be minimized
  • Starting zone is clearer now for an easier start
  • You can block alcohol usage in resource windows now. The same way you block other resources
  • Villagers will eat honey in the same way as other food products
  • Added new grass, environmental props, farm crops, roads and other object textures and model content

Bug fixes:

  • Farms and orchards drainage action has been fixed and works properly now
  • Fixed a bug that would properly restore your game when resuming a PC from sleep mode
  • Fixed invisible mules that allowed for villagers to move resources without them
  • Fixed an issue with toddlers dying and disappearing if they are left without a house (in case of a fire, for instance)
  • Fixed a bug, which caused the ‘Snowflake’ icon to not appear above some houses despite them running out of fuel
  • Fixed a bug that would suddenly move the camera to a random area of the map during the tutorial
  • Fixed villager naming bugs, which would result in female names on males and vice versa
  • Fixed minimap visualization bugs that caused some shore parts to look like water on the minimap

- The team

Development News #41 - ‘Red Reaperess and other cares’

03.03.2017
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‘You, the mortal wearer of the Spark, remember! Remember and fear!
If, while messing around a cowshed or being of any other use for your master, you felt the sudden cold of Terskellen and a slight whisper of a wind seems like someone's calling to you...
If you hunt down a wild animal in the deep of the woods, squeezing your bow in hand, while constantly sensing the smell of death and moist clay...
Or, sit you in your castle among the mighty squad of your unbeatable warriors and sudden thoughts of 
Jodhe and her scarlet sickle strikes you - let her always be well-fed.
You should know that she is calling for you.
She has found you.
And she is hungry.’


Hi, feudalists!

While the main part of our team is busy fixing errors and critical bugs, our art department is working on certain long-term goals.

For example, we’ve recently finished another model for the native tribes, whom live in forests and swamps. They are known as the Red Reaperess.


We still have a long way to go until natives are perfected and ready to be implemented in the game. Now, almost all creature models and weapons are ready and we continue working on animations and behavior scenarios. Next: AI, settlement design and thorough testing.

We know how the wild animals behave, and it is not anywhere near the intellect level natives will possess. A lot of work is still ahead.

We continue working on the MMO newbie island functionality. These are the learning grounds where newcomers will be spending their first gameplay hours getting used to gameplay mechanics and survival basics, before entering the large, aggressive and unforgiving MMO world.


We are building the starting settlement, modelling unique decorations and working on NPCs which will issue simple quests and help newcomers to immerse themselves into the world and learn its history.

We will keep you updated, stay tuned for more!

- The Team

Development News #40 - ‘Ring the Bell!’

25.02.2017
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And then came the Khoors, venturing to those lands, marked by the Sword of Godmassacre, thrusted into the earth just like the great grandfathers bequeathed as a token of peace and readiness for the nemesis at the same time. And stepped they upon the seeded fields, and entered the homes, and picked up their arms against those who lived there. And engraved was on the Sword: ‘This land is ours’, and the truth it was.

Then someone named Lut rang a bell set upon high pillars of stone, as it was accustomed there. Those pillars was carved with rich imprints of the god, Terskel the One-Handed, whose horn still trumpets among the stars. By his side were the Ice Konungs Snowstorm, Kald and Icehorn. They were the guards for our Sleeping God; let the darkness harbor him for eternity.

And the great ringing rolled over the land; and many Khoors covered their ears in efforts to muffle it; and the aim of theirs was poor; and their targets were saved.
Others stood stunned together, and were easily beaten...

Abstract  from "The life of Gottlungs, Slavards and Khoors"
by Hon. akur Taid Utrik,
translated to common tongue by maester Rainar.

 

 

Hi feudalists!


As some of you may have guessed, bell towers will allow you to better protect your settlements and territories from hostile raids. When a bell is rung, intruders will get temporary debuffs while on the hostile claim. The towers will be operational any time but Judgement Hours will only affect related claim territory.

Of course, to ring a bell, it takes a player action, and if a bell tower is built outside a claimed territory, its effects will be purely cosmetic (ring sound) with no gameplay-related features.

It’s likely that the bell towers will be divided into 3 types:
— For small underdeveloped settlements — fully wooden ones;
— For medium level towns — wooden and metal constructions;
— For top end huge cities and fortresses — stone and metal ones.

What do you think? Let us know in the comments!

- The team