Pre-Alpha Test [Minor Test July 18th] - Release Notes
The following only represents significant and not all changes in this test. As a reminder, during pre-alpha both small and large changes will occur without warning to facilitate rapid development and experimentation.
Features
- Underworld
- A new subterranean part of the peristent world
- Exists currently as isolated Caves that can be entered from the surface of Calligo
- Caves contain Iron, Stone, and Coal as well as Elite Wolves
- For more details, read this blog post
- New Fort system
- The Fort building system has been completely redesigned for more robustness and new visuals
- IMPORTANT: Visuals for the first Tier of Forts are currently missing (they are rendered as "gray box" stand ins)
- For more details, read this blog post
- Catapult
- A new range Siege weapon
- Requires Camp to build
- Requires Catapult Boulder for it's payload (produced at Advanced Workbench)
- For details, read this blog post
- Territory system
- Territory can now be owned by a side (Remnant or Ancients)
- Territory ownership is determined by distance to Tier 3 Towns and starting deployment points
- Town Centers, Beacon Towers, and Homesteads can only be built in friendly owned Territory
For more details, read this blog post
- Equipment Hotkeys
- Player inventory is now rendered on the HUD with their associated hotkeys
- Hotkeys can be used to swap items from the inventory to a hand
- Arming the primary/secondary held item is now done with R/CTRL-R instead of 1/2
- Buy orders
- Items can be requested for purchase at Marketplaces in form of Buy Orders
- Environment visuals overhal
- Landscape, Trees, and all foliage visuals have been completely redone
- For more details, read this blog post
- Indirect fire mode
- Short Bow now has an indirect fire mode, which can be toggled to using the F key
- Combat changes (highly experimental features)
- Sword hit pattern is now more granular, having multiple points of collision
- Sword attacks can be chained
- Sword chained attacks can vary in speed based on both RNG and the amount of current total Stamina
- Shield Guard now drops when attacking
- For more details, read this blog post
- The bottom left corner of the HUD now indicates what item is required to a resource when the player is standing next to one
- Proper loading screens and connection dialogs have been added
Changes
- Item Quality is now properly supported at the Marketplace
- Items with partial durability can be stored in Weapon Racks now
- Repair button at Repair Bench now plays an SFX
- Tutorial now mentions pressing B to build a structure
- Changes have been made to animal and resource spawning such that:
- They have less of a chance of disrupting sieges
- They have less of a chance of spawning on or near roads
- Animals encountered while exploring have a much higher chance of persisting in that location when moving away and returning
- When building a Town Center, the notification warning the player that they are too close to the border is prioritized over other ones
- Players are no longer blocked from going inside a Homestead when it's being upgraded
- When building a Town Center the will now see the required number of players
- Town stats shown above the map icon now shows the number of pledged players instead of free Bed count
- Modular Houses have been removed for now (they will return in the future)
- When an Animal Trap fails to trap an animal a SFX is now played to indicate this
- Iron, Stone, and Coal mines have been removed (as they resources are now spawned in the Underworld)
- Homestead map icon size has been tweaked
- Detection range at which Gates automatically close has been reduced by ~30%
- This impacts all Gate types
Balance Changes
- Aqueducts are now buildable anywhere, except in Towns
- Repair Materials no longer require Nails to produce, but now cost 5x Wood Planks
- Coal mines should be removed and found in the Underworld Caves instead
- Bridges can no longer be built on Forts
- Tavern prices updated
- Bread costincreased to 10x Silver
- Water Pie price increased to 15x Silver
- Stone Mason (Tier 3) no longer produces Coal Bricks (which don't have a use in the game)
- Beacon Tower cost increased to 4x Wood Planks
- Nails are now produced in quantities of 6 instead of 5
- Mortar now only requires 1x Animal Bones to produce instead of 2x
- Bears now drop 6x Animal Bones instead of 5x
- Treasure is no longer found near Bear Dens, but are isolated to be on their own
- Manure is now generated in quantities of 3 (to compensate for Animals feeding less)
- Battering Ram cost updated to use Reinforced Wood Planks instead of Wood Planks
- Scorpion now deals Siege instead of Missile damage type
- Siege damage type now damages Battering Rams and Catapults significantly
- Missile damage type (Arrows/thrown Spears) now deals insignificant damage to Battering Rams and Catapults
- Scorpion is no longer pinpoint accurate and has a chance of missing it's target
- Scorpion is now buildable at Tier 2 Towns and no longer requires Animal Bones to build
- Scorpion Arrow cost significantly reduced to 1x Wood Planks, 1x Feathers, and 3x Flint
- Bear Thick Leather drop increased from 1 to 3
- Elite Wolves now drop 1x Thick Leather
- Iron Fragment Piles yield more resources than before
Bug Fixes
- Can't build on an area within a Homestead if its too close to a Wild Spawn Point
- Many structure tooltips were missing or outdated
- Client can sometimes crash when around a Canal Storage
- Homestead Beds lost their Silver dedicated slot
- Town Center is preventing decay for engulfed Homesteads
- Homestead smoke VFX is misplaced
- Players can freely access Firepits and Storage Chests in enemy Towns
- Additional cases of players getting stuck in terrain
- Raven Dens don't have a map icon
- Players can access enemy Marketplaces
- Some Fish are spawning inland
- It's difficult to hit animals on slopes
- Scorched buildings repaired by upkeep do not have their Scorch status repaired as well
- Inventory items when redeploying from a Town Bed gets restored when returning home to a Homestead Bed
- Players are able to build a town hall in the area of an old one when there are still old structures from the previous town area