Shroud of the Avatar – Update of the Avatar #170

Greetings Fellow Avatars!

Here’s what we have for you in this week’s edition of Update of the Avatar:

  • Play Release 28 Now
  • Q2-2016 Schedule Update
  • Crafting Interface Polish
  • Making of Valhold
  • Making of Britanny

Play Release 28 Now!

Release 28 launched March 31 with thousands of backers downloading, patching, logging in, and checking out the new changes… including some new content to explore, such as:

  • Over 40 New scenes including Malice, The Caverns of Skrekk, The Rise, Midras Ruins (PVP), Xenos, etc
  • Wisps that guide players to resources
  • Crafting Interface Polish and Bulk Crafting
  • Craftable Obsidian Weapons and Armor
  • New Male Avatar
  • Sheet Music
  • Kobold Homes
  • New Player Owned Town Mountain Template
  • Performance Optimizations
  • …and much more

Check out the Release 28 Instructions update for detailed information about all the new content.

Release 28 Player Instructions

Release 28 Known Issues

 


Q2-2016 Schedule Update

[A forum post by Starr Long]

Darkstarr

Greetings Avatars,

As we have stated previously, our goal is to once-per-quarter post an updated schedule for our monthly releases. Even though these goals will likely change somewhat as we react to feedback, we feel it is important to provide you an updated roadmap periodically.

Our goal continues to be to deliver our backers content each and every month so that we can get feedback and use it to iterate improvements. This continues to benefit the game, with sweeping changes like the switch over to use-based advancement. Meeting that monthly goal is our highest priority, but we require flexibility in our deliverables in order to meet that goal. As you have seen in previous releases, sometimes we push things out, but we also often pull new things in.

The second quarter of 2016 is focused on getting Shroud of the Avatar to persistence for Release 32 in July as outlined in my Final Wipe and Lot Selection Post, which in addition to discussing Final Wipe an Lot Selection also discusses which items will be in by July and which will come online afterwards. As we get closer to July, each release will focus more and more on polish and balance versus new content.

As always, all dates, durations, and deliverables are subject to change as we adjust our designs based on direct feedback from you, our backers.

RELEASE 29, April 28, 2016

  • Full Wipe: Once again, we are going to make some fundamental changes to item and quest architecture that require us to do a full wipe for Release 29. We apologize for the inconvenience. Please note that if you have been waiting to convert your purchases to store credits, this is your chance to do so as long as you do NOT log into the game once R29 goes live (which automatically claims the items and prevents conversion). NOTE: This is the last wipe before the final wipe in July.
  • Story: New scenes will appear in the regions of North Paladis, Midmaer, and Verdantis, including the city of Central Brittany which will appear in the game for the first time. At this point, the Love storyline will be playable from beginning to end and we will begin final polish on that storyline.
  • Lot Selection Sequence: The lot selection sequence process implemented and tested by players. Pacing for these initial tests will be very accelerated with lot selection windows being mere minutes versus a full 24 hours.
  • Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.
  • Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements. We will also begin officially supporting Windows 10.

RELEASE 30, May 26, 2016:

  • Story: The town of Valhold on the island of Norguard will appear in game and we will begin a final polish on the Novia overworld.
  • Multiplayer Economic Balance: A pass will be made through creature loot bundles, merchant pricing, property taxes, public vendor fees, harvesting rates, agriculture growth, crafting recipe ingredient amounts, and other factors to begin establishing an equilibrium for the multiplayer economy
  • Multiplayer Combat Balance: A pass will be made through combat skills, creature stats, player stats, advancement rates, zone difficulties, and other values to establish an equilibrium for multiplayer combat.
  • Single Player Offline: The first Single Player Offline specific features will become available to players in the form of Save Games and Companions.
  • User Interface Polish: Various aspects of the user interface will be refactored and upgraded for visuals and usability
  • Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.
  • Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements. We will also be adding DX11/12 support for Windows and OpenGLCore for Linux and OSX.

RELEASE 31, June 30, 2016

  • Story: The dungeon of Artifice on the island of Elysium will welcome pilgrims for the first time, and the Courage storyline will be playable from beginning to end for the first time.
  • New User Experience Polish: Final polish passes will be done on the Tutorials, hints, and starting scenes.
  • New Female Avatar: A complete overhaul of the female avatar, including a completely new sculpt and skin texture.
  • Service Hardening: We will begin a series of passes through the client, authentication, and server to harden the service for security and customer service. Special attention will be paid to the Patcher.
  • Single Player Offline Combat Balance: A pass will be made through the game to adjust combat balance for play in offline mode with companions.
  • Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.
  • Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements.

We continue to be incredibly thankful for the support we receive from this amazing community. While the funding you provide makes all of this possible, it pales in comparison with the faith you have in us, the feedback you provide us, and the content you are making for everyone to enjoy. We are humbly grateful, and we cannot wait to see you again in New Britannia!

Before I go, I wanted to include an excerpt from my original post about our Early Release Schedule that is important to set the framework for our ongoing schedule:

As a crowd funded and crowd sourced project, we feel it is incredibly important that we provide our backers with information and access well before game studios would normally do so in a traditional development model. Traditionally, the players are given information and access only after the development team has already decided exactly how things will be done, and at times, even after it has already been implemented. By the time the public normally has access to the product, there is usually no time to meaningfully react to the public feedback.

Shroud of the Avatar is different than the traditional model, as we intend to offer our backers extremely early access to information and even the game itself. With that said, we also want to be very careful that we only provide access to portions of the game when they are ready for a wider range of feedback. If we can play it internally and we know it is not ready, then there is nothing to be gained by having a wider audience come to the same conclusion. In fact, it could be quite damaging to do so.

Our strategy over the next few months is to provide you with focused and iterative releases of content. Your feedback during these releases will be critical to making the final product the best it can be, and we appreciate that you are all so willing to devote your time to helping us. With each release, we will have specific tests we will ask you all to make. As we get closer, we will send instructions on how to download, install, report bugs, etc. After each release we will review the results and reevaluate the plan including the duration of availability of each release. Please note that game data will be wiped periodically during early access.

It is important to note that all dates, durations, and deliverables are subject to change.

Sincerely,

Starr Long
Executive Producer
Shroud of the Avatar


Crafting Interface Polish

For Release 28, we worked on major polish passes to the Recipe Book and Crafting Station interfaces. We did an overhaul to the Recipe Book to improve readability and usability. For better readability, we increased the font size, darkened the text color, and made more readable the color of non-available ingredients. For navigation, we added sub-categories to each crafting school (ex. Swords under Smithing) that can be used for navigating back and forth.

newcrafting

In R28, we added Bulk Crafting and Bulk Salvage. While adding that functionality to the UI of the Crafting Stations, we also added a new window to deliver information including success chance, critical chance, and if the placed items represent an unlearned recipe (which should greatly assist with experimental learning of recipes).

craftingwithchances craftingnorecipe craftingunlearnedrecipe


Making of Valhold

This is the continuing update on the progress on Valhold. Valhold is scheduled to go live in Release 30.

[From a Dev+ Forum Post by Richard “RrMatey” Matey]

Hey guys just wanted to give you an update on the Valhold scene.. Everything is going smoothly, need to populate the inside of these areas and then wrap it up and move onto the castle interior. Take a peek at some of these shots.valhold7 valhold11 valhold10 valhold9 valhold8 valhold6


The Making of Brittany

This the continuing update on progress on Brittany. Central Brittany is scheduled to go live in Release 29.

[From a Dev+ Forum Post by Esteben “SorcerousSteve” Zaldivar]

Hey guys! SorcerousSteve once again here to give you an update on the City of Brittany!
For the past week I have been focusing on designing the interior of the Brittany Castle before circling around to finishing off other sections of the city.

Here is a first look at the inside of Brittany Castle!

Brittany Castle is six stories tall, yet its multi-level design makes it seem like a lot more. Everything from royal chambers, lavish dining rooms, and a majestic throne room will all be found here for the royalty of Brittany to enjoy.

Looking North on the Royal Causeway (the road that links the castle to the port) to Brittany Castle:brittanycastleviewBrittany Castle’s Lower Courtyard, here we can catch a glimpse of the Amphitheater and the Oracle Temple. The green walkways offer a recluse for the rich and wealthy to talk about the news of the day:brittanycastlecourtyard1st Floor – Brittany Castle’s Main Hall.brittanycastleinterior12nd Floor – Throne Room. The Throne is still in the works and will be located in the opposite angle.brittanycastleinterior25th and 6th Floor – Bed Chambers. Lavish bedrooms fill the upper floors overlooking the city below.brittanycastlebedroom4th Floor – Library and Gallery. As with all castles, Brittany Castle has a long history. Rumors abound of secret doors and passageways within its walls, *hint hint, a certain bookcase might reveal a secret.brittanycastlelibrary3rd Floor – Dining Room. Where Brittany’s Royalty drink the finest mead and gorge the most exquisite meals.brittanycastlediningStay tuned for more and of course start planning your visit to Brittany today!

Esteben Zaldivar
Level Designer