WRATH: Aeon of Ruin - 1C_David
Anyone who has played the Early Access version of WRATH: Aeon of Ruin to completion has played The Priory, whose portal lies at the top of the snowy plateau in Mourningvale. This desolate and sprawling level is what we call the “big boy” of the chapter; it is larger and more difficult on average than the other four levels in the hub. Every chapter in WRATH has one such “big boy”, and today I will tell you the story of The Priory.

The Priory is one of the few levels that was started very early on. Its distinctive set piece, the chapel, was already a thing back when the game had not been picked up by 3D Realms and 1C Entertainment yet. When I joined the project Jeremiah Fox, the game director, had wanted to expand on it greatly and to make it a proper religious complex. The description for the level in our internal documents read as follow:

“A dilapidated complex used by an extinct religious sect. The complex is comprised of ransacked living quarters, a library, gardens and a chapel surrounding a central courtyard. The chapel is the primary focus. Inside the chapel, the player finds passage to a secret, underground network beneath it. Within it are deep chasms, flowing rivers of lava, chambers carved into the stone and profane altars of blood sacrifice and other malfeasance.”


   The Priory’s chapel is one of the oldest concepts from WRATH. It is almost identical in the final game.

Initially, Daniel Mortensen, who 3D Realms Discord regulars know as Baracuda, was assigned to the level while I was busy working on The Mire and The Flooded Dunes. After a little while, Daniel had to move on to other projects so the level sat dormant. Jeremiah decided that the direction wasn’t exactly what he had wanted so he assigned me to work on The Priory.

The year is 2019 and we are in February. I am invited by Frederik Schreiber, VP of 3D Realms, to come to our offices in Denmark along with Jeremiah. Naturally, coming from southern France with its warm winters, I catch a nasty cold almost immediately upon landing. This period is when I lay the first brush in an empty map file that would eventually become The Priory.

I knew early on I wanted the level to take cues from Elliott Cannon’s masterpiece Bluff Eversmoking, which is a massive level in Epic Games’ Unreal that also takes place in a large religious complex. It is a level that clearly deserves the term epic, as it is impressive even to this day in terms of scope, style and layout. Following the document for the level, I quickly came up with an outer wall and an inside perimeter for the complex, along with a cloister.

The main issue was apparent very quickly: it was simply too boxy and would not look good even after it was art-passed. Jeremiah, probably half-jokingly, suggested the cloister be circular instead of a square, which would make it so that the adjacent buildings would follow this outline. Anyone who knows Quake level design knows that making angled architecture isn’t an easy feat. It is already delicate at 45 degrees, but since we use 12-sided cylinders, I had to use 22.5 degree angles. This was the first of many, many sessions of head scratching on my part.




              Top: Bluff Eversmoking (Unreal). Bottom: Running Interference (Thief 2: The Metal Age).

To make this idea of a circular complex a reality, I looked at one of my favorite levels from Thief 2: The Metal Age. Running Interference by Rich Carlson, Tim Stellmach, Rick Ernst and Terri Brosius is the first mission in the game and, through inscrutable black magic when you know how incredibly primitive the CSG operations are in that game’s editor, was built exactly the way I was hoping to achieve with The Priory. Not only does Running Interference’s exterior use a circular structure but the interior has many rooms with unorthodox shapes and angles that were perfect for what I had in mind with The Priory.

I scrapped the whole map file and made the circular cloister you can still see in the final level along with a few adjacent buildings that followed the outline. Jeremiah and the guys in the office liked what they saw and gave me the green light, so I decided to pursue this direction and quickly blocked most of the complex out.

The level had to be massive and had to feel like a journey. One of the trickiest aspects of it was to make it so that players don’t get lost and don’t get bored, so to contrast with the rather cramped and dark interiors, I decided I wanted the outdoor sections to be grand in scale and much brighter while still retaining a desolate feel. In addition to the inspiration for the rounded cloister, Thief was also a good source of inspiration for the paths the players can take in and around the complex. I had to simplify it all since WRATH and Thief are two completely different beasts and expect different things from the players, but taking cues from it in terms of progression definitely made the trip through the complex a lot more interesting.


                                                        Early blockout of the circular cloister.

The interiors were easy enough to make if one doesn’t count the hairs I pulled from my head, but the exterior was a lot tougher. Considering the complex was very large, I had to make it so that the exterior had a lot of elevation differences and a lot of cover since it surrounded the entirety of the building. One of the things I really wanted was for the player to see the chapel from very away but not to be able to enter the complex through the front gate, so I came up with the idea of having to infiltrate the complex through caves that eventually led to the gate, this time from the inside of the perimeter, again taking cues from my favorite game of all time Thief. Having the player break into the western building through a secret passage (in this case, a bookshelf hiding a path to a cellar) was another obvious trope from Thief.

If you take a look at The Mire and The Priory, you will see that they both follow a very similar structure: the red door is seen from a distance and is the ultimate goal while the corresponding red key is found underground in places where you can see it but cannot get to it immediately. One of the things I wanted with this level was for the rooftops to be accessible so that players can have fun exploring the level’s heights and discover a lot of secrets.

The final, hellish lava cave is another location that was written down in the document and this one had to be quite different considering the player acquires the ability to fly for a short time. One of the biggest challenges, along with making the space more interesting than just traveling from point A to point B, was to make combat fun there which wasn’t an easy task. Jeremiah really wanted this area to use Heretics and Oppressors so I had to make it work to the best of my ability considering the cave had to be gigantic with very long sightlines so the players can use the Slag Cannon in a relatively safe environment. I think I managed to pull this off quite well since the cave is quite popular and memorable, and definitely makes an impression when you first stumble upon it.


                                                              Late blockout of The Priory.

Once the level was finally approved, we started art-passing it. We knew firsthand that all of my natural terrain blockout would necessitate a LOT of work to make it look like a proper mountain area. We unfortunately had to cut a cliffside vista that ran to the west of the complex both for performance reasons and because of the amount of work required to make it look nice. At the time we were on a tight schedule to polish the level for its Early Access update. Instead, we made the complex nest inside a sort of plateau between two cliffs with a few frozen rivers.

The path from the start portal to the main gate was the last bit of layout I built for the level. Adding decoration to the exterior was very simple but decorating the interiors was much harder, mostly because most of them are using 22.5 degree angles and that level designers have to do a lot of tedious and very time-consuming work for the levels to look nice, such as hiding all non-visible faces by slicing geometry so that not only are they not rendered, but lightmaps also don’t bleed which is very apparent with ambient occlusion. In levels that have tens of thousands of brushes and with non-90 degree geometry, this can very quickly result in a huge amount of hours spent doing just that.


                                                        Current version of The Priory in editor.

After an untold amount of hours spent working on this level tirelessly, we finally released it as the second-to-last Early Access content update. I knew the level had a lot of issues; it was too dark, the interiors were nowhere near finished in terms of decoration, it was lacking some scripting that resulted in sequence breaks not spawning things and so on.

People really liked the level overall so I kept working on it for the following update that contained The Hollow, with many, many bug fixes and additions. The Priory in the final Early Access version isn’t the finished version, which features even more elements to make the level feel more like a believable complex as well as some small changes to the layout so that players don’t get lost as easily (the path to the tower is an especially egregious spot in that regard).

I am very proud of The Priory overall. It was a huge challenge to make and I believe all of the sweat and lost hairs were worth it. I am very happy that a few people regard it as the best level in the game so far because I always go into making these levels with the intention of making them the best levels possible. Making a level such as The Priory takes a huge amount of time and effort. Thankfully not all of our levels are this large and complex but it is a good indication of just how tricky they are to make and I hope this blog post shed some light as to why.

Written by Romain Barrilliot
WRATH: AEON OF RUIN is available in Early Access.
Follow WRATH, 3D REALMS, and Romain Barrilliot on twitter!

https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/



WRATH: Aeon of Ruin - 1C_David


Hello everyone!

The next Steam Game Festival begins tomorrow and we are happy to announce that GRAVEN and Viscera fest will be participating with playable demos! From February 3rd to February 9th you will have the opportunity to step into the shoes of the priest and experience the world of GRAVEN first hand as well as having the chance to cause some mayhem among the ranks of Dr. Mortice's army in Viscerafest!

Don't forget to wishlist GRAVEN and Viscerafest!

https://store.steampowered.com/app/1371690/GRAVEN/
https://store.steampowered.com/app/1406780/Viscerafest/
Jan 28, 2021
WRATH: Aeon of Ruin - 1C_Kordus
Bug Fixes:
* Fixed enemy damage values for all skill difficulties
* Fixed the exit to The Gardens on the skill difficulty Easy
WRATH: Aeon of Ruin - 1C_David


Greetings mortals!

In response to the feedback we have received from all of you, following the last Content Update, we have started investigating the sudden spike in difficulty and found out, that because of a small typo in the code, all the difficulty levels have been set to Outlander difficulty, no matter which one you picked. This update lowers the difficulty back down, so that everyone can enjoy the game once again! It is also in place to congratulate anyone who has played or even finished the game for that matter - because of this technical issue, you have bested the game on its hardest difficulty and for that we salute you! A more than impressive feat for a mere mortal!

We have also fixed an issue regarding the exit in The Gardens level when playing on Easy difficulty.

We would also like to thank all of our fans who have pointed out this issue in our Steam Forums - you help us make the game better for everyone! Thank you!

It is also worth mentioning, that this update is compatible with saves from previous versions so after updating your game, you can continue where you left off!

Changelog

Bug Fixes
  • Fixed enemy damage values for all skill difficulties
  • Fixed the exit to The Gardens on the skill difficulty Easy
WRATH: Aeon of Ruin - 1C_David


Greetings mortal! We have just released a small hotfix, addressing some of the technical issues that have been reported after the release of Content Update #3.

We would also like to take this moment to thank all of our fans who have reported these problems to our Steam Forums - you help us make the game better for everyone! Thank you!

Please note, that your old save files won't be compatible with the newest update. This is due to the limitations of the original Quake engine. We are working on a solution to fix this issue, that will be present in the full release

Changelog

Bug Fixes
  • Fixed darkness graphical issue
  • Fixed crashes caused by the Shotgun and Coach Gun's alt-fires
  • Fixed the skybox's shader parameters in Mourningvale
  • Fixed Profile selection menu
  • Fixed Journal font scale
  • Fixed +mwheeldown that would cause a weapon to retain the previous weapon's model
  • Fixed issues with the menu's graphics
  • Fixed incorrect messages when picking up the Fang Spitter and the Shotgun
  • Improved performance when firing the Shotgun (related to the frame skip bug players have encountered in The Mire)
WRATH: Aeon of Ruin - 1C_David


Greetings mortal! We are back with a third major Content Update and there's a lot new stuff for all of you to enjoy, explore and exterminate!

This update brings in a brand new level called The Hollow - a forest choked with ancient trees and forgotten ruins. Delve into the heart of the long-corrupted woods and discover the new Trinket of Deflection, an Artifact that summons an arcane shield. Activate the Trinket of Deflection in emergencies to ward off enemy projectiles or go on the offensive and unleash bullets, bones, and blood. But beware the Lurker, a new aquatic abomination waiting in the depths.



Changelog

Additions
  • 1 new level, The Hollow
  • 1 new enemy, The Lurker
  • 1 new artifact, Trinket of Deflection
  • Updated enemy encounters in The Mire and The Priory and artifacts in The Undercrofts, The Mire, The Gardens and The Priory
General
  • Added timestamps for saves
  • Added a lot of destructible furniture to the indoor sections of The Priory
  • Increased brightness across the board in the indoor sections of The Priory
  • Tweaked many enemy positions and setups in The Priory
  • Overhauled logic in The Priory so that sequence breaking still spawns things correctly
  • Significantly decreased self damage with the Retcher and the Slag Cannon
  • Mouse setup and keyboard binds are now separate menus
  • Added crosshair scaling options
  • Added toggle viewpunch scale
Bug Fixes
  • Fixed rare cases of enemy cysts killing the player instantly regardless of health and armor, though this might still happen very rarely
  • Fixed a logic bug in The Gardens
  • Fixed a variety of bugs in several levels
  • Fixed rare instances of unkillable Wretches
  • Fixed skating Widows
  • Fixed frame skips/lag in The Mire’s swamp when firing the Shotgun’s primary
  • Fixed being able to fly when crouching on top of urns
  • Fixed rare cases of enemies spawning at 0 0 0 when re-entering a map
  • Fixed rare cases of Oppressors freezing after death
  • Fixed a bug where jumping while walking stopped you in the air
Weapon & Enemy Balance
  • Changed the Retcher's attacks slightly: primary attack cysts can now attach to surfaces and act as proximity mines. Players can shoot their own cysts to detonate them. Secondary attack cysts now bounce.
  • Increased max ammo capacity for the Fang Spitter to 150 (was previously 100)
  • Reworked the Executioner’s charge and turning speeds
  • Wretches now give 15 health instead of 20 when the Life Siphon is used
Known Issues
  • There may be rare instances of faces that are completely black or have weird lighting going on; this is a byproduct of a new map compiler we’re using. These issues will be solved for the release version.
WRATH: Aeon of Ruin - 1C_George


Hello WRATH Supporters!

Our team has been hard at work on WRATH: Aeon of Ruin during this difficult year. We know we have been quiet during the past few months, but we are excited to return with good news. We are back and ready to support the third content update for Early Access in January. We wanted to hit December 22, but some of our team fell ill to Covid-19, and we wanted to take extra time to make this new update extraordinary. Moreover, in order to make WRATH the best we can, we are moving the 1.0 launch into Summer 2021. We will announce a more specific, definitive date early next year.

We apologize for the delay, but we know that you will love what we have to offer with WRATH’s future.



Happy Holidays to all of you! Till the next time, you can enjoy these teaser screenshots of the new map!





WRATH: Aeon of Ruin - 1C_Dan
Hey everyone,

just released a small hotfix for couple of issues.

  • fixed Cyst pickup giving 30 ammo instead of 2
  • fixed missing SDL2.dll required by sdl client version
WRATH: Aeon of Ruin - 1C_Dan


Oh yeah, it's finally here! The second major content update arrived and adds plenty new to sink your teeth into.


Also, we've got a release date for the full release! Mark February 25, 2021 in your calendars!

But wait, there's more! Pre-orders for the for Founder’s Edition Big Box just started! With only 500 copies in production, these will not remain available for long. This pre-order page includes a real-time counter denoting how many copies remain. Each includes:

• Limited Founders Edition Big Box
• Wrath: Aeon of Ruin on CD-ROM
• "The Art of Wrath" Art Book
• Original Soundtrack by Andrew Hulshult
• USB drive loaded with exclusive digital content
• 5 Metal Enemy Figurines
• Reversible Poster
• Exclusive Stickers



Boys, grab your double barrel, it's time to get back to it...

Full changelog:

Please note, that your old save files won't be compatible with the newest update.

Additions
  • Added new level “The Priory”
  • Added new enemy “The Oppressor”
  • Added new weapon “The Slag Cannon”
  • Added new item “The Sigil of Flight”
  • Added SDL2 version of game client
  • Added a cumulative damage system to enemy pain states
  • Added option for screen flash when picking up items
  • Added refresh rate options
  • Added “Always Run” option
  • Added “Toggle Run” option
Bug Fixes
  • Fixed corrupted UVs on the Shotgun Shells, Invader arm blade and Heretic gibs that occur with recent nvidia drivers
  • Fixed bug that caused some Afflicted to become immortal, spam attacks and/or cause massive frame rate drops (RIP Jib)
  • Fixed speedy Stricken
  • Fixed bug that caused view tint to persist when loading a game after dying under water
  • Fixed items flying out of Coffers at incorrect angles
Weapon & Enemy Balance
  • Increased Coach Gun primary and secondary fire damage and changed secondary fire from hitscan to richochetting projectiles
  • Decreased Shotgun secondary fire damage
  • Increased Retcher impact damage, AOE damage and splash radius
  • Increased Fang Spitter primary and secondary fire damage
  • Enemy warp invulnerability frames decreased from 10 to 3
  • Reduced Executioner charge duration
  • Reduced Heretic chase duration
  • The Wretch’s spinning explosive head occurs less often
Misc
  • Improved weapon position and animations for “centered weapons” setting
  • Improved enemy pathing system
  • Optimized assets and compressed game files into archives
  • Increased the responsiveness of player movement
  • Improved Artifact menu mouse input
  • Changed lava to look more like lava and less like pizza
  • Changes some asset colors that were not within palette
  • Added prompt for F3 Load Menu
  • Removed feature that uninstalls the game when attempting to play on easy
WRATH: Aeon of Ruin - 1C_George


WRATH: Aeon of Ruin is now 20% off for a limited amount of time. Don't miss it!

Also, keep an eye on our news for a new content update coming out soon!

https://store.steampowered.com/app/1000410/WRATH_Aeon_of_Ruin/
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