Dec 20, 2017
OrbusVR: Reborn - orrbain
There's a new patch out now that should auto-download via Steam. Here's the highlights:

We’ve added sound effects to the UI when opening menus, swapping gear, and selecting options.

There are now long-range grab indicators on the chests in your Player House. You can use them to grab and open the chest from farther away, which allows you to open the chest while standing up and keeps your inventory menu from clipping inside of the chest.

The in-game keyboard has been re-worked such that there are more special characters available, and they are accessible by pressing the Shift key along the number row (just like a normal keyboard).

Re-worked the Zoological Gardens in the Rainforest area with new graphical assets to make it look more like a zoo and less like a torture area for captured animals.

Fixed invisible colliders causing spells/arrows to randomly explode in odd places in the Desert

Re-worked the voice chat range of Other Players such that a) you shouldn’t hear other players talking loudly from really far away, and b) you should now be able to better tell from what direction someone is speaking.

Lowered the spawn rate of Queen’s Ear in Highsteppe back down to normal levels.

The Apprentice Smith vendors have adjusted the prices they are willing to pay for some items. The price of a gatherable ingredient (such as herbs and ore) will now be based on its rarity. Common and uncommon items now sell for much less than they did previously. The price of Minor and Major shards has been increased to help make up for this reduced income stream.

Fixed a bug where the last spot in the Market Stall wasn’t showing its price correctly to the stall owner.

Fixed a bug where you would sometimes have to press a key twice to get it to register after pressing the Shift key on the keyboard.

Thanks!
Dec 20, 2017
OrbusVR: Reborn - Orrbain
There's a new patch out now that should auto-download via Steam. Here's the highlights:

We’ve added sound effects to the UI when opening menus, swapping gear, and selecting options.

There are now long-range grab indicators on the chests in your Player House. You can use them to grab and open the chest from farther away, which allows you to open the chest while standing up and keeps your inventory menu from clipping inside of the chest.

The in-game keyboard has been re-worked such that there are more special characters available, and they are accessible by pressing the Shift key along the number row (just like a normal keyboard).

Re-worked the Zoological Gardens in the Rainforest area with new graphical assets to make it look more like a zoo and less like a torture area for captured animals.

Fixed invisible colliders causing spells/arrows to randomly explode in odd places in the Desert

Re-worked the voice chat range of Other Players such that a) you shouldn’t hear other players talking loudly from really far away, and b) you should now be able to better tell from what direction someone is speaking.

Lowered the spawn rate of Queen’s Ear in Highsteppe back down to normal levels.

The Apprentice Smith vendors have adjusted the prices they are willing to pay for some items. The price of a gatherable ingredient (such as herbs and ore) will now be based on its rarity. Common and uncommon items now sell for much less than they did previously. The price of Minor and Major shards has been increased to help make up for this reduced income stream.

Fixed a bug where the last spot in the Market Stall wasn’t showing its price correctly to the stall owner.

Fixed a bug where you would sometimes have to press a key twice to get it to register after pressing the Shift key on the keyboard.

Thanks!
OrbusVR: Reborn - orrbain
Over the coming weeks, we'll be working with the community to continue releasing patches on a regular basis to address major bugs and add quality of life improvements. For example, a few of the things we're working on now include:

  • Additional locomotion options
  • Fixing issues with the bow not working correctly if you hold your wrist straight on Rift
  • Polishing the UI and adding sound effects
  • In addition to that ongoing work which will always been happening on a regular basis, let's talk about our long-term plans for the game over the next 3 months.

Content Patch One: End-Game Dungeons

Our first content patch will be complete on January 29th, and will feature:

  • The Tradu Mines dungeon, which is our end-game Level 20 Dungeon, including 4 wings.
  • The third World Boss, which will be a boss summoned by gathering materials in the Tradu Mines, and fought in the shared area at the beginning of the dungeon.
  • In-Game lore books spread throughout the world which will help further flesh out the lore and give some interesting new tidbits on the characters you've met thus far, as well as setting us up for Act 3.
  • Surnames for those who have reached Level 20 and complied with our Name Policy.
  • The first round of Market Stall auctions
  • The Tournament of Mages, which is an in-game, GM-led event which will pit the most talented Runemages against each other in a quest to see who's the best at casting spells.

We've discussed our End Game Dungeons previously (https://blog.orbusvr.com/wilds-zones-and-end-game-content/), so I won't go into much detail on that here. The Tournament of Mages will be our first in-game, GM-led event, which is something we'd like to do on a regular basis. More details on this will be revealed as we complete work on it, but the general idea is that it's a competition to see which mages in the game are the best at casting spells quickly and precisely. We plan to hold the tournament at the end of January, and we'll have more details on how to qualify for it and the prize on offer as we get closer to time.

And before you ask, yes we are planning to hold tournaments like these for every class, we just have to start somewhere :-)

Note that although we are saying the content patch will be complete January 29th, some of these features will roll out ahead of that date as they are ready for you to use.

Content Patch Two: Shard Dungeons and Act 3

Our second content patch will follow and will include the Shard Dungeons, which are Level 20+ hard-mode versions of each of our existing dungeons. In addition, it will have the Act 3 story content, which will feature going into the Necropolar to handle some unfinished business from the Main Story quest, and setup the game's first Raid (which will come later). We'll also be looking to add additional avatar customization options.

Content Patch Three: Raids and PvP

Beyond Content Patch Two, we'll begin work on some exciting new PvP content as well as the first Raid in Content Patch Three, with more details to come and a launch date on that as we progress further in development.

All of these Content Patches, including the end-game dungeon, shard dungeons, in-game events, and raid, are all part of the base game that you have already purchased, and will come at no additional cost to our existing players!

Throughout this process we'll continue to get your feedback and work on additional bug fixes and quality of life features, these are just the main highlights we'll be focusing on for each patch so you know what's coming soon.

Thanks and we're looking forward to continuing to see you in-game!

If you'd like to discuss this post on our forums, you can do so here:

https://community.orbusvr.com/t/dev-blog-early-access-weekend-recap-and-next-steps/4150
OrbusVR: Reborn - Orrbain
Over the coming weeks, we'll be working with the community to continue releasing patches on a regular basis to address major bugs and add quality of life improvements. For example, a few of the things we're working on now include:

  • Additional locomotion options
  • Fixing issues with the bow not working correctly if you hold your wrist straight on Rift
  • Polishing the UI and adding sound effects
  • In addition to that ongoing work which will always been happening on a regular basis, let's talk about our long-term plans for the game over the next 3 months.

Content Patch One: End-Game Dungeons

Our first content patch will be complete on January 29th, and will feature:

  • The Tradu Mines dungeon, which is our end-game Level 20 Dungeon, including 4 wings.
  • The third World Boss, which will be a boss summoned by gathering materials in the Tradu Mines, and fought in the shared area at the beginning of the dungeon.
  • In-Game lore books spread throughout the world which will help further flesh out the lore and give some interesting new tidbits on the characters you've met thus far, as well as setting us up for Act 3.
  • Surnames for those who have reached Level 20 and complied with our Name Policy.
  • The first round of Market Stall auctions
  • The Tournament of Mages, which is an in-game, GM-led event which will pit the most talented Runemages against each other in a quest to see who's the best at casting spells.

We've discussed our End Game Dungeons previously (https://blog.orbusvr.com/wilds-zones-and-end-game-content/), so I won't go into much detail on that here. The Tournament of Mages will be our first in-game, GM-led event, which is something we'd like to do on a regular basis. More details on this will be revealed as we complete work on it, but the general idea is that it's a competition to see which mages in the game are the best at casting spells quickly and precisely. We plan to hold the tournament at the end of January, and we'll have more details on how to qualify for it and the prize on offer as we get closer to time.

And before you ask, yes we are planning to hold tournaments like these for every class, we just have to start somewhere :-)

Note that although we are saying the content patch will be complete January 29th, some of these features will roll out ahead of that date as they are ready for you to use.

Content Patch Two: Shard Dungeons and Act 3

Our second content patch will follow and will include the Shard Dungeons, which are Level 20+ hard-mode versions of each of our existing dungeons. In addition, it will have the Act 3 story content, which will feature going into the Necropolar to handle some unfinished business from the Main Story quest, and setup the game's first Raid (which will come later). We'll also be looking to add additional avatar customization options.

Content Patch Three: Raids and PvP

Beyond Content Patch Two, we'll begin work on some exciting new PvP content as well as the first Raid in Content Patch Three, with more details to come and a launch date on that as we progress further in development.

All of these Content Patches, including the end-game dungeon, shard dungeons, in-game events, and raid, are all part of the base game that you have already purchased, and will come at no additional cost to our existing players!

Throughout this process we'll continue to get your feedback and work on additional bug fixes and quality of life features, these are just the main highlights we'll be focusing on for each patch so you know what's coming soon.

Thanks and we're looking forward to continuing to see you in-game!

If you'd like to discuss this post on our forums, you can do so here:

https://community.orbusvr.com/t/dev-blog-early-access-weekend-recap-and-next-steps/4150
Dec 17, 2017
OrbusVR: Reborn - orrbain
Patch 3.15 is now available to download. It’s a small patch with a couple of bug fixes/improvements:

When you see other players teleport and/or slide, you will now see a smoother transition from where they were to where they went. With sliding, it still looks like short bursts of teleporting rather than a totally smooth slide, but it should be much less jarring.

The game client will now better detect when you are DC’ed from the server and show you an error message.

Added a change that causes your locomotion to freeze for a very short period of time after you have a “hard transition” between two points (such as entering/exiting your Player House, or a dungeon). This should not really be noticeable, but it might help solve a bug for some people who were still getting stuck below-ground after leaving their house.

Thanks!
Dec 17, 2017
OrbusVR: Reborn - Orrbain
Patch 3.15 is now available to download. It’s a small patch with a couple of bug fixes/improvements:

When you see other players teleport and/or slide, you will now see a smoother transition from where they were to where they went. With sliding, it still looks like short bursts of teleporting rather than a totally smooth slide, but it should be much less jarring.

The game client will now better detect when you are DC’ed from the server and show you an error message.

Added a change that causes your locomotion to freeze for a very short period of time after you have a “hard transition” between two points (such as entering/exiting your Player House, or a dungeon). This should not really be noticeable, but it might help solve a bug for some people who were still getting stuck below-ground after leaving their house.

Thanks!
Dec 16, 2017
OrbusVR: Reborn - orrbain
The changes for this patch include:

Fixed bugs relating to ending up underground when transitioning between instances such as the Cave Dungeon

Fixed a series of bugs in the Cave Dungeon including the terrain not appearing correctly on lower graphics settings (causing enemies to appear to be in the ground), and the boss crashing the instance when doing some special attack abilities. In addition, the stalagmites should now respawn correctly if you wipe on the boss encounter.

Fixed a series of bugs relating to Market Stalls and multiple shards. Now even if you are on different shards you should see the correct inventory for the stall.

Removed the guard from the area new Narrow Orchard who kept killing sprites that were needed for quests.

Fixed the placement of some monsters in the Frosted Spit so they don’t end up in the graveyard.

Fixed the way that monsters call for allies. Now this will only happen if you are in a party and your party members are nearby.

Added a vendor in Guild City which sells Fellowship Certificates and House Deeds for dram.

Slightly decreased monster speed to make up for the fact that they now pathfind much faster and don’t pause as frequently. The idea is that you should be able to outrun a monster if you get a head start on it, but that if a monster is already on top of you, you can’t just kite around it in a circle.

Re-worked some of the implementations of the lower-level spells including Frostbolt Level 1 and Fireball Level 1 to be more generous in their recognition of the spell cast.

For comments on concerns please stop by our patch thread: https://community.orbusvr.com/t/new-patch-3-1-server-client/3942

Thanks!
Dec 16, 2017
OrbusVR: Reborn - Orrbain
The changes for this patch include:

Fixed bugs relating to ending up underground when transitioning between instances such as the Cave Dungeon

Fixed a series of bugs in the Cave Dungeon including the terrain not appearing correctly on lower graphics settings (causing enemies to appear to be in the ground), and the boss crashing the instance when doing some special attack abilities. In addition, the stalagmites should now respawn correctly if you wipe on the boss encounter.

Fixed a series of bugs relating to Market Stalls and multiple shards. Now even if you are on different shards you should see the correct inventory for the stall.

Removed the guard from the area new Narrow Orchard who kept killing sprites that were needed for quests.

Fixed the placement of some monsters in the Frosted Spit so they don’t end up in the graveyard.

Fixed the way that monsters call for allies. Now this will only happen if you are in a party and your party members are nearby.

Added a vendor in Guild City which sells Fellowship Certificates and House Deeds for dram.

Slightly decreased monster speed to make up for the fact that they now pathfind much faster and don’t pause as frequently. The idea is that you should be able to outrun a monster if you get a head start on it, but that if a monster is already on top of you, you can’t just kite around it in a circle.

Re-worked some of the implementations of the lower-level spells including Frostbolt Level 1 and Fireball Level 1 to be more generous in their recognition of the spell cast.

For comments on concerns please stop by our patch thread: https://community.orbusvr.com/t/new-patch-3-1-server-client/3942

Thanks!
OrbusVR: Reborn - orrbain
Early Access is finally here for OrbusVR! We're so excited to welcome you to our world.

Make sure to read through the tutorials as well as the signs scattered around the beginning area. They contain a lot of information about each class and game systems in the game.

You can be all classes on the same character, they don't share exp. It's as simple as switching weapons! Try them all and see what you like.

Runemage is an unlockable class. Read the tutorial through for hints on where to find a certain someone. It is an advanced class and will require a lot of practice to master.

Grouping up with others is very much encouraged, and will help you level up faster and tackle harder challenges.

Read your journal for more information on pretty much everything, including class mechanics, a basic map, potion recipes and more!

We'd love to hear your feedback, so we'll be reading everything! For bug reports, we would be very thankful if you could post them on our official forums since we can respond and track them better there.

https://community.orbusvr.com/

See you in-game!
OrbusVR: Reborn - Orrbain
Early Access is finally here for OrbusVR! We're so excited to welcome you to our world.

Make sure to read through the tutorials as well as the signs scattered around the beginning area. They contain a lot of information about each class and game systems in the game.

You can be all classes on the same character, they don't share exp. It's as simple as switching weapons! Try them all and see what you like.

Runemage is an unlockable class. Read the tutorial through for hints on where to find a certain someone. It is an advanced class and will require a lot of practice to master.

Grouping up with others is very much encouraged, and will help you level up faster and tackle harder challenges.

Read your journal for more information on pretty much everything, including class mechanics, a basic map, potion recipes and more!

We'd love to hear your feedback, so we'll be reading everything! For bug reports, we would be very thankful if you could post them on our official forums since we can respond and track them better there.

https://community.orbusvr.com/

See you in-game!
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