Bow Changes, Weapon and Armor Tiers, Creature Combat and Farming!
Jens Erik, a Community Manager, and Oscar Lopez Lacalle, the lead designer on Conan Exiles go into details of changes made to combat and all kinds of other informaton. YouTube link here: https://www.youtube.com/watch?v=H5vk9qs70gQ
Bow Changes, Weapon and Armor Tiers, Creature Combat and Farming!
Jens Erik, a Community Manager, and Oscar Lopez Lacalle, the lead designer on Conan Exiles go into details of changes made to combat and all kinds of other informaton. YouTube link here: https://www.youtube.com/watch?v=H5vk9qs70gQ
The Artemis is an interceptor class fighter designed for speed and agility.
Base Speed: 1000 m/s Acceleration: Very Fast Hull: 100 HP Turrets: 1 Max Retrofits: 1 Ship Ability: TBA Founder Ship: Yes (Learn More)
Crafting Details (Requires Ship Building Level 3) x80 Titanium Ingots x80 Alumina x20 Small Electrical Kits x5 Life Support Components
The Artemis can equip all modules that aren't limited to a cargo ship (such as the Large Cargo Container), including but not limited to: - Mining Equipment - Scanning Equipment - Improved Thrusters - Cargo bay Expanders
This is also a Founder ship. All founders receive a free copy. (Details will be sent to all Founders in their inbox)
Scheduled to go live with the next release.
Gameplay changes
Along with the Artemis, new features have been implemented in support of this new type of ship including:
Deployable Landing Struts
Vertical Strafing
Changes to Crafting
We'll have more details during this month's Rank Month event.
Welcome to our 7th devlog article about our upcoming tactical RPG, Robothorium, and today we talk about another faction: The CyberRights
you want more or want to participate to our open beta, come join us on Discord For those who don’t already know about our game Robothorium, I invite you to read our articles right here
The CyberRights
The CyberRights fights for the recognition of cyborgs’ rights and to be considered as humans. They protest against the recondition of cyborg citizens by BreakTech and their chip, E.V.E., which annihilates their free will, creating a cheap and perfectly controllable army.
Craig Hashan:
He's the leader of the CyberRights and one of the first cyborgs BreakTech created. He will fight with no rest until the day cyborgs will have the right to be free to choose their own destiny. A man of the people, strong, provocative and relentless, he will fight to death for his cause.
He hates Soraya Rafi (Leader of the Biothorium) because of her experiments on cyborgs and he also has an aversion for Stephen Jaklov (the Chanceler) who’s using cyborgs as tools for his plans.
Lisa Skeh:
Lisa Skeh is a cyborg recruited by Craig at the very beginning of the CyberRights foundation. Old junky to Thorin, she found in Craig a mentor. She is particularly revolted against the system and wants it to fall more than anything else.
She prefers to die rather than falling back into the Thorin and rotting again into the ghettos of OHU.
“That’s it! I couldn’t imagine to use it,, but that’s enough. I’ve some Neutron Bombs and I’m going to blow up this factory! Hey you, are you going to watch or finally helping me?”
The CyberRights are her means of expiation and Jaklov, her main target!
That’s all for now. We will be back soon to share with you our progression on Robothorium. Please share any questions, feedback or thoughts in the comments, we really love to hear from you.
Welcome to our 7th devlog article about our upcoming tactical RPG, Robothorium, and today we talk about another faction: The CyberRights
you want more or want to participate to our open beta, come join us on Discord For those who don’t already know about our game Robothorium, I invite you to read our articles right here
The CyberRights
The CyberRights fights for the recognition of cyborgs’ rights and to be considered as humans. They protest against the recondition of cyborg citizens by BreakTech and their chip, E.V.E., which annihilates their free will, creating a cheap and perfectly controllable army.
Craig Hashan:
He's the leader of the CyberRights and one of the first cyborgs BreakTech created. He will fight with no rest until the day cyborgs will have the right to be free to choose their own destiny. A man of the people, strong, provocative and relentless, he will fight to death for his cause.
He hates Soraya Rafi (Leader of the Biothorium) because of her experiments on cyborgs and he also has an aversion for Stephen Jaklov (the Chanceler) who’s using cyborgs as tools for his plans.
Lisa Skeh:
Lisa Skeh is a cyborg recruited by Craig at the very beginning of the CyberRights foundation. Old junky to Thorin, she found in Craig a mentor. She is particularly revolted against the system and wants it to fall more than anything else.
She prefers to die rather than falling back into the Thorin and rotting again into the ghettos of OHU.
“That’s it! I couldn’t imagine to use it,, but that’s enough. I’ve some Neutron Bombs and I’m going to blow up this factory! Hey you, are you going to watch or finally helping me?”
The CyberRights are her means of expiation and Jaklov, her main target!
That’s all for now. We will be back soon to share with you our progression on Robothorium. Please share any questions, feedback or thoughts in the comments, we really love to hear from you.
Despite Storm Emma and the bitterly cold ‘beast from the east’ hitting the UK and making ‘irl’ driving practically impossible, progress has rapidly continued on our new vehicles this week with the six- wheeled ‘Heavy Transport’ receiving the rigging treatment and the ‘Speeder’ hoverbike taking shape in the modelling phase.
Here’s what we’ve been up to:
John - Lead Designer
Design meetings! Many of them. Crafting and progress flow graphs are being loving built and updated, plus we’ve had some quite in depth reviews of the Dam surface area which will become our initial ‘battle’ arena style play area.
Matt - Art Director
Revs bike handles* Vroom, Vroom. Whilst going over some pretty cool level changes with the guys I’ve been focusing most of my core time on our hover bike. Looking to complete the modelling early to middle part of next week so I’ll be able to show you the finished product very soon. The fun bit was working out the mechanism for the thruster wings which is now looking pretty sharp!
Lee - Technical Director
So at the beginning part of the week I was dealing with a temporary fix for the tick assertion we were running into. I then had to track down a rare bug where AI once killed would still continue attacking, which I think I finally fixed. The last couple of days I have been working with Lauren to try and get a first implementation of our vehicles into game. It has meant a bit of digging into the engine because we need vehicles which are not just four wheels, but six and possibly eight.
Ricky - Senior Developer
HUD Marker system revisions to update how it looks and behaves. I’m looking into what backend requirements need to get sorted for the changes planned.
Joe - Lead Artist
Remember that exciting new HUD Marker system we teased a while back? No...? Oh :(
Well we’re working on it anyway, I’ve been working on getting an early version of it ready so we can at least make interacting with our world that much nicer.
Tom H - Designer
This week I have been completely overhauling the surface of the Dam! New asset placements, new enemy placements, new areas to explore! All of this redefining of this area comes with more options for you to take when approaching the infested dam. Will you take on the hunters first hand and run and gun?
Or will you take the lower path around the side of the dam but risk being swarmed by Splintermites? This new design means a much more immersive and strategic area for you guys to enjoy. Have fun!
Sam - Concept Artist
Hi there, been all over the place this week! As you can see, our “hover bike” has begun its transition into the 3D realm, and with that I have been putting together some designs for specific areas that the orthographic views don’t cover, such as the dashboard console, steering mechanisms and seating. Now that the Zombie is finished, we also have two other variants with different deformities - one with a cocoon-style growth hanging from its left arm, and another with a lower jaw more similar to the original design.
Now for the new stuff. I’ve been given the task of visualising the appearance of the junk spear, which you may have seen in-game in a blog post a few weeks back. As it is quite a basic and futile weapon compared with the many others in Eden Star, we wanted to show this through the way it looks and give it a very cobbled-together kind of feel. So far I’ve produced some basic silhouettes to start off with, and this is what I’ll be continuing with next week.
Lauren - Lead Animator
This week I've been putting together the heavy vehicle blueprint and skeleton with all its moving parts articulating. This is very much still work in progress, the handling needs a lot of work but the wheels are moving up and down mostly as expected.
I have also been working on refinements to the block and parry animations with the axe.
Andy - Lead QA
This week I’ve been helping with the critical path work that Tom has been looking into. We are really trying to refine this area and ensure that it is both believable and fun.
From there I have looked into animation tweaks with the Axe, oxygen volume placement in the level and audio implementation.
Lastly here's a quick shot of the situation from the front of the offices! Have fun and we'll see you in the fray!
Despite Storm Emma and the bitterly cold ‘beast from the east’ hitting the UK and making ‘irl’ driving practically impossible, progress has rapidly continued on our new vehicles this week with the six- wheeled ‘Heavy Transport’ receiving the rigging treatment and the ‘Speeder’ hoverbike taking shape in the modelling phase.
Here’s what we’ve been up to:
John - Lead Designer
Design meetings! Many of them. Crafting and progress flow graphs are being loving built and updated, plus we’ve had some quite in depth reviews of the Dam surface area which will become our initial ‘battle’ arena style play area.
Matt - Art Director
Revs bike handles* Vroom, Vroom. Whilst going over some pretty cool level changes with the guys I’ve been focusing most of my core time on our hover bike. Looking to complete the modelling early to middle part of next week so I’ll be able to show you the finished product very soon. The fun bit was working out the mechanism for the thruster wings which is now looking pretty sharp!
Lee - Technical Director
So at the beginning part of the week I was dealing with a temporary fix for the tick assertion we were running into. I then had to track down a rare bug where AI once killed would still continue attacking, which I think I finally fixed. The last couple of days I have been working with Lauren to try and get a first implementation of our vehicles into game. It has meant a bit of digging into the engine because we need vehicles which are not just four wheels, but six and possibly eight.
Ricky - Senior Developer
HUD Marker system revisions to update how it looks and behaves. I’m looking into what backend requirements need to get sorted for the changes planned.
Joe - Lead Artist
Remember that exciting new HUD Marker system we teased a while back? No...? Oh :(
Well we’re working on it anyway, I’ve been working on getting an early version of it ready so we can at least make interacting with our world that much nicer.
Tom H - Designer
This week I have been completely overhauling the surface of the Dam! New asset placements, new enemy placements, new areas to explore! All of this redefining of this area comes with more options for you to take when approaching the infested dam. Will you take on the hunters first hand and run and gun?
Or will you take the lower path around the side of the dam but risk being swarmed by Splintermites? This new design means a much more immersive and strategic area for you guys to enjoy. Have fun!
Sam - Concept Artist
Hi there, been all over the place this week! As you can see, our “hover bike” has begun its transition into the 3D realm, and with that I have been putting together some designs for specific areas that the orthographic views don’t cover, such as the dashboard console, steering mechanisms and seating. Now that the Zombie is finished, we also have two other variants with different deformities - one with a cocoon-style growth hanging from its left arm, and another with a lower jaw more similar to the original design.
Now for the new stuff. I’ve been given the task of visualising the appearance of the junk spear, which you may have seen in-game in a blog post a few weeks back. As it is quite a basic and futile weapon compared with the many others in Eden Star, we wanted to show this through the way it looks and give it a very cobbled-together kind of feel. So far I’ve produced some basic silhouettes to start off with, and this is what I’ll be continuing with next week.
Lauren - Lead Animator
This week I've been putting together the heavy vehicle blueprint and skeleton with all its moving parts articulating. This is very much still work in progress, the handling needs a lot of work but the wheels are moving up and down mostly as expected.
I have also been working on refinements to the block and parry animations with the axe.
Andy - Lead QA
This week I’ve been helping with the critical path work that Tom has been looking into. We are really trying to refine this area and ensure that it is both believable and fun.
From there I have looked into animation tweaks with the Axe, oxygen volume placement in the level and audio implementation.
Lastly here's a quick shot of the situation from the front of the offices! Have fun and we'll see you in the fray!