It has been nearly a month since Ring of Elysium(ROE)'s Early Access launch on Steam on September 19, 2018. Although the launch initially encountered a lot of difficulties, the enthusiasm and encouragement from the players was always there to support us, helping ROE get through its most difficult period. In this regard, all members from the ROE development team expresses their most heartfelt thanks and appreciation.
Many players have been very curious and interested about the future development plans of ROE. We already have some interesting ideas about this and we want to share them with you today.
Our post today includes three sections- Short term, mid-term and long-term plans.
【Stage 1】October Plans
Client optimization
Performance optimization- we expect to increase FPS by 15%, and reduce the frame-drop and stutter issue by 30% in most PC specs
New language support
Portuguese
Russian
Anti-Cheat
Continue to improve the effectiveness and efficiency of the Anti-Cheat system
【Stage 2】Adventurer Season 1 Major Update
TPP character animation optimization
We are doing a complete TPP character animation overhaul by redoing motion capture for all TPP animations, this overhaul will bring a new style and add a lot more details to the animations, making them fit with the rest of the game much better. We will post more content about this in the future, stay tuned!
Adventurer-Pass System
Introducing the Adventurer-Pass system (Season 1)
Adventurer-Pass is a 10-week seasonal event system
Players can obtain Adventurer Badges by increasing the character's season tiers through accumulated experience points in game. Completing daily and weekly challenges will also grant corresponding experience points or Adventurer Badge rewards
The Adventurer Badges obtained can be used to increase your Adventurer-Pass season tiers, the higher the Adventurer-Pass season tiers you have, the more season-specific rewards you can get
(Please Note: All rewards will have no effect on game balance.)
Personal Icon
Added personal icons, players can customize the personal icon they have in collection
Dance
Added dances, players can set the dance moves they have in collection and use them in-game
More Customization
Lobby background
Added lobby background customization, players can customize the lobby background that they have in collection
Lobby BGM
Added lobby BGM customization, players can customize the lobby BGM tracks that they have in collection
Loading screen
Added the loading screen customization, players can customize the loading screen that they have in collection
Cosmetics
Added brand new clothes and unique head decorations, as well as the exclusive “Chrononauts Set” of Season 1, here's a sneak peek at one of the Chrononauts Set:
Glider
Added glider customization, players can customize the glider skin that they have in collection, here's a sneak peek at some of the skins:
Snowboard
Added snowboard customization, players can customize the snowboard skin that they have in collection, here's a sneak peek at some of the skins:
Climbing tools
Added climbing tools customization, players can customize the climbing tools skin that they have in collection, here's a sneak peek at some of the skins:
Backpack
Added backpack customization, players can customize the backpack skin that they have in collection
European servers
At present, we are still working hard to advance the progress of our GDPR audit. If there's any update on the audit progress, we will inform the community as soon as possible
Continuous optimization of the game client
【Stage 3】Future Plans
Client optimization
Upgrading the client to DX12, which will bring a much smoother gaming experience, as well as the capability to present broader and richer scenery, real-time dynamic Global Illumination and more new features
New language support
More languages
New map development - island map
In order to answer the requests from our loyal and passionate players, we are bringing back the old island map we had during the Thailand beta test in Q2 this year, re-worked with many new features while maintaining its original highlights. We are confident that the release of this map will bring excitements for both ROE veterans and newcomers! Please stay tuned for related details in future development announcements.
Lastly, we have collected a lot of excellent player suggestions through the communities and our customer service email (ROE@tencent.com), which helped us tremendously. In order to better listen to the feedback from players, we will be launching a player suggestion collecting event soon. Stay tuned for more details about the event in our follow-up announcements!
Hey all, Thanks for sticking with us through this launch! We've had a blast hanging out in the Steam Broadcast and playing with you all. Today we pushed our first PC update that adds PC-specific updates based on your feedback.
The first big thing added is Mouse Scroll. This should work on all scrolling screens.This is probably the most requested feature so far, and so we're very excited to make it available asap.
We've also added the side banners (shown in the stream) to the game, based on your Shop's theme. Change the theme, change the side banners. This is great for anyone who wants to play at full screen. They are built for 1920x1080 max, but if there's enough interest, we can build out larger banners.
We're still looking to improve on the PC version, so let us know what else you'd like to see to help the PC experience! -Tyler
Changed space ship layout and added a shuttle bay (but no shuttles yet)
NPCs now won't attack for 15 seconds after they respawned
NPCs now won't attack a player for 15 seconds after the player respawned or finished loading
Reduced the distance the NPCs are allowed to walk away from their original spawnpoint while not in combat
Fire Staff: Flaming explosion radius reduced to 10 meters
Sword: Added ability "Sword spin"
Flashlights can now be equipped and the equipped flashlight now determines the brightness of the flashlight's light source
Graphics
Added HDR lighting
Fixed some (literal) edges cases of smooth ambient lighting
Added option for multiple semi transparent render passes, reducing the cases where the lighting looked too far off (especially if particles were in front of water)
Hi everybody! With our next update fast approaching, we wanted to share with you some of our plans for the last few months of 2018.
October
NEW VEHICLE – PORCUPINE Porcupine, a Scout-class vehicle in Switchblade.
This remarkable mobile weather machine is the result of a childish bet between the CTOs of Switchblade Central and Environment Central. If you ever want to know which department has the best scientists, either watch the Porcupine in action, or read the Switchblade chief’s unfortunate new facial tattoo.
November
MATCHMAKING PHASE 1 Finding players in Switchblade can currently take a long time which can be frustrating. Here are some steps we are taking for the first matchmaking update to make a smoother process for players.
UNDER THE HOOD Visually we’ve provided some improvements (see below) but under the hood things have changed quite a bit. While our old way of doing matchmaking basically ran on a first come first served basis, if a player wanted to join a match it would boot up that server and then wait for others to join. This led to almost empty, split lobbies as players would get bored of sitting in a lobby twiddling their thumbs and just start the match.
This new matchmaking system will pool players together before any servers are booted up. This way we can ensure that matches are (hopefully) full of players and a more enjoyable experience in Switchblade. In future updates we will provide a more streamlined UI as well as more balancing of teams as we reintroduce Competitive play.
PLAYERS WILL NOW BE ABLE TO SEE
How long you have been waiting
What region you are searching in
More detailed breakdown of server stats
A player list of who is in your party
Which map and game mode you are searching for
Quick Play: If the matchmaker is taking too long we would inform you that you will be entering a game with bots and uneven amounts of players.
MAP SELECTION While the only map right now is Iceland, Monorail will be joining the roster in December. We will allow players to pick their preferred map when selecting Quick Play.
LATE JOIN AND REJOIN
During Phase 1 of Matchmaking, there will be no late joining. We are going to be implementing a “Rejoin” feature in a future phase of Matchmaking.
INVITATIONS AND PARTIES The matchmaking system will still be able to handle players joining as a party (2-5 players). If a player is already in a match, we won’t allow players to invite other players to join, unless there are free spaces in that match.
NEW VEHICLE – SUNDOG Sundog, a Fighter class vehicle in Switchblade
After scientist at the Super-Cern high energy physics laboratory successfully led their fighter design to victory in the 3153AD amateur Switchblade leagues, they decided to turn pro and bring their sun-fuelled little scrapper to the professional Switchblade circuit.
STORE CONTENT
New content includes:
New helmets
New flightsuit colours
New eye colours
New logos
Vehicle skins
December
NEW MAP
MONORAIL We’ll be sharing images and videos of the new map coming in December. Get ready for a whole new experience with Monorail.
NEW VEHICLE – BIG BOB Big Bob, a Tank class vehicle in Switchblade
Based on a vehicle used by Environment Central to wrangle Patagonian Hyper-Moose, Big Bob’s mighty 6000mm cannon is easily capable of subduing a 200 ton Hyper-Ram. Its atom-powered ability to simulate a ritualistic threat display has been known to turn the head of many a young Hyper-Doe in mating season.
2019
MASTERY TITLES
A mastery title is a unique title that is displayed underneath the player’s Username. Related to completing a particular accomplishment in Switchblade. For example a Title is awarded when the player has reached Level 20 with a particular vehicle or as a Season Reward.
Here is a selection of Mastery Titles to come!
Stormbringer – Reach Mastery Level 20 with the Porcupine.
Bastion – Reach Mastery Level 20 with the Fortress.
River Pig – Reach Mastery Level 20 with the Healing Hippo.
Founder – Purchased the Founder’s Pack
Beta Tester – Participated in the Closed Beta
CUSTOM GAMES
Unranked matches where players can host their own match Will allow both private and public matches Will require its own match select screen where the host can configure the custom match This screen replaces the Matchmaking screen in the Custom Match session flow
COMPETITIVE
We are overhauling our matchmaking system to ensure players are matched as evenly as possible.
A minimum of 10 players must be present for a Competitive Ranked match to start.
There are no AI Bots in Competitive Ranked. If a player disconnects/quits from a Competitive Ranked match their vehicle is immediately removed from the game-world.
Players will have the opportunity to rejoin a Competitive Ranked match if they have disconnected/quit.
Competitive Ranked matches will require players to be at least Tech Level 15.
This ensures that players entering this high-stakes mode have a better understanding of the game.
We are introducing an automated moderation system that penalises players who intentionally spoil others’ experience. Initially this will take the form of a penalty system that introduces time-limited bans that escalate for repeat offenders.
If any player leaves a match within a short time after it has started, the match will be cancelled with no change to your season rank.
We’re adding a more complete notification system informing team-mates of leavers, and giving players the option to abandon a match if they do not have a full team after a grace period (in which leavers may reconnect).
Map selection will be randomised and Map Select will no longer be an option in Competitive play.
Players can begin losing Stars when they reach Rank 5 (currently this is Rank 15).
Winning Streaks will be available from ranks 1-24 and will only require 2 consecutive wins.
At the end of a season, players’ ranks will be reduced by a set number of Stars rather than being completely reset. This means that at the start of a new season players will be matched against others of a similar skill.
We are reworking our Rank Insignia to be more effective at communicating the player’s current skill “band”. We will also display the player’s current MMR when they enter the Superstar League.
Players who reach the Superstar League will be ranked according to their current MMR and we are introducing a “Top 500 League” that adds a flourish to the player’s Rank Insignia if they are within the top 500 players in their region.
SEASON AWARDS
Giving the player prizes for taking part in ranked matches
5 awards, themed together so each season has different prizes
Will need additional UI to tell the player what they’ll win and when they win it
We're extremely happy to announce that the Large Island Update is finally here! We have worked tirelessly to get a lot of awesome content and new features in the game for you to enjoy. Read on for a detailed description of each feature, or watch the quicker update video right here: https://youtu.be/Gmei_eFTL2s
THE LARGE ISLANDS
The large islands are now in the game! You will be able to find them by following the beep on the receiver after getting to the radio tower. The large islands will play a key part in the new advanced cooking system, containing many natural resources exclusively found on them.
THE SCREECHER
The screecher is now in the game, and can be found roaming (and protecting) the new large islands! It will attack you on sight, bombarding you with rocks if you get too close to the island. You can shoot down the screecher with a bow and arrow, or try to face it in a spear battle!
THE POISON-PUFFER
This cute, but extremely toxic and deadly pufferfish will roam around the reefs of the large islands, protecting the loot and resources it contains. You can either try to sneak by it, or you can face it in a deadly battle - but be vary, it will go boom if you get too close to it!
ADVANCED COOKING
We've implemented advanced cooking this update, which allows you to sustain your hunger much longer. There's a total of 11 new recipes, which are found in crates at rare locations.
IN-GAME CHAT
A chat is now available, so you can chat with your friends from in-game with ease!
REWORKED TROPHY BOARDS
We have reworked the trophy boards so you can now show off all your foes and catches.
A MORE ALIVE OCEAN
Small, cute schools of fish will now swim around the reefs and create a more aesthetically pleasing environment. These fish will not be catchable, but will swim away if you get too close to them!
ROCK THROWING
You can now throw rocks at.. things (and birds)! We're not saying you should throw these at your friends (but you should definitely throw them at your friends) - have fun, and watch out!
ANTI-MOTION SICKNESS MODE
A toggleable option has been added to the setting menu that will turn off swaying and waves completely, so those of you who get seasick / motion sick can now go on a rafty adventure!
HATS 2.0
Hats.. hats... and more hats! You can now decorate your head with a greater variety of "hats".
CHANGELOG
:Green_Plus: Added two new enemies, the pufferfish and screecher. :Green_Plus: Added large islands and the secret rare island (uuuhhh) :Green_Plus: Added berries, mushroom and other food items to large islands :Green_Plus: Added new achievements for doing exciting new stuff :Green_Plus: Added the ability to color your sail using paint :Green_Plus: Added a metal arrow that will deal 150% more damage :Green_Plus: Added a lot (11) recipes so you can make amazing meals :Green_Plus: Added advanced cooking pot and bowls to hold the food :Green_Plus: Added new throw animation so you can throw rocks at things :Green_Plus: Added an in-game chat so you can talk with friends with ease :Green_Plus: Added motion sickness mode as a toggleable setting :Green_Plus: Added new schools of fish that will swim around the reefs :Green_Plus: Added algae decals around the reefs that will contain loot :Green_Plus: Added new weather feature: rain now waters your crops :Green_Plus: Added the ability to paint all the cropplots
:orwell_check: Reworked Light System to improve optimization/performance :orwell_check: Reworked Trophy Boards so you can show off all slain foes :orwell_check: Reworked the health bar to support the new cooking system :orwell_check: Removed blur when underwater, it was just annoying :orwell_check: The basic bow durability has been increased by 50% :orwell_check: You can no longer paddle and reach islands in creative :orwell_check: The shark can now attack triangle foundations (was a bit OP) :orwell_check: Fixed an issue where you could "grab" at an empty item net :orwell_check: The seagull has now been removed from creative mode :orwell_check: Fixed an issue with players being stuck in air when writing on a sign
That's it for today! We hope that you enjoy the update just as much as we have enjoyed making it - if you have any questions, feel free to hit us up in one of the Raft Communities:
I thought that last week’s video might have been too long and technical and boring, but we got some enthusiastic comments, so here you go — part two!
This week we’ve been working on the interactions with the elk during the final phase of the hunt — what we call the Showdown. At this point, you’ve worn down an elk by chasing and biting it, finally separating it from the herd. The elk turns to defend itself from your attacks (though it may still seize an opportunity to run away from you). Now you (and your mate or packmates) can circle the elk and choose where to bite your prey. As with the wolf fights, these attacks involve tight contact and interaction between wolf and elk, using a combination of animations and our inverse kinematics system, tied together with a lot of clever coding. (Read more about that in last week’s blog post: Bite Club: Refining the wolf fight https://youtu.be/B0PNQDS48_I)
These were complicated enough before we made matters worse by adding a “collapse to knees” state for the elk, as its energy drops even lower. This created a new batch of visual glitches, since the normal bitepoints were now too close to the ground for the wolf’s animations and IK to deal with nicely. That’s the focus of today’s video (but there are a number of other rough spots that we’re also refining, even if they’re not mentioned in this video.)
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This weekend, I (Dave/loboLoco) and my partner Susan/Pepper are very excited to be attending the International Wolf Symposium hosted here in Minnesota by the International Wolf Center. There will be lots of speakers and sessions featuring some of our favorite topics! Can’t wait to hear Dave Mech’s talk about “How Much and How Often do Wolves Eat?” or Dan Stahler present “Rise of the Black Wolf: Evolutionary History and Selection for the Black Coat Color Gene in North American Wolves.” And we know you all want to know “Where and How Are Wolves Ambushing Beavers?” We will share what we learn on Facebook, Instagram and Twitter.
Hey there Robocrafters, Please note that we’ll be taking the game offline from 10:00 AM (UTC+1) on Friday October 12th so we can apply a hotfix to the game. Please note that maintenance is expected to take up to one hour but could go on longer if we hit any issues when deploying the build.
The hotfix will address the following:
GAMEPLAY:
- Additional Campaign Mode language localisations added - ‘Team Victory’ banner updated to state ‘Wave Complete’ in Campaign Mode - Updated the Victory and Defeat banners in TDM and Battle Arena/LA game modes
BUG FIXES:
- Languages in Campaign mode now update correctly when changing language in the game client - Fixed a bug which made the game unplayable if a Campaign mode image failed to load - Fixed a bug which caused the animation and sound between Campaign Waves to be out of sync
Thanks for your continued patience and support while we update the game.
Hey everyone! We've posted an update to address a few small bug fixes as well as added in some new SFX. Working on some additional content right now, so stay tuned! Thanks for playing, and please report any bugs in the discussions if you will. Thanks!