The final part of the Intermediate Redesign will be out TODAY!
You can also check out the new Pause menu update in-game right now!
Each level has a Gold, Silver and Bronze times to beat which you can access in the level pause menu. This should provide more of a challenge for some of the more casual players who are not interested in trying to beat the World Record times. Good luck!
New update is live, and this time we have something big – the combat update! Addressing your feedback, we focused on increasing the combat dynamics and expanding the significance of the player’s skill. More details below – we hope that you’ll like these changes as much as we do!
There are also numerous gameplay improvements, including better streamlined-experience in the Ismirean starting questline and many bugfixes.
See you in battle!
Changelog v.0.8.7.2
Combat Dynamics Update:
This update includes numerous changes done to the combat dynamics, in order to enhance the experience and skill factor. We’ve focused on addressing the following problems:
– For a significant part of our Community, the combat wasn’t dynamic enough yet – Despite that dynamics issue, there was not enough reaction time for blocking attacks in the attack’s aim/hold state – In effect, the reaction time issue was going even further as it eventually led to promoting side-attacks which would reduce the enemy’s reaction time during the attack’s release – The overall combat needed many anti-spam systems, however, they weren’t effective enough
We took our time to identify reasons for these problems and rethink the combat assumptions. We've come with the following solutions:
– Increased the attacks release speed, mostly for 1-handed weapons – it might take some time to older players to get used to it but this change allows better feeling the successful attacks and aiming, as well as increasing the combat dynamics – The long axes’ attacks release speed wasn’t increased significantly but their powerbar’s loading times are shorter now, matching those of longswords – Slightly increased the knives’ attacks holding time without changing the overall attack’s length – Reduced the time it takes to return to the base stance after performing an attack, so from now on, a player will have more opportunities to successfully hit enemies when being outnumbered, i.e. in the 2v1 scenario – Increased the reaction time for quick attacks, while for strong attacks (full powerbar) it remained unchanged
In total, these changes give higher combat dynamics, though at the same time the attacked player has more time to perform a successful block, which is crucial for an MMORPG game with region-based servers and non-target combat where the player’s skill matter. We hope you’ll like these changes as much as we do!
Gameplay:
– Disabled using bandages while swimming – From now on, bleeding effect is applied only with strong attacks – Improved the forest stage of Ismirean starting questline – hunting and fighting poachers – enhancing the location layout and visuals, as well as improving the NPC enemies placement, in order to provide a better experience for new players – From now on, the second daily restart is being performed right before the server’s local primetime – From now on, the Dukla’s 1st daily PVP tournament starts 2 hours earlier in order to cover the Oceania region’s primetime – Removed the Halloween decorations
Fixes:
– Fixed an issue causing that some players couldn’t build Bloomery – instead, a tent was being placed – Fixed an issue allowing to pass through the closed palisade gate – Fixed an issue allowing to attack party members in the arena – Fixed numerous cases of wrong textures applied on the environment models – there might still be some edge case issues remaining, so we’ll be thankful for reporting them using the in-game tool! – Fixed displaying the nation color on the Storm Guard’s Salad feather – Fixed the Praetorian’s Closed Greaves clipping issue – Fixed an issue causing that the teleport to arena could be triggered by re-doing and finishing the previously interrupted item equipping progress bar – Fixed several issues allowing to escape the ranked duels’ arena by moving to the capital city and main arena
Boy oh boy, has it been a long journey! From several bugs to performance fixes and additional features, our Early Access period did really have it all.
But most of all it had an active, breathing, helpful community; we had you. I know that many of you might be far from satisfied with some in-game stuff (Family I'm looking at you) BUT we've got a long road ahead of us still to try and meet halfway.
With that being said, we've decided that our game need not be anymore in Early Access and will be getting fully released approx. early December.
Let's see how well we fared up to what we had initially promised:
How is the full version planned to differ from the Early Access version? “The full version of our game will include many new features, some of which are:
in-game leaderboards . Done: There are now 3 fully functional global leaderboards.
more graphical assets. Done: We now got more than 300 Patent Cards, with more coming your way.
enriched story content: This is something we didn't really work on due to several reasons but we'd love to revisit the idea of exploring the game's lore more.
new areas to explore. Done: We will have 5 Areas (i.e. 300 Frontier Towns) to play by the end of October! We won't stop here of course ;)
enhanced optimization. Done: Not only did we fix several bugs, we also polished frame rate and CPU performance issues.
integration of unique Steam features. . Done: We introduced Steam Trading Cards and Steam Achievements to the game!
We also:
Localised our game in several languages (including Steam's Store Page)
Introduced Cross-Platform, allowing you to play the game via several platforms (i.e. your smartphone) without losing progress
Are ready to introduce weekly events with several prizes
Balanced the economy and created novel mechanics to gain Gold Coins without turning the game into a Pay-to-Win one.
Created a Discord Server with now about 300 members
Many more that would turn this into a humongous wall text.
This post is a heads-up of what's following next.
Once Area 5 is ready, along with Weekly Events (and some math tweaking to prevent some bugs), we will have the game fully released.
The 2011 Season Library has been updated to include custom player ratings (arm, range, run, etc.). This season is free and can be installed directly from the Library Management Page.
A big thanks to Clinton Parks for helping with the custom ratings.
Partner Programme member Aerosoft brings the detailed and scenic Rhine Valley Railway between Freiburg and Basel to Train Simulator!
The line is one of the most important in Germany, ferrying local and international passenger and freight traffic, almost always operating at peak capacity. Two of Europe’s largest marshalling yards are present along the railway to host the level of freight traffic it gets.
The route from Aerosoft is set around 2013/14 and covers the 60 km section between Freiburg (Germany) and Basel (Switzerland), including the newly built high-speed line, taking the route to over 80 km of expertly crafted railway which will be yours to explore. Combine that with 2 locomotives, the DB BR 111 and 189, plus the addition of the DB BR 401 ‘ICE 1’, you will soon have a package unlike any other, so keep an eye out for more on the Rhine Valley: Freiburg – Basel route, available now!
Today, we are very glad to announce to all our European fans that we will officially launch Ring of Elysium’s European servers within two weeks! As of now, we are in the final stage of the preparation process, we have already deployed our servers, and our GDPR audit will be over very soon, we kindly ask for your patience and understanding for this last stage.
Also, we want to express our most sincere gratitude towards all of you! Over the last two months, we have received countless comments asking for the status of EU servers, we are so sorry for keeping you guys waiting so long! We will acknowledge the finalized date of the server launch very soon and make a follow-up announcement in our various platforms. Please stay tuned and follow us in the platforms below to keep in touch with our latest news:
Hello everyone, here we are again with our weekly update of what is going on behind the doors!
Fortifications
Fortifications are in full swing, soon you will be able to have a cozy place to call home, and netflix and chill on that sofa that you love and adore, and maybe a bit more!
Vehicles
Vehicles are slowly being wrapped up for the first stage of release. The SUV in the picture will be able to hold up to 4 people, and it will have storage as well.
Cities of the future
Our level design team started to work on city assets. So at one point, you will have full-fledged cities in SCUM to roam around, and make your home!
Steam trading cards
For all you collectors, this one is for you, and badges are also on the way!
New weapon
We are also working on a new weapon for you guys.
Network replication graph
Further server optimizations are underway, one being the network replication graph that should increase server performance and reduce lag.
This is it for this week's WIP post, we can't wait to hit the island with all those updates for you guys! On that note, show us your best SCUM memes on twitter under the #SCUMeme and the ones we like we will share around, and if we get a nice amount of good memes we might bring back the penis increase bug! (We won't, but pls make memes so our marketing and community team can laugh a bit).