Today I'm glad to announce you the next actor which will lend his voice to a character in Yomi Alliance. I'm talking about the amazing Yoshi Vu and his character, Dr. Li.
Yoshi Vu was born and raised in Texas, where he was always artistically inclined, having won the Scholastic Art Award in the 7th grade and continued experimenting in different mediums before moving to California for High School and joining the United States Marine Corps.
Yoshi then started attending art school while still serving in the military, eventually earning his first major industry contract with Pixomondo, working on Journey 2, and assisting with Green Lantern.
He has since continued his career in film, branching out to games as well, having the opportunity to work on Call of Duty: Black Ops 3 at Treyarch before moving to television with The Walking Dead, The Orville, and several other shows before making his way back to film, where he served as a Senior Generalist on Star Wars: The Rise of Skywalker, and the first season of The Mandalorian.
In addition to work as an artist, Yoshi has also participated in various projects as an actor, stunt performer, or even a voice acting. He works closely with his friend Manu Intiraymi, another Yomi Alliance cast member, and the two have been in various projects together, both in front of the camera or behind the scenes.
We know that many of our players are interested in exploring Path of Exile lore. Over the years we've seen a lot of fan theories about the world of Wraeclast, from the Harbinger language to the true identity of the Strange Voice. Some time ago we received a bunch of lore questions from the community and asked our narrative designers to shed light on some of them.
Does the PoE calendar/calendar months (Lurici, Vitali, Verusi etc) match the real-world calendar?
The calendar used by the Eternal Empire does not completely match what players know from their own lives. It has seven days of the week, but there are thirteen longer time spans known as moons.
The days of the week were generally named after the primary components of existence as the Eternals believed them to be: Solaro, Lunaro, Fiero, Glacio, Galvano, Kaso, Sacrato.
The thirteen moons of the year were generally created in honour of certain renowned figures, or naturally arose as part of the harvest cycle: Verusi, Divini, Derivi, Phreci, Caspiri, Astrali, Eterni, Atziri, Vivici, Lurici, Sagari, Vitali, Azmeri.
Both of these categories were subject to significant drift in meaning and spelling over the centuries.
Does the PoE world have seasons (spring/summer...)?
Wraeclast does indeed experience seasons. Derivi emerged from a celebration of the harvests of the cooler season when the leaves turned vibrant colours and fell. Astrali was marked by the arrival of snow and the Aurora Astralis. Vivici brings a celebration of life returning to the land for the year, and Vitali was a time of heat and sun.
How did Veruso get the Ankh of Eternity? Did he find it or did someone give it to him?
Much has been lost to history, but the Ankh of Eternity required what was described as ‘an Azmeri ritual’ to activate. It is a safe guess that the Azmeri already had it in their possession when Tarcus Veruso led them down into their new land. Inscriptions upon it described it as a gift from the Vaal to Veruso, but the Vaal had long been absorbed into the Azmeri culture and lineages at the time of his leadership. More likely, it was a gift from the 3,126 Vaal survivors of the Fall, given to the Veruso line, perhaps to one of Tarcus’ ancestors, as thanks for taking in the last remnants of their civilisation.
Where did all the Virtue Gems come from? Was the Beast the reason behind their creation? How many virtue gems are there?
The Virtue Gems are all sourced from mines on Mount Veruso, under Highgate. It is impossible to be completely certain with the limited tomes I have available on the subject, but the Beast’s presence under that mountain and the fact that Virtue Gems cannot be found anywhere else in the world does indeed suggest a connection. The number of Virtue Gems in existence cannot be ascertained, any more than one might count the grains of sand on a beach.
Alano Phrecia 'Drove away the pervasive darkness', was that the Vaal Oversoul?
The pervasive darkness that Alano Phrecia drove away is likely the same darkness that the exile releases in the Vaal Ruins near the Forest Encampment. The Vaal Oversoul was merely a construct built to house that darkness, like a massive totem.
Why was Eramir exiled?
A memory found in the Archives may shed some light on this:
“I used to pride myself on taking care of these tomes, but the ancient treatises concerning the Vaal... should be burned. He's making me research for him, and the things I am reading about concern the destruction of all mankind.”
“I would think my fears of the end of the world are ridiculous... except... it's happened before. I must run... I must flee... and take my secrets with me.”
Zana had this to say about that memory: “I've never met him directly, but I think I know whose memory this was. It's someone Helena talks about: Eramir. I believe he lives with the Azmeri now.” It should be noted that Zana knew Eramir when she was very young, having called him ‘Uncle Eramir’ on at least one occasion, so she is likely correct that this was his memory. However, Zana never met him as an adult, so there’s no way to be sure.
If it was indeed Eramir’s memory, the ‘he’ that was making him research would definitely have been Dominus.
When asking an exile to bring the golden hand, Yeena says 'When the spirit of the altar awakes, I will share it with you.' Whose spirit was it? Whose altar is it? Why does she want it to be awoken?
Yeena believes she is guided by what she calls the Spirit. She believes it is in all things. Here she is referencing generally the ‘spirit’ of the stones of the altar, the energy inside it, not a specific entity. She wants to awaken this altar because she believes the Spirit asked her to do so.
The Good Man was the Archbishop Geofri, who attempted to lead a purge against Maligaro and his Chamber of Sins centuries ago, but was defeated and killed. Later, Geofri reanimated as the large undead guarding that altar.
Did the ancient Azmeri descend from the mountains alongside Tarcus Veruso?
The bulk of them did, and they founded the Eternal Empire. The Azmeri of the Forest Encampment did not do so, and are descendants of their original culture.
How exactly does the Vaal Oversoul set free? Why do we need the Apex if activating the seal seems to set it free?
The darkness that ends up inhabiting the Vaal Oversoul was likely the same one imprisoned by the forces of Alano Phrecia. The exile breaks that seal in the Vaal Ruins near the Forest Encampment. Later, the Apex is used in a Vaal temple to summon the darkness into the Vaal Oversoul’s mechanical body so that it can be destroyed.
We'll post the second part of answers in the coming weeks. If you like Path of Exile's lore and want to know more about it, check out the series of videos by KittenCatNoodle here.
Aliens on UFOs should now be persistent between visits. So if you meet an alien, and it has an item or a quest, you should be able to come back later and purchase that item, or fulfill that quest.
Star and planet names now appear at the ship's helm. Previously you had to go to the star chart to see the names of stars and planets. This should make navigation much easier than before. You do still need to visit the star chart to enter custom names for stars and planets.
Here you can see the selected star is named "Big Red."
Mercuria, a desolate world, orbiting a dead star in a far off corner of the galaxy.
I already announced this, but I wanted to show you some of the new cave textures that you may encounter in your travels. The caves now reflect the surface type of each planet...
Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates now until next Tuesday!
Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate.
Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade.
Shaping Gameplay and Progression
With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships.
There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough.
What's left for 2020?
Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit.
The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system.
Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion.
In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. :)
Released Patch Notes
v514.3
Trade
Connected trade routes will now automatically trade between each other
Every few minutes a Market will look for a potential trade
Prioritizes Trade Routes in order
Prioritizes Trade Offers in order
When both Markets in a Trade Route have compatible Offers, a Trade is initiated
Example:
Market A and B have a Trade Route
Market A offers 1 Lightwood for every 2.0 Thatch
Market B offers 1 Root for every 0.4 Wood
If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch
If both Warehouses have enough resources, the shipment is created.
Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse
Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch)
Crafting
Reduced the output of crafting Gunpowder from 2 to 1
Reduced the output of crafting Blasting Powder from 2 to 1
Market
Updated the Structure Settings on the Market to be Reinforced Stone
This gives Markets increased damage resistance
Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other)
Resources
Adjusted weight of many resources
Reduced the weight of Gold Coins by 50%
Reduced the weight of Gems by 75%
Reduced the weight of Wood by 40%
Reduced the weight of Sap by 60%
Reduced the weight of Crystals by 60%
Reduced the weight of Metal by 33%
Increased the weight of Oil by 2x
Increased the weight of Fiber by 8x
Increased the weight of Flint by 2.4x
Increased the weight of Keratanoid by 5x
Increased the weight of Gunpowder by 1.5x
Increased the weight of Organic Paste by 2x
Increased the weight of Fire Gel by 2.5x
Increased the weight of Blasting Powder by 2.5x
Sea Forts
Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters
Increased Max Tax rate for Sea Forts from 30% to 50%
Sea Forts added to D8
Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu
Sea Fort structures no longer respawn when an enemy is nearby
Ships
Increased Gold cost for crafting ships
Schooner: 50 Gold → 5,000 Gold
Brigantine: 250 Gold → 25,000 Gold
Galleon: 500 Gold → 50,000 Gold
Warehouse
Reduced Placement Prevention Radius of Warehouse from 800m to 600m
This increases amount of warehouses that can fit in an area by about 75%
We're looking at how to best allow multiple companies to have warehouses nearby in the future
Reduced Transport Radius of Warehouse from 500m to 450m
Misc
Increased the max stack size of Cannon Balls from 50 to 100
Bug Fix: Explosive Barrels can no longer deal damage in Freeports
Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size
Known Issues
If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there
Resources awarded by Trade Events may not be delivered or logged correctly
Trade Log may incorrectly state which resource types are sent and received
Trade Route income should be multiplied by the Trade Route's distance
Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel
No feedback is given when a Market doesn't have a valid Warehouse to connect to
Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.
As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)
RUNE II: Decapitation Edition has partnered with Raredrop Roleplay to bring you a RUNE inspired D&D adventure. Join us on the Steam store page to watch the stream live!
Six past Champions will be recruited by an acolyte of Heimdal to help Heimdal end Loki’s endless cycle of Ragnarok. They will remember their past and their allegiance to which God they swore to (2 Champions of Hel, 2 Champions of Thor & 2 Champions of Odin). When tasked by the acolyte they will leave Valhalla at once to bring glory to their Gods, further cement their legacy, and help restore order to Midgard.
Hi! I’m Hernán Smicht, game designer of Desert Pirates and solo-dev of “El Tango de la Muerte”.
I’m here to tell you about the road we take with the game camera within Desert Pirates, the game we are building. It wasn’t easy to get!
First off all, in this game you lead a convoy, meaning that you are in front of all of your cars, that can be from 3 to god knows how many (we imagine like 12? We'll see). The idea is that the player is able to see his convoy while wandering this endless desert, following player steps. On the other hand, the player needs to destroy enemy settlements, and having a clear view of enemy bases is a must, so the player can plan his attack carefully and not just ram into his own death.
Our first approach was an aerial camera similar to an RTS, centered on the leader; in the early prototypes looks like this: As you can see, the camera center the player car in the center of the screen, it felt nice to the game. So.... What’s the PROBLEM?
In our research within the genre something came up, almost all car games have their camera behind the car. First Red Flag. Also, their camera is usually very close to the player's car, like in a third person shooter. Second Red Flag. Is it that players like it more? Is it because it puts the player more “inside the game”? Probably?
But, why is this a PROBLEM? Well, it’s a car game, we know we can build it the way we want, but we need to approach our game to the players that play car games, so in player's eyes it should not look too different to others games they are used to play. An audience problem? Maybe.
So, genre issues.
Camera position
Camera Zoom
Solutions:
First, we attack the camera position, we lock the camera behind the player’s car and lower it down a bit. It felt BETTER. The only fix we needed to do was to put an easing when the car turns, it felt just horrible without it.
As a negative side, the players see a little less of his convoy, but they are there, sticking out their hoods and completely visible when turning.
Second, we approach the camera to the car as close as we could. This was not good. First of all the convoy becomes invisible, and second, attacking enemy bases becomes almost an impossible task. On another hand, the art of the game is not prepared to be seen in close up; we started to make a game in which everything is very small, so we built the art pieces with low poly count.
But it had a positive side, it was more fun to fight with other cars. They aren't on screen all the time so it rushes the player to shoot fast and be more aware of enemies.
Hard choice. But to keep the vision of the game, we zoomed out again and decided to add a mouse wheel zoom to get closer to the leading cars if the player wishes (which we haven't implemented yet!).
This is how the game camera looks now: As you can see, the leader is not completely centered, is a little bit lower on screen, so the player can see ahead, the rest of the convoy is visible and you can still get a clear view of the enemy bases.
I hope this rambling is useful to someone (?), thanks for reading! If you have any questions or suggestions, don't hesitate to write something!
And dont forget to press the wishlist button now you are here :o
Allow me to introduce myself, my name is Evan Massie. I am the Captain of Victorian Clambake and I'm the fellow responsible for developing Shell Shuffle. You're likely one of the lads or lasses who has come over from my previous game, The Caribbean Sail.
I'm working with the Cartographer who is co-designing and creating the visual assets for Shell Shuffle!
I'll be sharing frequent progress updates on Twitter and Discord as well as the largest news here on Steam!
Version 0.4 - Alpha
Today I've implemented a local two player versus mode of the tide trial gamemode! Grab a friend and play against each other, there is no higher test of ones gaming abilities than Shell Shuffle. You'll be at each others throats within the hour.
Remote play through Steam is live! Begin Shell Shuffle then press "Shift + Tab" and open your friends list, choose one of your friends and invite them to "Remote Play" and they'll receive a notification that will enable them to join you and access your mouse and keyboard remotely within the game! Simply quit playing to end remote play.
[Please note]
The host should always play using the arrow keys and right shift or a secondary controller, the guest can only use left shift while remote playing currently. Linux has varied success with remote playing, we successfully ran a round with Windows hosting a Linux user but not the inverse.
Before the tide comes in...
V0.5 will be posted soon to fix a few problems I found overnight.
If you find any bugs or just want to say hi, the community forums are always open and watched closely!