A few fixes and a much requested feature: Interactable highlighting!
Once again, thanks for all the feedback and kind words. Special mention to Technomancer for being an exceptional bug hunter.
Coming up soon: News about a new game in development.
Changelog:
Improvements
Interactable highlighting added. A big arrow is displayed above the interactable. Default key is Tab and can be altered in the Input settings. Only highlights interactables, not searchable areas.
You can now acquire a piece of the cryovolcano ice sculpture with your pick axe.
Character generation sliders no longer reset when switching between attributes.
Can no longer get stacked discounts from Horst. You can still get a higher discount later when you improve relations or increase your negotiation skill.
Fixes
Can no longer deploy a pump at the satellite crash site.
Can no longer exploit reporting Magnus to Ling in different ways to farm XP.
Can no longer farm dispisition points with Jade by asking her how she's doing multiple times in a row.
Sand at Shangri-La digsite appears when it should.
Shangri-La rock formation no longer has some rocks floating in the air.
Third search tier in Menvra Cistern now yields 10 minerals as intended.
Fixed stat check for an early altercation.
Fixed 'Set by Karen' tag showing up for spaceships that don't carry methane.
Fixed bug where character stats wouldn't always refresh when using the hotkey to open the sheet.
Antagonising Karl in an early conversation will no longer have his face utter lines that are actually said by Karen.
Referring to the science of the radio tower in an early conversation will no longer skip a node.
Skipping the introduction cutscenes by hitting ESC rapidly will no longer prevent the fatigue level from being stuck until the first conversation.
In the game there is no binding to the character class – the style of play depends on the chosen equipment. You can fight with a one-handed sword, a two-handed sword, or choose a magical artifact if you prefer magic. Armor is divided into three types: plate, cloth, and leather. Plate protects best from physical damage, cloth – from magic damage. The skin has medium protection, but it increases some damage depending on the set of armor: either physical or magical.
The gameplay of the game changes depending on the chosen difficulty. There are 6 difficulty levels in total:
On low difficulty, it is enough to buy armor from merchants, and battles with monsters will not distract from the passage of the story. On high difficulty, you need to get rare materials in order to craft elite equipment.
It is also necessary to use inlay, sharpening and engraving to increase the characteristics of the equipment.
Crafting potions and food is also essential. Resources for them are growing all over the world.
By completing various tasks, you can get experience and money, and the rarest things can be obtained from bosses in the dungeons.
We were wondering: this has been such a peculiar year… what are we missing? Yes, you guessed correctly: Aliens! Aliens are arriving (only to the Realm, hopefully) this Thursday for a 10 day event with plenty of quests and lots of loot to grind. And this event has some peculiar oddities to it that you never seen before in an RotMG event before. You’ll only be able to get the full experience if you play throughout the whole event. As the days will be passing we will be unlocking new rewards in wormholes and rewards that, if combined, will give you the best loot.
Commander Calbrik, the acclaimed leader of his homeworld’s notorious army, is back and he’s trying to take the Realm for himself.
And do you know what’s also back? The Universal Fragments. Here’s how to get them:
Commander Calbrik will spawn once in every Realm as you cut your way through the Heroes of Oryx. Alien Biff will spawn once in every Realm, once you defeat all the Ghost Kings Defeating Calbrik and Alien Biff will spawn Wormholes.
Token drop locations:
Calbrik aka Alien UFO - Universal Fragment x1
Alien Biff - Universal Fragment x1
Golden Sphinx (Katalund Boss) - Universal Fragment x2
Suesogian (Malogia Boss) - Universal Fragment x2
Tarul (Untaris Boss) - Universal Fragment x2
Acidus (Forax Boss) - Universal Fragment x2
The Event will run from 11/19 - 12:00 PM UTC until 11/29 - 12:00 PM UTC
After one month since the release, your feedbacks about the game are fantastic and help to improve it. Thanks to you, we discovered a lot of bugs and adjustments to make. You also created your maps using the map editor and steam workshop! We have also discussed esport and defined a plan for next months, premium game problematics against the free to play invasion and the game promotion. So in this dev letter, we will announce pricing update, game update, reveal concept arts, and a new trailer!
Are you ready? Let's go!
PRICING
First, pricing! We updated the pricing for everyone. The game is now available for $9.99 with a regional adaptation. For our first supporters, we plan to give you future cosmetics for free (maybe a future battle pass? Feel free to suggest).
GAME UPDATE
FIXES
About the game update, we have to speak about bugs! We created a free google sheet to reference all identified bugs. You can follow referenced bugs, priorities, and what is pending review. You are welcome to report bugs on Discord. There is a dedicated channel for it. Feel free to give us a maximum of information. How it's happening, a video or screenshots. The google sheet is here, and you can check what was fixed.
NEW: PERKS on DUEL and FREE FOR ALL!
On duel, official servers are available with character selections (light, standard, heavy) and perks. So now, you are free to select a fast "low HP" robot, a standard robot, or a slow "high HP" robot. Like on Capture The Flag, three perks are available per character. During a game, after the character selection, you are limited to its perks:
Perks are tuned to be playable with this game type, so reload delay and advantage effects are customized.
On Free For All, we just added The same perks already available on deathmatch! Our objective with this game type is to have more fun. So adding perks to a game type with 30 players seems an excellent way to improve it :)
NEW: NO TEXTURE MODE
It's a graphical feature with the least amount of textures possible loaded into your graphics hardware. This feature can help some players with old GPU or without! To enable it, go to the display menu and set to the "No texture mode".
NEW: MENU SOUNDS
We added sounds to the menu buttons. Listen to this:
NEW: FOOTSTEPS
New footstep added for "Basketball" environment. You can listen to it here:
NEW: UI
Spectator view:
Stamina bar added on duel mode.
Perks UI replicated to the spectator.
Effects:
Teleporter: effect added for the alternative fire.
Freon: effect added when a freon plasma bullet hits a player.
UPDATE: HEALTH POINTS AND WEAPONS BALANCING
We updated player default heal and weapons balancing. Right now, player respawn health is 150 HP, and weapons damage are as described in the document here.
UPDATE: MAPS
DM-BlutArena: Some collisions reworked.
DM-Mars: Some collisions reworked.
DM-Vertigo: New respawn distribution and fog updated.
DUEL- Foragepit: some weapons pickups redistribution.
DUEL-Creuset: Lights and fog updated.
DUEL-Fuse: Lights and fog updated.
COMING SOON
So what can you expect in next months' updates?
In priority, we focus on bugs. Secondly, we will add missing things like settings, UI/Menu, and localization. Third, game improvements and adding content (clan arena?). Today, on early access, all characters are the same with a different scale. In the future, we plan to implement a design by robot type. So, what are they going to look like? Here is the design of the light character.
And here is the heavy character.
The standard character is the current robot implemented in-game! Do you like them? Feel free to discuss it on Steam forums or Discord!
Finally, we created a new video to show everyone the feel of the game with perks implementation. It's here, and we hope you will like it.
*** Thanks for your support and passion. If you have any bugs, issues, or suggestions, do not hesitate to discuss with us on discord. Feel free to invite your friends to join us, share, and like on socials networks.
See you in-game, Master Arena Dev Team. ːwinter2019coolyulː
So, last week we finally released Fury of Dracula: Digital Edition upon you all. Thanks to your support, it’s been our most successful launch in the history of Nomad Games - it’s really blown us away how much feedback, love and suggestions we’ve received from you all. (As the person responsible for looking at all our social media, I can tell you that release day and the following days were pretty overwhelming!)
Now that we’ve had some time to get over the initial release, I’ve sat down with the rest of the team to properly outline what we’ve got planned for the future of Fury of Dracula: Digital Edition. Here at Nomad, we’ve been doing our best to be transparent during development of the game, and we’ll keep that up going forward too! This is one hell of an update, so grab yourself a drink and some snacks and get set for the long haul! We have a lot to cover, so we’ve divided it into sections if you want to skip to specific features.
But as a starting point for transparency, we want to address something that a number of people have already brought up:
Why have you released the game now, instead of holding off until these features were finished?
To answer that question, we need to give you a peek behind the indie game development scene. We have a staff of around 20 people, who we pay to make our games, and we rent out an office here in the UK. When we’re looking at our finances, we look at how much we’re hoping to earn throughout the year and how much we’re going to be spending. If we work out that a certain month is going to be rocky for us, we can rest easy knowing that we have an upcoming game release that will help bolster our finances and keep us afloat - something that we’re more aware of than ever during the Covid-19 pandemic.
As soon as we start pushing back a big game release like Fury of Dracula: Digital Edition, we’re left with a big gap in our financial plans. Remember, we’re only a small studio - it’s not like we can release other content that a different team has been working on. So instead, we made the decision to release the base version of Fury of Dracula: Digital Edition now, with the promise of future updates to add features we know players will want.
And we know that this is a decision that relies on you, the players, trusting us to come through on that promise! We’re well aware that the video game industry is under more scrutiny than ever before, with headlines about loot-boxes, crunch and mistreated workers seemingly hitting front pages with no end. So we know it’s a big ask for you to put your trust in us, but we hope that by fulfilling our promises, we’ll be able to show you we’re deserving of that trust! Also, updating a game as time goes isn’t something new to us at Nomad - 7 years on, we’re still adding new features to Talisman: Digital Edition after community requests!
Turns out giving a transparent answer takes a while! So without further ado, let’s go through everything we’re currently working on and are planning to work on:
Steam Achievements
Probably the most finished thing on this list for Fury of Dracula: Digital Edition, our Steam achievements were just slightly unfinished when we hit release day.
We’ve already got most of the coding done in the back-end, and we’ve now finished making all those lovely little icons that you’ll see when you unlock them in game. Our next step will be to test them to make sure they unlock as they should and are bug-free, and then you’ll be able to get bragging rights over your friends!
1v4 multiplayer
Definitely the most requested feature so far (across Steam reviews, our Discord and social media) is 1v4 multiplayer. We’ve heard you loud and clear, and know that this is the feature most requested across the board.
So, the first thing to do is let you all know exactly where we’re currently at with 1v4. The good news is that we already have 1v4 online in a state where we can test it internally with our QA team. Right now it technically works, and you’d be able to play through an entire game of Fury of Dracula: Digital Edition online if you know what doesn’t work. The moment you start trying to do something that doesn’t work though… that’s when things start to get ugly.
So right now, we have a list of things that need to be updated to properly work in 1v4 multiplayer. This makes our jobs easier, as we can just work through that list and make it smaller and smaller.
A good example of this is the card ‘Speedy Telegraph’. Suddenly throwing out the set order of activations when you need to keep track of 4 different hunters on completely different systems causes a whole heap of edge-cases and issues to arise. This is something we need to make sure works before we roll out 1v4 to you all.
Also, our list of things that need to be updated doesn’t account for bugs and issues that we can’t possibly foresee - which makes it hard for us to judge exactly how long this update will take to come out. As we continue crushing bugs and getting closer to finishing the update though, we’ll be able to give you a definitive release date.
Speaking of, one of the key weapons in our arsenal of bug-crushing are the lovely team of beta testers we’ve had helping us with Fury of Dracula: Digital Edition before release. We still have some things we need to update before we can give the 1v4 multiplayer mode over to our beta testers, but we’re hoping they can start sinking their fangs into it starting in early December.
Now that Steam has rolled out new features to help people beta test their games (you can read more about it here if you’re interested!) we’ll also be in a better position to add more beta testers to the game so we can thoroughly thrash out bugs in 1v4 multiplayer. If we decide we need more beta testers, we’ll be sure to put out a call to the community!
Rejoining Games
Something we’ve got planned to add to Fury of Dracula: Digital Edition after we roll out the 1v4 update, is improving the ability for people to rejoin online games after disconnecting. The reason we’re bringing this up now is that it’s a good example of how adding 1v4 multiplayer is a complicated process!
Right now you can rejoin a disconnected game of Fury of Dracula: Digital Edition up to one minute after you disconnect, unless you quit or close the game. But we need to make sure that we code and design 1v4 multiplayer so that it plays nicely with rejoining games. We don’t want to code ourselves into a corner, so we need to do the groundwork now for rejoining online games, which adds time to the development of 1v4 multiplayer.
So, ahead of the 1v4 update we’re going to be looking at things like:
How big of a window we’ll allow for people to rejoin after disconnecting
Looking at ‘player states’ and how we define whether a player is ‘idle’ or ‘away’ online
Giving people the option to wait for disconnected players or swap them to AI if they fail to reconnect
These are all things we need to take into consideration and work on before we can roll out 1v4. We’re confident that we’ll be able to get all these things done, it’ll just take time.
Text chat
Something else that we’ve heard your requests for is text chat! This is slightly lower on our priority list, but is also easier to implement. We’ve already got this feature in a number of our other games, so we understand the process of implementing it very well.
We’re going to add chat to the game room and in game, so you’ll be able to chat before the game starts and during the game as well.
Something we’ve already discussed is if we’d need to keep any chat hidden from Dracula, but we’ve agreed that most of the chat done during a game of Fury of Dracula is open anyway so we don’t need a filter. This fits with how you’d play the physical board game too!
iOS and Android versions
Something else that has been highly requested over the past months has been a release date for the iOS and Android versions of the game. The good news is that we’ve been making the mobile version of Fury of Dracula: Digital Edition in parallel with the PC version, so a huge amount of the work has already been done.
So what still needs to be done? Well, at the moment, we need to:
Optimise the user interface
Update a bunch of assets so they work better on mobile
Fully implement touch screen support
Add support for dragging certain items across the screen
Add push notification support
Implement a ton of smaller updates that pile up
Now that the Steam version has been released, we can start looking at making our way through this list. We know roughly how long things like adding push notifications will take, as we’ve done it in other games before. However, there are still a number of unknowns as we go into the Christmas period and people start taking holidays. So at the moment, we’re still not in a position to share a firm release date, but as we whittle down the list of things that need doing, we’ll be able to share a firm release date with you all!
More tutorials/guides
We’ve made a good number of digital board games over the years, and one thing we know players really care about is that the tutorial is spot on.
Unfortunately for us, the tutorial is always the very last thing you put in a digital board game, because you first need to make sure everything else is finished! For example, we can’t put in a combat tutorial until we make sure that combat is fully fleshed out and working in-game.
So due to that, we only had a limited amount of time to work on the tutorials - so we still have some tutorials that are waiting to be implemented into the game! We’re also going to be adding more interactive guides, so the first time you interact with things you’ll get a handy-dandy reminder about what exactly it does.
At the moment, we’re planning on adding tutorials for:
Trading as Hunters
Advanced Rules - Lairs
Advanced Rules - Rumour Tokens
Victory Conditions
In-Play Cards
Resting and Hunter Health
If there is anything else you’d like to see get a dedicated tutorial, feel free to let us know!
House rules
Something we heard a lot of people request before the game launched was in-game house rules! Fury of Dracula is a game that has been around for 30+ years at this point, so it’s had plenty of time to pick up some community favourite house rules over the years. When making the digital version, we also came up with some of our own ideas for good rules that would enhance the game.
So far, some of the house rules we’re looking forward to implementing the following:
Allowing hunters to view facedown discarded cards in certain situations
Allowing delayed hunters to use their whole turn to become undelayed when Renewed Vigor is in play
Dracula being able to choose to not mature cards when a hideout slides off the trail
Bat tokens being removed from Hunters when they’re defeated
Roadblocks not affecting Dracula moving hunters
We know you all will have suggestions for house rules, so in December we’ll be rolling out an official ‘What House Rules do you want to be added’ questionnaire so your feedback isn’t missed!
This is a feature where we’ll be happy to continue updating Fury of Dracula: Digital Edition with more house rules as time goes on too, so don’t worry if your favourite rule isn’t put in straight away.
Variations in AI difficulty
Something that we’ve had a lot of player feedback on is the AI difficulty in the game. Especially in our Steam reviews, players have been pointing out that the AI in Fury of Dracula: Digital Edition doesn’t pose enough of a challenge for experienced players.
Our plan currently is to release regular updates to the AI that will improve it over time, as we have more information to work with and more time to improve it. This means that if you play Fury of Dracula: Digital Edition every single day, these changes might be harder to spot - but as time goes on, the AI will become more robust and intelligent.
We’re also going to be adding 3 different difficulty levels for the AI! We’re ready to test this internally, and while we’re working on the game we can have an AI vs AI match up on a second monitor to keep an eye on what they’re doing. This is quite therapeutic actually, as we can just watch the AI do their best to outsmart each other.
The Journal
What is a hunter without their journal? We’re currently working on a ‘log’ feature for Fury that will keep track of every action that has happened in the game. We’re hoping that it’ll come in handy if you miss something or need a reminder of what happened a few turns back.
However, we don’t just want something that gives you a list of actions - not in a game like Fury of Dracula! Our idea for the Journal is that it’ll be a narrative tool as well, inspired by the fact the original Dracula novel itself was composed of news reports and letters.
Instead of just saying “Mina Harker moved to London and entered combat with a Reckless Vampire. The Reckless Vampire was defeated and Mina Harker suffered 3 damage due to combat.” we want something that captures the theme of the original novel! So in the journal, this would appear as “Mina Harker arrived in London, following rumours of Dracula from local police. The rumours proved to be true, as we can report she was attacked by a Reckless Vampire while investigating an abandoned apartment in Whitechapel. Luckily she escaped with her life, only suffering minor injuries (3 damage).
We’re going to spend a good amount of time making sure the Journal flows correctly, so that each game of Fury of Dracula: Digital Edition ends up creating a unique story for you to read through once you’ve finished the game.
Also, unlike games where all information is publicly available, the log in Fury of Dracula is going to be different for every single player, and we don’t want hunters deducing anything from an update that should only be seen by Dracula for example. So this does add a bit more extra development time!
Friends Support for User Accounts
As part of bringing the game to mobile, we want to make it super easy to play with your friends in whatever way works best for you. We know it’s not easy to expect 5 people to all have PCs and to all be online at the same time, which is why we’re working on adding cross-platform friend support to the game.
Once you’ve signed into your Nomad Account, you’ll be able to see and add other friends, regardless of the platform they’re on. Not only will this mean you’ll be able to compare your stats with your friends, you’ll be able to invite them to games!
Translations
Once we have the time to do so, we’re planning to properly sit down and evaluate what languages we want to translate Fury of Dracula: Digital Edition into. The good news is that we have a whole heap of information to inform that decision, including:
How well the physical game has sold in different languages
How well the physical game has sold in different countries
How many members of the community have requested different languages
Languages the physical board game has already been translated into
How well languages have been adopted in our other games
So we’re very confident that we’ll be able to make smart decisions about where to focus our efforts for translation so that it’ll have the most positive impact!
Other platforms
At the moment, we’re focusing on bringing the game to mobile because we know for sure that there is a large audience there. We’ve also had a lot of historical success on mobile, which means we can be confident that Fury of Dracula: Digital Edition will perform well there.
When it comes to other platforms like MacOS and Nintendo Switch, we’re a lot less confident in how Fury of Dracula: Digital Edition will perform. Because of this, we need to take the time to sit down and properly evaluate the risks and benefits of bringing Fury to each platform to make sure that it’s a decision that makes sense, business-wise.
As soon as we have time to do that (on top of everything else we’re doing), we’ll be in a much better position to confirm or deny what platforms we want to bring Fury of Dracula: Digital Edition to. Of course, letting us know you’re keen for a certain platform puts it on our radar too! So if you’re holding out for that Sega Game Gear version, let us know!
What else are you working on?
Right now, our immediate concern is squashing bugs that you’ve all been kind enough to point out over the past week. We’ve still got a few to get though, but thanks to everyone who submitted detailed reports of what issues they’ve encountered, we’ve been able to make great progress.
We’ll hopefully be pushing out bug-fixing patches regularly between now and Christmas, so stay tuned to our Steam announcements for patch notes. We'll also be keeping a close eye on the community - so if there is anything that hasn't been answered here, please let us know! We'll do our best to answer any questions you have. You can reach out to us here on Steam or via Facebook, Twitter and Instagram. Or if you’d like, you can bolster the ranks of hunters on our Discord and chat more directly to the devs!
We've already asked for questions from the community here on Steam, and I'll be making a separate post that answers community questions.
And finally, I want to thank everyone who has purchased the game and supported us on behalf of the entire Nomad Games team. This has been the most successful launch in the history of the company, and that wouldn’t be the case without you telling your friends, leaving Steam reviews and generally supporting us.
StellarX just reached 5,000 downloads, right here on Steam!
Thank you so much for your support. We've been working hard to improve StellarX so that you can enjoy an even better experience, and we'll continue doing so!
Countless Daevas lost their lives protecting their homeland of Atreia in the devastating Millennium War. The memories and spirit of these heroes have survived since this time held within the Stigma Stones, those mythical crystals laden with power and wisdom.
Increased Enchantment Chance
Enjoy an increased chance of successfully enchanting your stigmas in the Stigma Enchantment Event, one week each month. Plus during the event you can also pick up special items for Stigma enchantments from the AION Shop.
The enchantment levels in this event start at +9 each time, but may vary. The current enchantment chance will always be displayed in the server maintenance information. Exploit the archaic might of enchanted Stigmas, learn new skills and become stronger than ever before!
Mirror Lorca has taken command of Voyager with the help of the hostile Maquis holograms from Tuvok’s Insurrection Alpha program. Lorca plans to use these holograms to take control of ship after ship until he has his own fleet, which he can then deploy against the current leader of the Terran Empire (and perhaps the Federation after that.) Can you find a way to stop Lorca and his seemingly invincible crew of holograms?
Event Name: Insurrection Omega Event Type: Skirmish Event (ship battles) Event Start: Thursday, 11/19 at noon ET (17:00 UTC) Event Finish: Monday, 11/23 at noon ET (17:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N Community Rewards: N
Carlos Data (New) - this crew will be featured event crew in the event starting on 11/26. Fully Fused Fully Equipped Level 100 Skills: ENG 552 (75 - 151), SCI 1247 (286 - 455), MED 948 (164 - 420) Traits: Android, Starfleet, Federation, Investigator, Costumed
Bonus crew/Ships • high bonus: event crew • medium bonus: variants of Seska, T. Paris, and Lorca • small bonus: crew matching at least one trait of the current battle
Ships: - Val Jean 2* (Existing) - La Sirena 4* (Existing) - Warship Voyager 5* (New)
As we approach the end of a strange year, we as a team are proud of the amount of free content rolled out to all Sea of Thieves players in 2020 despite all the changes and challenges of remote working. To continue to deliver on this throughout the year has been testament to the team spirit and culture we have here, and the way everyone on the team has supported each other throughout it all has made me even more proud to be a part of Team Rare.
We’ve been busy with more than the regular updates you’ve already experienced: we’re hard at work behind the scenes on some significant changes that will lead us into 2021, with plans in motion for how we continue supporting the game and some major news still to come. Sea of Thieves isn’t slowing down any time soon.
However, it does mean that we’ve had to slightly rethink our end-of-year updates to lay some groundwork and allow us to focus on things beyond the immediate future. So November’s update is more of a quality of life update, largely focused on bug fixes and improving the core Sea of Thieves experience for all players. However, we’ve made sure there’s still plenty to do in terms of events and in-game activities, extending some events and building on the success of others, while the Pirate Emporium team have also restocked the shelves with more of the endlessly creative things they’ve been working on.
The progression of weekly Challenges and Voyages throughout the Fate of the Damned update led to a point where all Challenges and Voyages were unlocked and available, so those will stay in the game until December 9th for players to embark upon and earn rewards including Soulflame weapons and gear. Talk to Larinna at the tavern or visit the Fate of the DamnedEvent page for details on what you can get and how to get it!
If you enjoyed September’s Vault of the Ancients update, you’ll be pleased to know we’ve continued to add to that, and The Devil’s Roar region has now joined the list of possible Treasure Vault locations. So one of those Voyages picked up from the Gold Hoarders could now be made even more epic by superheated seas and fire from the sky! And if you tackle a Treasure Vault Voyage over Thanksgiving, you could get rich quick as that’s when we’ll be running the next Gold & Glory Weekend, with double gold and reputation on offer for all treasure handed in.
November’s Emporium update puts the Fightin’ Frogs Ship Set up for anyone to buy, if they haven’t already earned it by playing through Act I of the new Battletoads. Joining it are our latest unique pets, The Hunter’s Call Forager Parrot and Monkey – but we couldn’t overlook the other pets, so there are also Bone Crusher Outfits available for all species including cats and dogs. The popular Festival of Plenty pet outfits and musical instruments make a return to mark this time of year. Meanwhile, players always looking for new ways to express themselves should enjoy the all-in-one Varied Weapon Pose Emote, along with new Barrel Emotes and the Fightin’ Frogs Flex Emote that we’re making available as a freebie for everyone.
So even with a lighter update than usual, there’s still plenty to get your teeth into! Full release notes will accompany the update as usual on Wednesday November 18th, so you can see everything that’s new and all the latest performance and quality of life fixes, while the Pirate Emporium and Events Hub pages will be brought right up to date.
We hope you enjoy it, and also hope you’re looking forward to the end-of-year celebrations and Sea of Thieves’ next stage of adventure that lies beyond. We’ve got a special edition of SoT News coming in the next few weeks that will talk about the December update, and we’ll also be talking about our plans heading into the new year. We have some significant and exciting changes coming as we move into what’s likely to be Sea of Thieves’ biggest year yet, and we’re excited to share our thoughts with you all soon!