This update introduces mounts! There are also a LOT of new user-interface features. Read the "UI Improvements" section carefully, it's full of useful stuff!
Mounts
In this update, you can learn to ride a horse. This mount is useful for traveling and can also serve as extra storage. All the horses in this first version look and behave exactly the same. In the future there will be multiple breeds of horse that use the genetics system to allow a huge variety of mounts, but first we need your help testing the basics! We'll continue to polish and improve the basic functionality for a few updates, and when things seem good, we'll start introducing more mount types.
We don't want to explain all the ins and outs of how mounts work because we're hoping it's understandable enough that you can figure it out in-game. If it isn't, we'll need to make things more obvious! But here are some basics you should know:
You can purchase a horse from a trainer in Hogan's Keep, Eltibule. The total cost is 6000 councils. You'll also need an empty stable slot to store the horse.
All players who log in this month can redeem a pack of basic horse tack. Click the redemptions button at the bottom of the Persona window.
There is also a new crafting skill that lets you create better tack. The trainer is in Amulna and the skill requires Leatherworking 50 to learn.
Players in an animal form can't ride horses. However, they can access the saddlebag even when not on the mount, so there's still some benefit. (Animal forms will eventually have a travel mode, but we haven't decided how it will work yet.)
We've talked in the past about revising how "sprint gear" works, and we still intend to do that, but not until mounts are more thoroughly tested. For now, there are no changes to how gear works.
You can access your saddlebag while on your mount, and you can also access it while NOT on your mount, as long as you're in an area where you could theoretically ride the mount. (In other words, you can't access your saddlebag in dungeons.) The Red Wing Casino is a special case: even though you can't ride a mount there, you can still access your saddlebag.
If you have a backer package that includes a horse, basic riding skill, and a saddlebag, you can now redeem that feature. Click the redemptions button at the bottom of the Persona window. NOTE: horses require a stable slot. If you don't see the redemption, make sure you have an open stable slot!
If you have the "Thoroughbred Breeder" package, those horses are not yet available -- they'll be added when horse genetics are in. You can safely redeem the free horse+riding skill+saddlebag now; you'll get the two "breeder" horses at a later date.
UI Improvements
Added a new window for cosmetic pets, accessible via a button in the Persona window. Pets are summonable from the window directly or can be placed on the sidebar like before. All cosmetic pets have been moved here from the Skills & Abilities window.
Added a "Hotbar Layout" option for attaching the sidebar to the main hotbar, which turns it horizontal and places it underneath the active skills hotbar. You can access this in Settings, under GUI/Features, or by right-click the sidebar and selecting "Attach to Hotbar", or "Detach from Hotbar" when attached.
Added the setting "Camera Vertical Smoothing" under Controls in the Settings window. This causes the camera to smoothly follow the player vertically instead of being directly tied to them. Enabled by default.
Added options to individually lock most HUD elements, either by right-clicking on the window's titlebar or by clicking a lock icon. To enable the lock icons, go to Settings->GUI->Features and check the "Show GUI Locks?" option.
Added confirmation to stable slot purchasing.
The Transmutaion window has been redesigned. Due to its complexity, we'd like your help testing it! When you use an item workbench, you can choose between the old and new interface. Please try out the new interface first. We're leaving the old one available in case there are bugs. (Both interfaces use the same server-side transmutation code "under the hood"; only the interfaces are different.)
The "Hide Known Recipes" toggle is no longer displayed when the Sell tab is selected.
Added a hotkey in Settings, under Keys, that bypasses players and pets when clicking, titled "Hold to Bypass Clicking Players & Pets". For example, while holding this key you can click on a player who is blocking your view of a corpse and select the corpse, not the player.
When a party member dies, the party status window should now display the text "DEAD" in all of the attribute rows, rather than 0's or, worse, incorrect non-0 values.
Added a search bar to Special Abilities in Skills & Abilities window.
Added a news ticker of player activity to the login screen.
The skills window now lists previously-earned skill rewards under the list of upcoming rewards.
There's a new hotkeys to summon your mount. It defaults to Shift+NumLock. (The Auto-Run key defaults to NumLock, so you can press Shift+NumLock, then NumLock, to start traveling.)
There's a new hotkey to view your saddlebag. (It doesn't have a key by default.)
Animations & Graphics
We now take animations into account when attempting to queue an ability. E.G. When summoning a pet and then queueing up another ability, the summoned pet animation will finish (thus actually summoning the pet) before firing the queued ability.
Polished all Necromancy animations and particle effects.
Sped up animation and removed the movement slowdown for Dig Deep & Push Onward.
Slightly sped up animations for First Aid and Patch Armor.
Improved Fae Bee attack animations.
Fixed a bug with players not standing back up after dying.
When initiating flying mid-jump, the jump will properly be canceled and the character can no longer fly sideways/diagonally.
We now delay shooting of some archery projectiles until the proper moment; they were shooting right away.
Fixed LOD issues with buildings and some terrain objects in Rahu.
Adjusted camera settings and draw distances in Eltibule to reduce the horrendous pop-in. This change may impact performance for some users on low-end machines, but hopefully not too badly!
VIP Changes
We've cleaned up the half-assed VIP panel in the settings window. It now explains what VIP is, and has a link to the Steam store page for non-VIPs that may want VIP.
Most of the features under the VIP section now actually require VIP. The exception is basic chat logging, which will remain permanently available to everyone. The option is still in the VIP section, labeled as a "VIP preview feature". Note that combat logging does require VIP.
Added new combat logging options, including ways to log indirect damage and healing amounts. (These options show the raw damage/healing amounts, but it's not always easy to tell which ability caused which indirect damage/healing. This is something we want to show in the logs, but it will require some rearchitecting. So this is an incremental improvement.)
VIP members who log in during Jan 25 - Feb 28 can redeem a February VIP gift package: a Sturdy Music Box.
New permanent VIP benefit: VIP players gain +15 saddlebag slots.
Favor Fixes
We realized that many NPCs did not have their target level set in data, effectively making them level 0 NPCs. This made them more receptive to gifts than intended. We've fixed these NPCs, and as a result they will give somewhat less favor for gifts. (This is a bug-fix, not an overall balance change. We're fixing bugs in preparation for balance work.) Affected NPCs include:
Gorvessa in Hogan's Basement
Yalox in the Goblin Dungeon
Glajur in Kur Tower
Percy in Eltibule
Sem in Snowblood Shadow Cave
Rubi and Cassie in the Warden Cave
Laura Neth in Kur Mountains
Ratuk the Thinker in Kur Mountains
Mope in Povus
Hirochi in Rahu
Ichin in Rahu
Wintria Irasca in Rahu
Silvia in Sun Vale
Several NPCs who said they liked "Magical Equipment with Skill X prereq" actually liked anything with that skill prereq, including textbooks. Now they only like actual magical (i.e. loot and crafted) equipment. Those NPCs are:
Alravesa in Ilmari(Archery)
Falkrin Overstrike in Ilmari (Hammer)
Sand Seer in Ilmari (Fire Magic)
Sugar in the Warden Cave (Deer)
Leah Bowman in Povus (Animal Handling)
Ashk in Rahu (Mentalism)
Lady Windsong in Rahu (Druid)
Jumper in Sun Vale (Deer)
Raul in Sun Vale (Cow)
Silvia in Sun Vale (Druid)
Crafted belts and buckles now count as 'magical equipment' for favor gifting.
For the purpose of gifting favor only, textbooks now cap how much an NPC will value them. This does not affect their actual Council value, just how much favor an NPC will give for the gift.
Mount-Related AI Changes
We've made some small changes to how monsters react to players when they are on a horse. We'll be refining these ideas in the future.
While you are mounted, melee-centric monsters have 33% reduced player-detection radius. (They still respond to help shouts at the same distance, however.)
While you are mounted and not in-combat, melee-centric monsters ignore your out-of-combat pets. (But ranged attackers will still shoot at pets, which will bring the pets into combat. And then melee monsters will notice it! So best not to rely on this overmuch.)
Other Changes
When mining in Povus, there was a chance to receive the message "You didn't find anything valuable that time, but you can still try again." This seemed like a failed skill-check to players, but it was actually just random. We've replaced this with an equivalent change to mine very-low-value items (such as Pebbles and Flint). This way it's clear that you haven't failed at anything, you just have more mining to do. (The total number of high-value items in each node is unchanged.)
Items with shamanic infusions on them should now be transmutable. The infusions also show up differently in the UI with the new transmute window.
Crossbows mods will no longer appear on non-crossbow off-hand items.
We now prevent right-click movement when dead.
Bulwark Mode is now fully dispelled on death. (Previously a few side effects of it would stick around.)
Chat logs now include timezone offset when you login to the game (to aid automated tools).
Fixed Amutasa's broken "Install Augment" option when your favor level is too low to augment.
You no longer stop auto-running when using an ability without a channeling time. This functionality can be re-enabled via the "Always Stop Auto-Moving when Using an Ability" option in the Settings window under Controls. Note: You WILL stop auto-running if you use an ability outside of its range and have Auto-Move to Attack turned on.
Added collision to the gates in Rahu.
Fixed the MacHack3 special setting so that it works more reliably: you no longer have to re-apply it whenever switching areas.
Removed MacHack1 and MacHack2 special settings because they didn't actually help Mac users fix the visual problem. You can now just type MacHack instead of MacHack3 in the special settings. (Although MacHack3 continues to work.)
VEGA CONFLICT IS UNDERGOING DOWNTIME WEDNESDAY, FEBRUARY 2nd @ 10AM PDT (Est. 2 hr)
Rebels, This month is the start of Tier 11 and some interesting new content. Participate in monthly events to earn the new tech brought by the Retrocitors, as well as learn why they are here and what they are running away from.
RETROCITOR SCRAPPER
[Deception] Join the Retrocitors in their battle against these mysterious invading forces. Earn the first Tier 11 ship, the Scrapper, and try out the Experimental Salvage to find the best combination for your play style.
[Mobilization] Earn the Scrapper MK III - MK IV upgrades while earning a top spot on the leaderboards!
[Alliance War] Alliance War is a hybrid PVP/PVE event where Alliances fight with other Alliances for control over Mining Outpost in a special Unstable Sector to earn Intel and Solar Shards that they use to purchase prizes and unlock additional tiers or prizes in the event store respectively.
[Decimation] Attack targets to complete the Retrocitor Scrapper Elite and grab the Reclaimed Armor, Reclaimed Shields, or Diversiform Missiles you might have missed.
[Scrapper]
The first Tier 11 hull, the Scrapper, is a fighter class hull that will feature strong defenses and above-average damage output. This will be the first hull with an Experimental Salvage slot and two items to choose from.
[Experimental Salvage]
The Experimental Salvage mechanic is the new defining mechanic for Tier 11. You will be able to choose from a selection of components to equip to ships for custom gameplay.
[Reclaimed Shield]
The Reclaimed Shield is manufactured from scavenged technology. While its shield energy output is at a high level, it lacks the resistances of other shields, instead able to offer high resistance to a single type.
[Reclaimed Armor]
The first hull armor in the Retrocitors faction and provides Armor Health and Explosive Resistance to start.
[Diversiform Missile]
The Diversiform Missile appears to fire a single projectile missile, but upon detonation splits into 2, and then splits again into 3. In addition to covering the enemy with multiple projectiles, there is a small AoE to help against swarms.
[Campaign] These time-limited missions are being repurposed to help set up lore and provide additional activities for those that want more combat. These campaigns will not only give you context to VEGA events, but will also give you a step up in Tier 11 with relevant prizes.
Slingshot Prime Shift Boost fixed, min range on weapons now work as expected
Modulator has Spectre Resistance removed and it’s Prime Shift Boost resistances lowered.
A9 no longer gives a Spectre Resistance but instead boosts Charge Time and Drain Rate for Prime Shift.
User interface icons with low resolution are being updated.
Join us at the end of this week to watch a public livestream of Aperture: Salt Mines first chapter this weekend!
Come watch digits0801 on Twitch; you'll find common timezones with the stream time down below:
Fri, February 4th 16:00 UTC-8 [Los Angeles, San Francisco] Fri, February 4th 19:00 UTC-5 [New York City, Newark, Miami] Fri, February 4th 21:00 UTC-3 [Rio de Janeiro]
Sat, February 5th 00:00 UTC [England] Sat, February 5th 01:00 UTC+1 [Paris, Madrid, Rome, Berlin] Sat, February 5th 08:00 UTC+8 [Hong Kong, SIngapore] Sat, February 5th 11:00 UTC+11 [Syndey, Melbourne] Sat, February 5th 13:00 UTC+13 [Auckland]
Thanks for joining! -The Aperture: Salt Mines Team
Escape Hell with your best bud – in six languages. #TranslateAfterparty has been trending on Bicker for months and we got tired of muting accounts. So with this new patch, you're getting subtitles in French, Italian, German, Spanish, and Russian. While we appreciate some of your DMs, some of them are NOT even appropriate for demons. Seriously.
Thanks for playing or Danke, merci, or however you express gratitude. See you in Hell.
Our first Development Recap of the year is here, and after a much needed winter break the team is picking up steam with major preparations happening for our next expansion - Operation IV. While development continues to work on the features of our next release we’re able to showcase some of the work going on behind the scenes. Catch up from some of the work done in January!
Passchendaele
The next field of battle to arrive is Passchendaele and is well underway with the majority of whiteboxing being completed and the environment art team working on new buildings that will add a unique look to this map. As this battlefield will be debuting with tanks, much of the level design focus has been aimed at ensuring satisfying vehicle gameplay while sticking with our direction for brutal infantry combat. Featuring an open, daunting no-man's-land before tight combat spaces in the town and across bunker systems spread across the line. layers will see the first major gameplay diversity arriving with tanks in this latest map. While much of the map layout is complete the team are still world-building and look to create new assets to offer some unique visuals.
Tanks
Our QA team has been busy taking on the mammoth task of testing the new tanks due in Operation IV. Running these machines through the mill to see exactly where potential issues are - there’s been some funny results with vehicle physics that have been causing issues when traversing complicated terrain. This has resulted in a rework of the physics so tanks won't be sent flying when trying to advance! Tank Testing Video
The new setup allows tanks to move more smoothly across the terrain and able to overcome obstacles, such as wide trenches, as desired. There’s a long list of test points for these land ships and they’ll be getting many hours of internal testing before going onto large scale gameplay tests closer to spring time. Stay posted on more news on the horizon! Tank Testing Video
Customization
Work continues to build a large base of options for players with the new customization system arriving in our next Operation. Shown below are example of the types of webbing and backwear options players will have to customize their character model when the system arrives. With over 200 switchable items being introduced when it launches, you won't be short of adding a unique touch to your character. Also, we can finally reveal the full list of cosmetic items will cover your character's face, headwear, facewear, upper body, lower body, webbing, backwear and hand slots! Again we will have more information on this system as we move closer to it's initial release.
C.L.L.E Mk 1
A new rifle is on the way and animations have been recently completed for the Charger Loading Lee Enfield. Utilising a charger bridge for quick, 5-round charger reloads this rifle saw service with many of the Territory Forces after being converted from M.L.E's. Expect this rifle to be textured and ready to ship with the Australian Imperial Force in Operation IV! C.L.L.E Animations 1 C.L.L.E Animations 2
Stay posted as we prepare to showcase all of the content lined up for our next update. See you in the trenches!