Tribes of Midgard Season 3: Inferno Saga will be arriving with a GIANT amount of content on August 16! Today, we’re going over some of the HOTTEST new features!
These changes, as well as all content from previous Seasons, will also be included for free in the Xbox Series X|S, Xbox One, and Nintendo Switch versions when Tribes of Midgard releases on those platforms.
The Ruler of Múspelheim: Surtr
What’s hotter than a whole new Volcano-themed Biome? THIS GUY!
The big, big, fire boi
Surtr, the Inferno Ancient, has erupted in the Realm of Midgard and is launching an all-out invasion from his Lair at the peak of the Volcanic Spire. You will step through a fiery entrance and into an entirely new Arena – as expected, surrounded by thrashing molten lava.
Approach the Horn of Múspel with caution, and do your very best to avoid Surtr’s vicious Blade of Fire.
The Volcanic Spire
A whole new Biome has been added to the world of Midgard, and it’s HOT!
We dare you to go for a swim in the molten rivers. We know you’ll do it anyway.
Every new World will be able to access the Volcanic Spire. This molten landmass serves as the central battlefield in the Einherjar’s fight to repel the Inferno invasion and take down your biggest enemy to date. This area is only able to be entered by progressing through the new Saga Quest: Inferno, which aims to prepare you for the extreme heat (and threats) when ascending the Spire.
Complete with new musical scores and a unique ambiance, this dangerous new area hosts several unique creatures, crafting Materials, enemy Camps, and hazards (looking at you, Lava Rivers) to traverse.
Saga Quest: Inferno
A new Saga means a new Ancient, and a new Ancient means a new Saga Quest.
A new Inferno Saga Quest will guide Einherjar on their journey to access the remote and dangerous Volcanic Spire. As part of Surtr’s invasion strategy, a number of Volcanic Outposts have been seen emerging across every Biome in Midgard. These emergent encampments contain a host of Surtr’s forces that can be quick to overwhelm you if you stumble into one unprepared.
However, if you manage to clear one out, their treasure chests are known to contain items of great importance to Surtr’s war effort. Bringing these Materials to the Gateway is a surefire way to take a trip to his Lair.
Once the Gateway has been activated, players must launch a counter-offensive to fight their way up the molten peaks and kick down Surtr’s front door before he has the chance to burn the world with his volcanic fire.
Wield the New Spear Weapon
Stabby, stabby… but from afar!
Einherjar have remembered an effective Weapon from their past lives, the Spear! Filling a gap in melee-style combat, the Spear offers considerable linear reach compared to other Weapons. They will be able to keep more than an arm’s length away while taking down enemies trying to get the best of them!
The starter Villager Spear is unique in its construction in that only Wood is required when crafting it. This makes it a great starter Weapon for those with nothing to hide fending off ravenous wolves like a true Survivalist!
Game Over Screens
Game Over screens have been overhauled to showcase more elements and statistics highlighting your accomplishments during each session! The new flow contains three screens that you can review or skip:
Global Results: A snapshot of the explored Map from the session will be displayed, along with a few highlighted stats, such as Time Elapsed and Enemies Slain.
Team Results: A grid that showcases all players in the session, highlighting their Character Levels and a top stat from which they took home the highest score.
Personal Results: A final showcase of all individual statistics accrued during the session, as well as where your Season XP is tallied. We’ve added many more stats to be showcased, including Souls Taken, Runes Found, and Damage Dealt. Like previous stats, these are all compared to your lifetime totals, for those who want to break their own records.
Fishing
Fishing Rods can now be crafted like any other Tool and comes in the same rarity tiers.
To Fish, search through Rivers and Open Seas for Mysterious Ripples. Einherjar will cast their Fishing Rod upon interacting with the ripples to start a time-sensitive mini-game. Interact again once the ripples have started splashing. If timed right, you’ll get several new fishable Materials to be used in new Recipes, including brand-new Meals (more on this coming in the Patch Notes)!
Look to the Patch Notes releasing August 16 for a list of the Fishable loot and recipes they can be used in!
We are beyond excited for all of the new content releasing on August 16 with Season 3: Inferno Saga. Be sure to follow Tribes of Midgard on social media for first looks at the new content!
Our newsletter is a little lighter this time, as nearly all dev work this sprint was focused on fixing bugs that came from Nintendo Switch compatibility changes. More on that below.
Combat Arena
We made a whole bunch of bug fixes to the internal version of the Combat Arena Alpha and Beta. Both were broken by merging the Switch changes in, which we did because of the huge performance benefits they had. Thankfully, it’s gone more smoothly than we expected! We're approaching a good version here, and look forward to releasing it soon.
Single Player
We also fixed many bugs in the Single Player that stemmed off of our recent optimizations for the Switch, as well as the recent overhauls for NPC patrolling and targeting. While it went better than expected, it still took a lot of time from most of our dev team this sprint. Work on these bugs has nearly completed now, and we expect things to be back to normal before our next newsletter.
We’ve completely changed how NPC targeting works to be more efficient and flexible. NPC targeting in combat now supports the idea of "Teams," and each individual game mode has the ability to filter which NPCs and characters are on which teams. NPCs are then able to target enemies from opposing teams for attacks, or allies on their team for healing abilities. This allows NPCs to fight in a 2+ vs. 2+ setting against either co-op players or other NPCs. Here’s what it looks like right now when we spawn 3 NPCs to fight in a free-for-all:
We continued work on our NPC patrolling, and fixed up some final bugs to complete our new schedule-based patrolling that we mentioned in our last newsletter.
We’ve started on new concept art for the region of the map that players will start in, and it’s coming together really nicely! Next up will be more major regions featured in the first third of the game’s main story, which is where we’re focusing the majority of our art/writing assets at the moment. We’ll be translating the environment concept art into the 3D terrain starting next week.
There have been some exciting developments for the music of the game! We have the beginning framework of a new Title Theme, as well as some other songs for important points in the story. It’s extremely important to get the feel of these songs just right, so we’re taking it very seriously.
The writing team has made major progress on the mission outlines for the first third of the game. These outlines go in much greater depth than the high-level frameworks we made for missions at the beginning of the year. It’s really exciting to make everything come together at this level of detail!
Character customization art continues to develop smoothly! We’re in the process of modeling all the nose and mouth options, and up next will be some of the hair options. We expect to begin on the programming side of this feature next week.
The UI art for character customization has also been completed! We’re looking forward to showing this once character customization is implemented in-game.
Community
Rob, Andrew, and Tori joined IceCubeMaker on his first podcast of The Backstage+ Show to go behind the scenes on Kindred Fates! We had a great time talking about what the process has been like making the game so far, new tools, our monster design outlook, and much more. You can watch the VOD from the stream here!
Thanks for checking in on us! We’ll see you next time, on August 12. Until then, take care!
Our newsletter is a little lighter this time, as nearly all dev work this sprint was focused on fixing bugs that came from Nintendo Switch compatibility changes. More on that below.
Combat Arena
We made a whole bunch of bug fixes to the internal version of the Combat Arena Alpha and Beta. Both were broken by merging the Switch changes in, which we did because of the huge performance benefits they had. Thankfully, it’s gone more smoothly than we expected! We're approaching a good version here, and look forward to releasing it soon.
Single Player
We also fixed many bugs in the Single Player that stemmed off of our recent optimizations for the Switch, as well as the recent overhauls for NPC patrolling and targeting. While it went better than expected, it still took a lot of time from most of our dev team this sprint. Work on these bugs has nearly completed now, and we expect things to be back to normal before our next newsletter.
We’ve completely changed how NPC targeting works to be more efficient and flexible. NPC targeting in combat now supports the idea of "Teams," and each individual game mode has the ability to filter which NPCs and characters are on which teams. NPCs are then able to target enemies from opposing teams for attacks, or allies on their team for healing abilities. This allows NPCs to fight in a 2+ vs. 2+ setting against either co-op players or other NPCs. Here’s what it looks like right now when we spawn 3 NPCs to fight in a free-for-all:
We continued work on our NPC patrolling, and fixed up some final bugs to complete our new schedule-based patrolling that we mentioned in our last newsletter.
We’ve started on new concept art for the region of the map that players will start in, and it’s coming together really nicely! Next up will be more major regions featured in the first third of the game’s main story, which is where we’re focusing the majority of our art/writing assets at the moment. We’ll be translating the environment concept art into the 3D terrain starting next week.
There have been some exciting developments for the music of the game! We have the beginning framework of a new Title Theme, as well as some other songs for important points in the story. It’s extremely important to get the feel of these songs just right, so we’re taking it very seriously.
The writing team has made major progress on the mission outlines for the first third of the game. These outlines go in much greater depth than the high-level frameworks we made for missions at the beginning of the year. It’s really exciting to make everything come together at this level of detail!
Character customization art continues to develop smoothly! We’re in the process of modeling all the nose and mouth options, and up next will be some of the hair options. We expect to begin on the programming side of this feature next week.
The UI art for character customization has also been completed! We’re looking forward to showing this once character customization is implemented in-game.
Community
Rob, Andrew, and Tori joined IceCubeMaker on his first podcast of The Backstage+ Show to go behind the scenes on Kindred Fates! We had a great time talking about what the process has been like making the game so far, new tools, our monster design outlook, and much more. You can watch the VOD from the stream here!
Thanks for checking in on us! We’ll see you next time, on August 12. Until then, take care!
This week my focus was on Status Effects! Or rather, reworking the system around status effects. They existed before, but were pretty bland, straightforward and uninteresting. They didn't do much to add to playstyle diversity.
Status effects will range from the basic stuff like bleeding and stunning to more indirect stuff like terrifying enemies, which will cause them to run for their lives while being more susceptible to damage!
Oh, and I also added a sweet new goblin enemy - The Lob Gob! This goblin carries a small potted tree on his back that grows poisonous fruit! He plucks the fruit and tosses them at you, causing you to become poisoned! I really like the look of the potted plant he has, I'll definitely have to let the player use that as well at some point.
On a side note, I'd love you all dropped by the Discord! I'm on there while I work and actively take suggestions and talk about the development of the game! Here is a link if you're interested: https://discord.gg/ewtnqCYwDv
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.
Hello explorers! The focus of this experimental build was to clean up the Salvaging interaction and Salvage Saving, along with cleaning and clarifying the Save Game system in general. This update is important as it further separates the modes and how each behaves in terms of data saving.
Salvaging System
We fixed the preventing of Salvaging by removing the ownership of the Salvaged item. This means that in all modes any Salvageable object found in the world is not owned by anyone, until of course, it is fully salvaged and made operational.
The progress of the Salvage is also now saved properly, meaning that the salving you have done will not be wasted if you leave the game mid salvage. This also removed a loophole where Salvageable objects become constant loot givers by cycling going to the title menu and back.
Single Player Saves
Single Player saving is all about "Bed Saves" - or saving at a Hut or Bed. This further emphasizes the importance of the base area and the feeling of being tethered to it - which we feel is important to reinforce the subject of being on an alien planet with drastically different atmospheric and temperature conditions to Earth.
Your last save is now clearly displayed.
Multiplayer Saves
Multiplayer Save keeps the Automatic Save system, which records everything each player does at regular intervals. Bed Saves are less important in these modes and are mostly about restoring some health.
Change List
Added Time Stamp to Single Player Character Select Profiles Added Time Stamp to Private Universe Select Profiles Added Time Stamp to Public Universe Select Profiles Added Salvage Objects save in all modes properly Changed Save System in Single Player Mode Fixed Salvaging objects interaction and harvesting Fixed Time Stamp on Cycled Servers in Character Selection Profiles Removed Auto Save in Single Player - for now
This update was a slight detour from the planned Missions, AI, and Economy Balancing objectives, but nesseary as many of our players on Discord raised concerns. Be sure to join our Official Discord Server .
-Brian
You Paint Some Flames On The Side, Maybe Like A Rainbow Unicorn, You Got Something. - Lt. Gordon Malloy of "The Orville"