It's been a long time between updates, but there has been a lot going on behind the scenes. I'm nearing completion on the next update which will, amongst other things, add animals to the game to give some more excitement to exploring the different biomes.
When I released the initial version of Terra Firma it was the most minimal, hacked together version of my vision for the game that I thought people could get any fun out of. The feedback has been amazing, far beyond my expectations for essentially a tech demo that I assumed only family and friends would play. The first release had a lot of shortcomings technically that have required a decent amount of rework to progress the game. Let's dive into what has been improved and what's coming for the next release.
The most important change is to the camera system. The current camera uses an orthographic projection, which makes everything the same size no matter how far away from the camera it is. The camera scale is changed as you zoom in and out, but there is no perspective- if you look downhill the trees at the bottom will be the same size as those far away. You can actually crash or vastly slow the game by looking downhill at the wrong angle and overloading the level of detail that is rendered. An orthographic camera makes a bunch of things about moving and zooming the camera easier but adding animals required a lot more care for how the game looks at close zoom levels, so it had to go. We now have a proper perspective camera with varying levels of detail depending on how far away things are, and smooth transitions in between. There is a lot of complexity behind this and it's been the majority of the work since the first release.
Looking downhill like this was not previously possible
The visuals have been given an overhaul- while not the focus of this update, the tree models have been replaced, all textures replaced with new textures for the river areas and shore areas too, making everything a bit nicer. It wouldn't do looking at that hideous grass model that we had before when you're watching animals running around.
A lot of work has been put into changing how the world updates. Whereas previously everything was running on a single thread, a whole new system to update the world using multiple parallel threads is now implemented. This will allow the game to smoothly generate and update loads of animals, befitting the scale of the game where you can zoom from kilometers in to individual trees. There are alternate debug views in game to monitor what the threads are doing, how they are communicating and how quickly the game is rendering to get as close to smooth 60fps as we can.
Everything running smoothly at 60fps
Debugging a dropped frame
Finally what all this has been working towards: being able to see creatures running around! This has been the focus since the first update as it really adds an extra dimension to playing around with the simulation. Already there are effectively different biomes such as forests, plains, swamps, rivers, lakes, the shore and ocean but there is very little to distinguish them. The different biomes will be inhabited by different animals giving you more reason to experiment with the landscape and will make coming features such as variable rainfall, variable temperature, snow and ice a lot more impactful.
I'm hoping to release the update before the end of the year. Thank you all for your feedback, testing and patient support so far. Rest assured that despite the occasional lack of communication this is being continually worked on- however with this major work soon to be completed I'll be able to release more regular, smaller updates.
Now: The resolution of the main interface of 《NosieBox.噪音盒子》 can be adjusted (the resolution is preferably higher than 1600X900) Note: 1: It is different from the resolution of the play interface, the resolution of the play interface, the player needs to enter the first person trigger 2: The resolution of the play interface, you can adjust the size of the button on the right side of the construction menu
Hi everyone! We want to share with you our plan. In this moment, the content of the game is not perfect yet, and next we will give priority to the skills addition. We'll focus on the categories of skills and their ripple effects. Then, we will add and adjust the skills series of each element. At present, we are close to completing the new design of lightning skills series and will continue to advance the other series. After all the skills are well developed, we will launch a new challenge mode, alongside the existing story mode, so that players can choose according to their preferences. There are more new levels that have been completed, but they won't be released yet, because we are prioritizing the basic development of the game. The new theme levels will be released when more skills, more characters and more weapons are well designed. Thanks for your understanding and waiting.
"pumpkins, candles, and even a cauldron witch squirrels, a bat axe, on my shoulder a pauldron to make the game more fun, the ghost is in the clock Timberman VR Scream Fest is on, just knock, knock, knock"
Hey everyone. We would like to invite you to Timberman's Halloween party. From October 25 to November 1, you'll be able to play on a special Halloween map, with lots of spooky stuff. We are curious to see who will be the leader on the board by the end of the event.
As many of you know, we just started dropping our class spotlights, and with that came a wave of feedback, thoughts, and questions. It quickly became apparent that we must clear up some of the confusion and better answer your questions.
So, here we go. While we won’t be able to address everything (still in development and working through things), we hope this is a start.
First, Classes are a new thing in Darktide and something we are really excited about. They are perfectly suited for the 40k universe and allow us to extend the play experiences in a better way than previous games like Vermintide’s careers.
While similar, classes are not the same as careers (in Vermintide). Some of this will become clearer as you jump into our Closed beta this weekend, but most of it won’t show up until the full play experience closer to launch. More specifically, you can expect a deeper narrative experience, greater range, and more options in character customization. There’s also a more profound and wider progression in weapons.
We will start with 4 classes and 70+ weapons available at launch. We really wanted to focus on quality, depth, and differentiation first - and less on the number of classes. Each class has a distinct personality, and your choice affects what cosmetics they can attain, and how they interact with teammates on their strike team. Weapons are more robust, each with their individual stats and traits specifically designed for that weapon.
While we are not ready to announce specific dates, it is safe to say that we aim to release one new class every quarter.
We haven’t fully decided if we will charge for new and upcoming classes, but that is an option we are discussing. This isn’t our way of trying to bait and switch anyone. Fatshark has always prided itself on being very player-centric. We want to stay true to that in our monetization practices. We never intend to split our player base - you can expect in-game content, such as new areas, game modes, and missions, to remain free. We’ve learned a lot, and we think we have done a good job in Vermintide with our monetization of cosmetics and careers, and we are looking to that and other areas of feedback before we make a final decision.
We hope this clears things up a little, and look forward to your feedback!
Darkness is gathering over the world. The most terrible forces are about to fall upon the inhabitants of Azmara. Residents need defenders, are you ready to become the hero who will rise up against evil and protect the world?
Keep a close eye on the news in the game. When the appointed hour strikes, you will receive a signal about the invasion of the Bosses. The strongest heroes will have to team up to win and get the loot. Tough battles are coming!
Today, the invasion of many bosses will take place on different battlefields of Deskada. Players of different levels will be able to compete for rewards to purchase coalition items.
Added server password protection function in multiplayer mode, as well as setting server name, maximum number of players, and server search function.
The multiplayer mode is a personal computer as the server, other steam players can join, Its stability depends on your network. You must set a server name, otherwise other players won't be able to see your server. You can set a password to prevent other players from disturbing. You can tell your friends the password to join the game. All player data for this server is stored on your computer.
If you want to open your server, just re-create the server name and set it to open state, it will not affect the archive of the multiplayer mode, other steam players can see your server name and then join.
Note: If the server name is in Chinese,or the language of some countries, it will display garbled characters, which is caused by the built-in ANSI encoding of the engine source code instead of UFT8 encoding. No solution has been found yet. For the time being, you can set the letters or number, and the English server name.
Reaching full age will happen quicker than before. Instead of ageing one year per minute, the characters now age one year every 42 seconds.
Heavy Metal!
The processes for turning ore into metals, and melting metals for casting have improved, and several new objects added, like metal bars, ingots, scrap metal...
Have a nice Break
When a bronze tool breaks, it will now turn a broken version of the same object. You can then hack it into pieces of scrap bronze, and melt them into a new bar of bronze.
Multiple GUI improvements
1. The settings have been merged into the same window as the encyklopedia and missions. 2. Information about the game controls has been ordered into an index and improved with images. 3. Several smaller improvements sprinkled about.
Beta' Friends
We are also launching an open Beta of In Next Life for iOS. It's free to try out during the beta period, but the number of downloads are limited. Tell your friends!